source-engine/game/shared/swarm/asw_weapon_freeze_grenades.h
2023-10-03 17:23:56 +03:00

74 lines
1.8 KiB
C++

#ifndef _INCLUDED_ASW_WEAPON_FREEZE_GRENADES_H
#define _INCLUDED_ASW_WEAPON_FREEZE_GRENADES_H
#pragma once
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Freeze_Grenades C_ASW_Weapon_Freeze_Grenades
#define CASW_Marine C_ASW_Marine
#else
#include "asw_weapon.h"
#include "npc_combine.h"
#endif
#include "basegrenade_shared.h"
#include "asw_shareddefs.h"
class CASW_Weapon_Freeze_Grenades : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Freeze_Grenades, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Freeze_Grenades();
virtual ~CASW_Weapon_Freeze_Grenades();
void Precache();
float GetFireRate( void ) { return 1.4f; }
bool Reload();
void ItemPostFrame();
virtual bool ShouldMarineMoveSlow() { return false; } // throwing grenades doesn't slow the marine down
Activity GetPrimaryAttackActivity( void );
virtual int ASW_SelectWeaponActivity(int idealActivity);
virtual int AmmoClickPoint() { return 0; }
virtual float GetThrowGravity() { return 2.0f; }
void PrimaryAttack();
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
cone = Vector(0,0,0);
return cone;
}
virtual bool OffhandActivate();
virtual void DelayedAttack();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual const char* GetPickupClass() { return "asw_pickup_freeze_grenades"; }
// Get the damage and radius that a grenade thrown by a given marine should
// explode with:
static float GetBoomRadius( CASW_Marine *pMarine );
#else
#endif
virtual bool IsOffensiveWeapon() { return false; }
float m_flSoonestPrimaryAttack;
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FREEZE_GRENADES; }
};
#endif /* _INCLUDED_ASW_WEAPON_FREEZE_GRENADES_H */