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86 lines
2.4 KiB
86 lines
2.4 KiB
#ifndef _DEFINED_ASW_WEAPON_PISTOL_H |
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#define _DEFINED_ASW_WEAPON_PISTOL_H |
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#pragma once |
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#ifdef CLIENT_DLL |
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#include "c_asw_weapon.h" |
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#define CASW_Weapon C_ASW_Weapon |
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#define CASW_Weapon_Pistol C_ASW_Weapon_Pistol |
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#define CASW_Marine C_ASW_Marine |
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#else |
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#include "asw_weapon.h" |
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#include "npc_combine.h" |
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#endif |
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#include "basegrenade_shared.h" |
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#include "asw_shareddefs.h" |
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enum ASW_Weapon_PistolHand_t |
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{ |
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ASW_WEAPON_PISTOL_RIGHT, |
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ASW_WEAPON_PISTOL_LEFT |
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}; |
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class CASW_Weapon_Pistol : public CASW_Weapon |
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{ |
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public: |
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DECLARE_CLASS( CASW_Weapon_Pistol, CASW_Weapon ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CASW_Weapon_Pistol(); |
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virtual ~CASW_Weapon_Pistol(); |
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void Precache(); |
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float GetFireRate( void ); |
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void ItemPostFrame(); |
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Activity GetPrimaryAttackActivity( void ); |
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virtual bool ShouldMarineMoveSlow(); |
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void PrimaryAttack(); |
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int ASW_SelectWeaponActivity(int idealActivity); |
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virtual float GetWeaponDamage(); |
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virtual int AmmoClickPoint() { return 2; } |
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virtual const float GetAutoAimAmount() { return 0.26f; } |
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virtual bool ShouldFlareAutoaim() { return true; } |
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virtual const Vector& GetBulletSpread( void ) |
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{ |
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static Vector cone; |
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cone = vec3_origin; |
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return cone; |
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} |
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#ifndef CLIENT_DLL |
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DECLARE_DATADESC(); |
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } |
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virtual const char* GetPickupClass() { return "asw_pickup_pistol"; } |
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virtual bool IsRapidFire() { return false; } |
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virtual float GetMadFiringBias() { return 0.2f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon |
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#else |
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virtual const char* GetPartialReloadSound(int iPart); |
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//virtual const char* GetTracerEffectName() { return "tracer_pistol"; } // particle effect name |
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//virtual const char* GetMuzzleEffectName() { return "muzzle_pistol"; } // particle effect name |
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virtual bool DisplayClipsDoubled() { return false; } |
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virtual const char* GetTracerEffectName() { return "tracer_pistol"; } // particle effect name |
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virtual const char* GetMuzzleEffectName() { return "muzzle_pistol"; } // particle effect name |
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#endif |
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virtual const char* GetUTracerType(); |
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// Classification |
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_PISTOL; } |
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protected: |
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CNetworkVar( float, m_fSlowTime ); // marine moves slow until this moment |
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float m_flSoonestPrimaryAttack; |
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ASW_Weapon_PistolHand_t m_currentPistol; |
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}; |
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#endif /* _DEFINED_ASW_WEAPON_PISTOL_H */
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