mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 22:56:50 +00:00
92 lines
3.0 KiB
C++
92 lines
3.0 KiB
C++
#ifndef _INCLUDED_ASW_WEAPON_RAILGUN_H
|
|
#define _INCLUDED_ASW_WEAPON_RAILGUN_H
|
|
#pragma once
|
|
|
|
#ifdef CLIENT_DLL
|
|
#define CASW_Weapon_Railgun C_ASW_Weapon_Railgun
|
|
#define CASW_Weapon_Rifle C_ASW_Weapon_Rifle
|
|
#include "c_asw_weapon_rifle.h"
|
|
#else
|
|
#include "npc_combine.h"
|
|
#include "asw_weapon_rifle.h"
|
|
#endif
|
|
|
|
class CASW_Weapon_Railgun : public CASW_Weapon_Rifle
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CASW_Weapon_Railgun, CASW_Weapon_Rifle );
|
|
DECLARE_NETWORKCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
|
|
CASW_Weapon_Railgun();
|
|
virtual ~CASW_Weapon_Railgun();
|
|
void Precache();
|
|
|
|
virtual bool SupportsBayonet();
|
|
virtual void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool &bOldReload, bool& bOldAttack1 );
|
|
virtual void PrimaryAttack();
|
|
virtual void SecondaryAttack();
|
|
virtual void CreateRailgunBeam( const Vector &vecStartPoint, const Vector &vecEndPoint );
|
|
virtual const char* GetUTracerType() { return "ASWUTracerRG"; }
|
|
|
|
float GetFireRate( void );
|
|
virtual const Vector& GetBulletSpread( void ) { return VECTOR_CONE_PRECALCULATED; }
|
|
virtual const float GetAutoAimAmount() { return 0.24f; }
|
|
virtual bool ShouldFlareAutoaim() { return true; }
|
|
|
|
virtual bool ShouldMarineMoveSlow();
|
|
virtual float GetMovementScale();
|
|
virtual int AmmoClickPoint() { return 0; }
|
|
|
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
|
|
virtual bool Reload();
|
|
virtual float GetWeaponDamage();
|
|
virtual int ASW_SelectWeaponActivity(int idealActivity);
|
|
|
|
#ifndef CLIENT_DLL
|
|
DECLARE_DATADESC();
|
|
|
|
virtual const char* GetPickupClass() { return "asw_pickup_railgun"; }
|
|
virtual bool IsRapidFire() { return false; }
|
|
virtual float GetMadFiringBias() { return 2.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon
|
|
// NOTE: Railgun isn't really meant to do killing sprees, since it fires so slowly
|
|
#else
|
|
virtual bool HasSecondaryExplosive( void ) const { return false; }
|
|
virtual const char* GetTracerEffectName() { return "tracer_railgun"; } // particle effect name
|
|
virtual const char* GetMuzzleEffectName() { return "muzzle_railgun"; } // particle effect name
|
|
#endif
|
|
|
|
// aiming grenades at the ground
|
|
virtual bool SupportsGroundShooting() { return false; }
|
|
|
|
CNetworkVar(float, m_fSlowTime); // marine moves slow until this moment
|
|
CNetworkVar(int, m_iRailBurst);
|
|
|
|
// Classification
|
|
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RAILGUN; }
|
|
};
|
|
|
|
#ifndef CLIENT_DLL
|
|
class CTraceFilterRG : public CTraceFilterEntitiesOnly
|
|
{
|
|
public:
|
|
DECLARE_CLASS_NOBASE( CTraceFilterRG );
|
|
|
|
CTraceFilterRG( const IHandleEntity *passentity, int collisionGroup, CTakeDamageInfo *dmgInfo, bool bFFDamage )
|
|
: m_pPassEnt(passentity), m_collisionGroup(collisionGroup), m_dmgInfo(dmgInfo), m_pHit(NULL), m_bFFDamage(bFFDamage)
|
|
{
|
|
}
|
|
|
|
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
|
|
|
|
public:
|
|
const IHandleEntity *m_pPassEnt;
|
|
int m_collisionGroup;
|
|
CTakeDamageInfo *m_dmgInfo;
|
|
CBaseEntity *m_pHit;
|
|
bool m_bFFDamage;
|
|
};
|
|
#endif
|
|
|
|
#endif /* _INCLUDED_ASW_WEAPON_RAILGUN_H */
|