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https://github.com/nillerusr/source-engine.git
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61 lines
1.5 KiB
C
61 lines
1.5 KiB
C
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//========= 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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#ifndef WEAPON_ALYXGUN_H
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#define WEAPON_ALYXGUN_H
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#include "basehlcombatweapon.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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class CWeaponAlyxGun : public CHLSelectFireMachineGun
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CWeaponAlyxGun, CHLSelectFireMachineGun );
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CWeaponAlyxGun();
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~CWeaponAlyxGun();
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DECLARE_SERVERCLASS();
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void Precache( void );
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virtual int GetMinBurst( void ) { return 4; }
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virtual int GetMaxBurst( void ) { return 7; }
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virtual float GetMinRestTime( void );
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virtual float GetMaxRestTime( void );
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virtual void Equip( CBaseCombatCharacter *pOwner );
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float GetFireRate( void ) { return 0.1f; }
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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int WeaponRangeAttack1Condition( float flDot, float flDist );
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int WeaponRangeAttack2Condition( float flDot, float flDist );
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virtual const Vector& GetBulletSpread( void );
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void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
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void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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virtual void SetPickupTouch( void )
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{
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// Alyx gun cannot be picked up
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SetTouch(NULL);
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}
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float m_flTooCloseTimer;
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DECLARE_ACTTABLE();
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};
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#endif // WEAPON_ALYXGUN_H
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