#ifndef _INCLUDED_ASW_WEAPON_RAILGUN_H #define _INCLUDED_ASW_WEAPON_RAILGUN_H #pragma once #ifdef CLIENT_DLL #define CASW_Weapon_Railgun C_ASW_Weapon_Railgun #define CASW_Weapon_Rifle C_ASW_Weapon_Rifle #include "c_asw_weapon_rifle.h" #else #include "npc_combine.h" #include "asw_weapon_rifle.h" #endif class CASW_Weapon_Railgun : public CASW_Weapon_Rifle { public: DECLARE_CLASS( CASW_Weapon_Railgun, CASW_Weapon_Rifle ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Railgun(); virtual ~CASW_Weapon_Railgun(); void Precache(); virtual bool SupportsBayonet(); virtual void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool &bOldReload, bool& bOldAttack1 ); virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void CreateRailgunBeam( const Vector &vecStartPoint, const Vector &vecEndPoint ); virtual const char* GetUTracerType() { return "ASWUTracerRG"; } float GetFireRate( void ); virtual const Vector& GetBulletSpread( void ) { return VECTOR_CONE_PRECALCULATED; } virtual const float GetAutoAimAmount() { return 0.24f; } virtual bool ShouldFlareAutoaim() { return true; } virtual bool ShouldMarineMoveSlow(); virtual float GetMovementScale(); virtual int AmmoClickPoint() { return 0; } virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual bool Reload(); virtual float GetWeaponDamage(); virtual int ASW_SelectWeaponActivity(int idealActivity); #ifndef CLIENT_DLL DECLARE_DATADESC(); virtual const char* GetPickupClass() { return "asw_pickup_railgun"; } virtual bool IsRapidFire() { return false; } virtual float GetMadFiringBias() { return 2.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon // NOTE: Railgun isn't really meant to do killing sprees, since it fires so slowly #else virtual bool HasSecondaryExplosive( void ) const { return false; } virtual const char* GetTracerEffectName() { return "tracer_railgun"; } // particle effect name virtual const char* GetMuzzleEffectName() { return "muzzle_railgun"; } // particle effect name #endif // aiming grenades at the ground virtual bool SupportsGroundShooting() { return false; } CNetworkVar(float, m_fSlowTime); // marine moves slow until this moment CNetworkVar(int, m_iRailBurst); // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RAILGUN; } }; #ifndef CLIENT_DLL class CTraceFilterRG : public CTraceFilterEntitiesOnly { public: DECLARE_CLASS_NOBASE( CTraceFilterRG ); CTraceFilterRG( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, bool bFFDamage ) : m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_bFFDamage(bFFDamage) { } virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask ); public: const IHandleEntity *m_pPassEnt; int m_collisionGroup; CTakeDamageInfo *m_dmgInfo; CBaseEntity *m_pHit; bool m_bFFDamage; }; #endif #endif /* _INCLUDED_ASW_WEAPON_RAILGUN_H */