#ifndef _INCLUDED_ASW_WEAPON_PRIFLE_H #define _INCLUDED_ASW_WEAPON_PRIFLE_H #pragma once #ifdef CLIENT_DLL #define CASW_Weapon_PRifle C_ASW_Weapon_PRifle #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_PRifle : public CASW_Weapon_Rifle { public: DECLARE_CLASS( CASW_Weapon_PRifle, CASW_Weapon_Rifle ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_PRifle(); virtual ~CASW_Weapon_PRifle(); void Precache(); virtual const float GetAutoAimAmount() { return 0.26f; } virtual const float GetAutoAimRadiusScale() { return 1.5f; } virtual float GetWeaponDamage(); virtual void SecondaryAttack(); #ifndef CLIENT_DLL DECLARE_DATADESC(); virtual const char* GetPickupClass() { return "asw_pickup_prifle"; } #else virtual bool HasSecondaryExplosive( void ) const { return false; } virtual const char* GetPartialReloadSound(int iPart); virtual const char* GetTracerEffectName() { return "tracer_proto_rifle"; } // particle effect name virtual const char* GetMuzzleEffectName() { return "muzzle_proto_rifle"; } // particle effect name #endif // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_PRIFLE; } }; #endif /* _INCLUDED_ASW_WEAPON_PRIFLE_H */