source-engine/game/shared/swarm/asw_weapon_hornet_barrage.h

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2023-10-03 14:23:56 +00:00
#ifndef _ASW_WEAPON_HORNET_BARRAGE_H
#define _ASW_WEAPON_HORNET_BARRAGE_H
#pragma once
#include "asw_weapon_shared.h"
#include "asw_shareddefs.h"
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Hornet_Barrage C_ASW_Weapon_Hornet_Barrage
#define CASW_Marine C_ASW_Marine
#else
#include "asw_weapon.h"
#endif
class CASW_Weapon_Hornet_Barrage : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Hornet_Barrage, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Hornet_Barrage();
virtual void PrimaryAttack();
virtual void ItemPostFrame();
virtual void Precache();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
virtual const char* GetPickupClass() { return "asw_pickup_mines"; }
#else
#endif
int GetRocketsToFire() { return m_iRocketsToFire.Get(); }
float GetNextLaunchTime() { return m_flNextLaunchTime.Get(); }
virtual void FireRocket();
virtual bool IsOffensiveWeapon() { return false; }
virtual bool OffhandActivate();
virtual bool WantsOffhandPostFrame() { return m_iRocketsToFire.Get() > 0; }
virtual const QAngle& GetRocketAngle();
virtual void SetRocketsToFire();
virtual float GetRocketFireInterval();
virtual const Vector& GetRocketFiringPosition();
CNetworkVar( float, m_flNextLaunchTime );
CNetworkVar( int, m_iRocketsToFire );
CNetworkVar( float, m_flFireInterval );
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_HORNET_BARRAGE; }
};
#endif /* _INCLUDED_ASW_WEAPON_HORNET_BARRAGE_H */