source-engine/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

59 lines
1.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "weapon_hl2mpbase.h"
#ifndef BASEHLCOMBATWEAPON_H
#define BASEHLCOMBATWEAPON_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CHL2MPMachineGun C_HL2MPMachineGun
#endif
//=========================================================
// Machine gun base class
//=========================================================
class CHL2MPMachineGun : public CWeaponHL2MPBase
{
public:
DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase );
DECLARE_DATADESC();
CHL2MPMachineGun();
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
void PrimaryAttack( void );
// Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
virtual void ItemPostFrame( void );
virtual void FireBullets( const FireBulletsInfo_t &info );
virtual bool Deploy( void );
virtual const Vector &GetBulletSpread( void );
int WeaponSoundRealtime( WeaponSound_t shoot_type );
// utility function
static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
private:
CHL2MPMachineGun( const CHL2MPMachineGun & );
protected:
int m_nShotsFired; // Number of consecutive shots fired
float m_flNextSoundTime; // real-time clock of when to make next sound
};
#endif // BASEHLCOMBATWEAPON_H