#ifndef _INCLUDED_ASW_WEAPON_FLARES_H #define _INCLUDED_ASW_WEAPON_FLARES_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Flares C_ASW_Weapon_Flares #define CASW_Marine C_ASW_Marine #else #include "asw_weapon.h" #include "npc_combine.h" #endif #include "basegrenade_shared.h" #include "asw_shareddefs.h" class CASW_Weapon_Flares : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Flares, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Flares(); virtual ~CASW_Weapon_Flares(); void Precache(); float GetFireRate( void ) { return 1.4f; } bool Reload(); void ItemPostFrame(); virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down Activity GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; } virtual int ASW_SelectWeaponActivity(int idealActivity); virtual int AmmoClickPoint() { return 0; } virtual float GetThrowGravity() { return 1.15f; } void PrimaryAttack(); void DelayedAttack(); virtual const Vector& GetBulletSpread( void ) { static Vector cone; cone = Vector(0,0,0); return cone; } virtual bool OffhandActivate(); #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } virtual const char* GetPickupClass() { return "asw_pickup_flares"; } #else virtual void ClientThink(); virtual void OnDataChanged(DataUpdateType_t updateType); void ShowThrowArc(); #endif virtual bool IsOffensiveWeapon() { return false; } float m_flSoonestPrimaryAttack; // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FLARES; } }; #endif /* _INCLUDED_ASW_WEAPON_FLARES_H */