sqwarmed/sdk_src/game/shared/swarm/asw_weapon_chainsaw_shared.h

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#ifndef _INCLUDED_ASW_WEAPON_CHAINSAW_SHARED_H
#define _INCLUDED_ASW_WEAPON_CHAINSAW_SHARED_H
#ifdef _WIN32
#pragma once
#endif
// Chainsaw
// Close range melee weapon that damages anything in front when it is up and running
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon_Chainsaw C_ASW_Weapon_Chainsaw
#define CASW_Weapon C_ASW_Weapon
#else
#include "asw_weapon.h"
#endif
enum CHAINSAW_FIRE_STATE { FIRE_OFF, FIRE_STARTUP, FIRE_CHARGE };
class CASW_Weapon_Chainsaw : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Chainsaw, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Chainsaw(void);
~CASW_Weapon_Chainsaw(void);
virtual bool Deploy( void );
void PrimaryAttack( void );
virtual void Precache( void );
void SecondaryAttack( void )
{
PrimaryAttack();
}
void WeaponIdle( void );
bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual void Drop( const Vector &vecVelocity );
virtual bool HasAmmo();
virtual bool ShouldMarineMoveSlow();
virtual void ItemPostFrame();
virtual bool ShouldShowLaserPointer() { return false; }
virtual const char* GetPickupClass() { return "asw_pickup_Chainsaw"; }
// check if this weapon wants to perform a sync kill
virtual bool CheckSyncKill( byte &forced_action, short &sync_kill_ent );
#ifndef CLIENT_DLL
DECLARE_DATADESC();
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual void GetButtons(bool& bAttack1, bool& bAttack2, bool& bReload, bool& bOldReload, bool& bOldAttack1 );
float m_fLastForcedFireTime;
#endif
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_CHAINSAW; }
private:
void Attack( void );
void EndAttack( void );
void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
void UpdateEffect( const Vector &startPoint, const Vector &endPoint );
void CreateEffect( void );
void DestroyEffect( void );
void SetFiringState(CHAINSAW_FIRE_STATE state);
CHAINSAW_FIRE_STATE m_fireState;
float m_flAmmoUseTime; // since we use < 1 point of ammo per update, we subtract ammo on a timer.
float m_flShakeTime;
float m_flStartFireTime;
float m_flDmgTime;
float m_flFireAnimTime;
bool m_bPlayedIdleSound;
CHandle<CBeam> m_hBeam;
CHandle<CBeam> m_hNoise;
void StartChainsawSound();
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void StopChainsawSound( bool bForce = false );
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void AdjustChainsawPitch();
float m_flLastHitTime;
void StartAttackOffSound();
void StopAttackOffSound();
CSoundPatch *m_pChainsawAttackSound;
CSoundPatch *m_pChainsawAttackOffSound;
float m_flTargetChainsawPitch; // we'll pitch down to this value
};
#endif // _INCLUDED_ASW_WEAPON_CHAINSAW_SHARED_H