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91 lines
3.0 KiB
91 lines
3.0 KiB
#ifndef _INCLUDED_ASW_WEAPON_RAILGUN_H |
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#define _INCLUDED_ASW_WEAPON_RAILGUN_H |
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#pragma once |
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#ifdef CLIENT_DLL |
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#define CASW_Weapon_Railgun C_ASW_Weapon_Railgun |
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#define CASW_Weapon_Rifle C_ASW_Weapon_Rifle |
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#include "c_asw_weapon_rifle.h" |
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#else |
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#include "npc_combine.h" |
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#include "asw_weapon_rifle.h" |
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#endif |
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class CASW_Weapon_Railgun : public CASW_Weapon_Rifle |
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{ |
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public: |
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DECLARE_CLASS( CASW_Weapon_Railgun, CASW_Weapon_Rifle ); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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CASW_Weapon_Railgun(); |
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virtual ~CASW_Weapon_Railgun(); |
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void Precache(); |
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virtual bool SupportsBayonet(); |
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virtual void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool &bOldReload, bool& bOldAttack1 ); |
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virtual void PrimaryAttack(); |
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virtual void SecondaryAttack(); |
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virtual void CreateRailgunBeam( const Vector &vecStartPoint, const Vector &vecEndPoint ); |
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virtual const char* GetUTracerType() { return "ASWUTracerRG"; } |
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float GetFireRate( void ); |
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virtual const Vector& GetBulletSpread( void ) { return VECTOR_CONE_PRECALCULATED; } |
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virtual const float GetAutoAimAmount() { return 0.24f; } |
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virtual bool ShouldFlareAutoaim() { return true; } |
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virtual bool ShouldMarineMoveSlow(); |
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virtual float GetMovementScale(); |
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virtual int AmmoClickPoint() { return 0; } |
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); |
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virtual bool Reload(); |
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virtual float GetWeaponDamage(); |
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virtual int ASW_SelectWeaponActivity(int idealActivity); |
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#ifndef CLIENT_DLL |
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DECLARE_DATADESC(); |
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virtual const char* GetPickupClass() { return "asw_pickup_railgun"; } |
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virtual bool IsRapidFire() { return false; } |
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virtual float GetMadFiringBias() { return 2.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon |
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// NOTE: Railgun isn't really meant to do killing sprees, since it fires so slowly |
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#else |
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virtual bool HasSecondaryExplosive( void ) const { return false; } |
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virtual const char* GetTracerEffectName() { return "tracer_railgun"; } // particle effect name |
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virtual const char* GetMuzzleEffectName() { return "muzzle_railgun"; } // particle effect name |
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#endif |
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// aiming grenades at the ground |
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virtual bool SupportsGroundShooting() { return false; } |
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CNetworkVar(float, m_fSlowTime); // marine moves slow until this moment |
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CNetworkVar(int, m_iRailBurst); |
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// Classification |
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RAILGUN; } |
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}; |
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#ifndef CLIENT_DLL |
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class CTraceFilterRG : public CTraceFilterEntitiesOnly |
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{ |
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public: |
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DECLARE_CLASS_NOBASE( CTraceFilterRG ); |
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CTraceFilterRG( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, bool bFFDamage ) |
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: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_bFFDamage(bFFDamage) |
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{ |
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} |
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virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); |
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public: |
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const IHandleEntity *m_pPassEnt; |
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int m_collisionGroup; |
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CTakeDamageInfo *m_dmgInfo; |
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CBaseEntity *m_pHit; |
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bool m_bFFDamage; |
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}; |
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#endif |
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#endif /* _INCLUDED_ASW_WEAPON_RAILGUN_H */
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