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