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57 lines
1.7 KiB
C++
57 lines
1.7 KiB
C++
#ifndef _INCLUDED_ASW_WEAPON_SHOTGUN_ASSAULT_H
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#define _INCLUDED_ASW_WEAPON_SHOTGUN_ASSAULT_H
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#pragma once
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#include "asw_weapon_shotgun_shared.h"
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#ifdef CLIENT_DLL
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#define CASW_Weapon_Assault_Shotgun C_ASW_Weapon_Assault_Shotgun
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#else
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#include "npc_combine.h"
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#endif
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class CASW_Weapon_Assault_Shotgun : public CASW_Weapon_Shotgun
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{
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public:
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DECLARE_CLASS( CASW_Weapon_Assault_Shotgun, CASW_Weapon_Shotgun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CASW_Weapon_Assault_Shotgun();
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virtual ~CASW_Weapon_Assault_Shotgun();
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void Precache();
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//float GetFireRate( void ) { return 0.65f; }
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virtual float GetWeaponDamage();
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virtual int GetNumPellets();
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virtual int AmmoClickPoint() { return 2; }
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virtual void SecondaryAttack();
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virtual const float GetAutoAimAmount() { return 0.26f; }
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virtual bool ShouldFlareAutoaim() { return true; }
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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virtual const char* GetPickupClass() { return "asw_pickup_vindicator"; }
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virtual float GetMadFiringBias() { return 1.0f; } // 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 bool HasSecondaryExplosive( void ) const { return true; }
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virtual const char* GetPartialReloadSound(int iPart);
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virtual float GetMuzzleFlashScale();
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virtual const char* GetTracerEffectName() { return "tracer_vindicator"; } // particle effect name
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virtual const char* GetMuzzleEffectName() { return "muzzle_vindicator"; } // particle effect name
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virtual float GetLaserPointerRange( void ) { return 360; }
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#endif
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virtual bool ShouldMarineMoveSlow();
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_ASSAULT_SHOTGUN; }
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};
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#endif /* _INCLUDED_ASW_WEAPON_SHOTGUN_ASSAULT_H */
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