Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_WEAPON_RAILGUN_H
#define _INCLUDED_ASW_WEAPON_RAILGUN_H
#pragma once
#ifdef CLIENT_DLL
#define CASW_Weapon_Railgun C_ASW_Weapon_Railgun
#define CASW_Weapon_Rifle C_ASW_Weapon_Rifle
#include "c_asw_weapon_rifle.h"
#else
#include "npc_combine.h"
#include "asw_weapon_rifle.h"
#endif
class CASW_Weapon_Railgun : public CASW_Weapon_Rifle
{
public:
DECLARE_CLASS( CASW_Weapon_Railgun, CASW_Weapon_Rifle );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Railgun();
virtual ~CASW_Weapon_Railgun();
void Precache();
virtual bool SupportsBayonet();
virtual void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool &bOldReload, bool& bOldAttack1 );
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void CreateRailgunBeam( const Vector &vecStartPoint, const Vector &vecEndPoint );
virtual const char* GetUTracerType() { return "ASWUTracerRG"; }
float GetFireRate( void );
virtual const Vector& GetBulletSpread( void ) { return VECTOR_CONE_PRECALCULATED; }
virtual const float GetAutoAimAmount() { return 0.24f; }
virtual bool ShouldFlareAutoaim() { return true; }
virtual bool ShouldMarineMoveSlow();
virtual float GetMovementScale();
virtual int AmmoClickPoint() { return 0; }
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual bool Reload();
virtual float GetWeaponDamage();
virtual int ASW_SelectWeaponActivity(int idealActivity);
#ifndef CLIENT_DLL
DECLARE_DATADESC();
virtual const char* GetPickupClass() { return "asw_pickup_railgun"; }
virtual bool IsRapidFire() { return false; }
virtual float GetMadFiringBias() { return 2.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon
// NOTE: Railgun isn't really meant to do killing sprees, since it fires so slowly
#else
virtual bool HasSecondaryExplosive( void ) const { return false; }
virtual const char* GetTracerEffectName() { return "tracer_railgun"; } // particle effect name
virtual const char* GetMuzzleEffectName() { return "muzzle_railgun"; } // particle effect name
#endif
// aiming grenades at the ground
virtual bool SupportsGroundShooting() { return false; }
CNetworkVar(float, m_fSlowTime); // marine moves slow until this moment
CNetworkVar(int, m_iRailBurst);
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RAILGUN; }
};
#ifndef CLIENT_DLL
class CTraceFilterRG : public CTraceFilterEntitiesOnly
{
public:
DECLARE_CLASS_NOBASE( CTraceFilterRG );
CTraceFilterRG( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, bool bFFDamage )
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_bFFDamage(bFFDamage)
{
}
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
public:
const IHandleEntity *m_pPassEnt;
int m_collisionGroup;
CTakeDamageInfo *m_dmgInfo;
CBaseEntity *m_pHit;
bool m_bFFDamage;
};
#endif
#endif /* _INCLUDED_ASW_WEAPON_RAILGUN_H */