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87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
#ifndef _DEFINED_ASW_WEAPON_PISTOL_H
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#define _DEFINED_ASW_WEAPON_PISTOL_H
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#pragma once
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#ifdef CLIENT_DLL
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#include "c_asw_weapon.h"
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#define CASW_Weapon C_ASW_Weapon
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#define CASW_Weapon_Pistol C_ASW_Weapon_Pistol
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#define CASW_Marine C_ASW_Marine
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#else
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#include "asw_weapon.h"
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#include "npc_combine.h"
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#endif
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#include "basegrenade_shared.h"
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#include "asw_shareddefs.h"
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enum ASW_Weapon_PistolHand_t
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{
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ASW_WEAPON_PISTOL_RIGHT,
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ASW_WEAPON_PISTOL_LEFT
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};
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class CASW_Weapon_Pistol : public CASW_Weapon
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{
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public:
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DECLARE_CLASS( CASW_Weapon_Pistol, CASW_Weapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CASW_Weapon_Pistol();
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virtual ~CASW_Weapon_Pistol();
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void Precache();
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float GetFireRate( void );
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void ItemPostFrame();
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Activity GetPrimaryAttackActivity( void );
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virtual bool ShouldMarineMoveSlow();
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void PrimaryAttack();
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int ASW_SelectWeaponActivity(int idealActivity);
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virtual float GetWeaponDamage();
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virtual int AmmoClickPoint() { return 2; }
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virtual const float GetAutoAimAmount() { return 0.26f; }
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virtual bool ShouldFlareAutoaim() { return true; }
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone;
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cone = vec3_origin;
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return cone;
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}
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const char* GetPickupClass() { return "asw_pickup_pistol"; }
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virtual bool IsRapidFire() { return false; }
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virtual float GetMadFiringBias() { return 0.2f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon
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#else
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virtual const char* GetPartialReloadSound(int iPart);
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//virtual const char* GetTracerEffectName() { return "tracer_pistol"; } // particle effect name
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//virtual const char* GetMuzzleEffectName() { return "muzzle_pistol"; } // particle effect name
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virtual bool DisplayClipsDoubled() { return false; }
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virtual const char* GetTracerEffectName() { return "tracer_pistol"; } // particle effect name
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virtual const char* GetMuzzleEffectName() { return "muzzle_pistol"; } // particle effect name
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#endif
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virtual const char* GetUTracerType();
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_PISTOL; }
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protected:
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CNetworkVar( float, m_fSlowTime ); // marine moves slow until this moment
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float m_flSoonestPrimaryAttack;
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ASW_Weapon_PistolHand_t m_currentPistol;
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};
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#endif /* _DEFINED_ASW_WEAPON_PISTOL_H */
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