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

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2024-08-29 19:18:30 -04:00
#ifndef _DEFINED_ASW_WEAPON_SNIPER_RIFLE_H
#define _DEFINED_ASW_WEAPON_SNIPER_RIFLE_H
#pragma once
#include "asw_shareddefs.h"
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Sniper_Rifle C_ASW_Weapon_Sniper_Rifle
#define CASW_Marine C_ASW_Marine
#else
#include "asw_weapon.h"
#include "npc_combine.h"
#endif
#include "basegrenade_shared.h"
class CASW_Weapon_Sniper_Rifle : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Sniper_Rifle, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Sniper_Rifle();
virtual ~CASW_Weapon_Sniper_Rifle();
void Precache();
//virtual float GetFireRate( void ) { return 1.2f; }
void ItemPostFrame();
Activity GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; }
virtual bool ShouldMarineMoveSlow();
virtual bool IsZoomed() { return m_bZoomed.Get(); }
void PrimaryAttack();
virtual float GetWeaponDamage();
virtual int AmmoClickPoint() { return 2; }
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SNIPER_RIFLE; }
virtual const float GetAutoAimAmount() { return 0.26; }
virtual bool ShouldFlareAutoaim() { return true; }
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
cone = vec3_origin;
return cone;
}
#ifndef CLIENT_DLL
DECLARE_DATADESC();
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual const char* GetPickupClass() { return "asw_pickup_sniper_rifle"; }
virtual bool IsRapidFire() { return false; }
virtual float GetMadFiringBias() { return 0.2f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon
#else
virtual const char* GetTracerEffectName() { return "tracer_sniper_rifle"; } // particle effect name
virtual const char* GetMuzzleEffectName() { return "muzzle_sniper_rifle"; } // particle effect name
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
virtual void UpdateDynamicLight();
virtual void OnMuzzleFlashed();
dlight_t* m_pSniperDynamicLight;
float m_flEjectBrassTime;
int m_nEjectBrassCount;
#endif
protected:
CNetworkVar( float, m_fSlowTime ); // marine moves slow until this moment
CNetworkVar( bool, m_bZoomed );
float m_flSoonestPrimaryAttack;
};
#endif /* _DEFINED_ASW_WEAPON_SNIPER_RIFLE_H */