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58 lines
1.5 KiB
58 lines
1.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "weapon_hl2mpbase.h" |
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#ifndef BASEHLCOMBATWEAPON_H |
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#define BASEHLCOMBATWEAPON_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#if defined( CLIENT_DLL ) |
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#define CHL2MPMachineGun C_HL2MPMachineGun |
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#endif |
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//========================================================= |
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// Machine gun base class |
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//========================================================= |
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class CHL2MPMachineGun : public CWeaponHL2MPBase |
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{ |
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public: |
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DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase ); |
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DECLARE_DATADESC(); |
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CHL2MPMachineGun(); |
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DECLARE_NETWORKCLASS(); |
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DECLARE_PREDICTABLE(); |
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void PrimaryAttack( void ); |
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// Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here. |
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virtual void ItemPostFrame( void ); |
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virtual void FireBullets( const FireBulletsInfo_t &info ); |
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virtual bool Deploy( void ); |
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virtual const Vector &GetBulletSpread( void ); |
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int WeaponSoundRealtime( WeaponSound_t shoot_type ); |
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// utility function |
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static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime ); |
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private: |
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CHL2MPMachineGun( const CHL2MPMachineGun & ); |
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protected: |
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int m_nShotsFired; // Number of consecutive shots fired |
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float m_flNextSoundTime; // real-time clock of when to make next sound |
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}; |
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#endif // BASEHLCOMBATWEAPON_H
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