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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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#include "basehlcombatweapon_shared.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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//=========================================================
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// Machine gun base class
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//=========================================================
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abstract_class CHLMachineGun : public CBaseHLCombatWeapon
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{
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public:
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DECLARE_CLASS( CHLMachineGun, CBaseHLCombatWeapon );
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DECLARE_DATADESC();
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CHLMachineGun();
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DECLARE_SERVERCLASS();
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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 float GetFireRate( void ) = 0;
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virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
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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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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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//=========================================================
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// Machine guns capable of switching between full auto and
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// burst fire modes.
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//=========================================================
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// Mode settings for select fire weapons
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enum
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{
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FIREMODE_FULLAUTO = 1,
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FIREMODE_SEMI,
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FIREMODE_3RNDBURST,
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};
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//=========================================================
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// >> CHLSelectFireMachineGun
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//=========================================================
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class CHLSelectFireMachineGun : public CHLMachineGun
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{
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DECLARE_CLASS( CHLSelectFireMachineGun, CHLMachineGun );
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public:
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CHLSelectFireMachineGun( void );
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DECLARE_SERVERCLASS();
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virtual float GetBurstCycleRate( void );
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virtual float GetFireRate( void );
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virtual bool Deploy( void );
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virtual void WeaponSound( WeaponSound_t shoot_type, float soundtime = 0.0f );
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DECLARE_DATADESC();
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virtual int GetBurstSize( void ) { return 3; };
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void BurstThink( void );
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
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virtual int WeaponRangeAttack2Condition( float flDot, float flDist );
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protected:
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int m_iBurstSize;
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int m_iFireMode;
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};
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#endif // BASEHLCOMBATWEAPON_H
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