Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Projectile shot from the AR2
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONAR2_H
#define WEAPONAR2_H
#include "basegrenade_shared.h"
#include "basehlcombatweapon.h"
class CWeaponAR2 : public CHLMachineGun
{
public:
DECLARE_CLASS( CWeaponAR2, CHLMachineGun );
CWeaponAR2();
DECLARE_SERVERCLASS();
void ItemPostFrame( void );
void Precache( void );
void SecondaryAttack( void );
void DelayedAttack( void );
const char *GetTracerType( void ) { return "AR2Tracer"; }
void AddViewKick( void );
void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
void FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
int GetMinBurst( void ) { return 2; }
int GetMaxBurst( void ) { return 5; }
float GetFireRate( void ) { return 0.1f; }
bool CanHolster( void );
bool Reload( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
Activity GetPrimaryAttackActivity( void );
void DoImpactEffect( trace_t &tr, int nDamageType );
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
cone = VECTOR_CONE_3DEGREES;
return cone;
}
const WeaponProficiencyInfo_t *GetProficiencyValues();
protected:
float m_flDelayedFire;
bool m_bShotDelayed;
int m_nVentPose;
DECLARE_ACTTABLE();
DECLARE_DATADESC();
};
#endif //WEAPONAR2_H