#ifndef _INCLUDED_ASW_WEAPON_FIST_H #define _INCLUDED_ASW_WEAPON_FIST_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Fist C_ASW_Weapon_Fist #define CASW_Marine C_ASW_Marine #else #include "asw_weapon.h" #endif #include "asw_shareddefs.h" #include "basegrenade_shared.h" extern ConVar asw_fist_passive_damage_scale; // passive offhand item that boosts melee damage class CASW_Weapon_Fist : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Fist, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Fist(); virtual ~CASW_Weapon_Fist(); void PrimaryAttack(); virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } #endif virtual bool IsOffensiveWeapon() { return false; } virtual float GetPassiveMeleeDamageScale() { return asw_fist_passive_damage_scale.GetFloat(); } // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FIST; } }; #endif /* _INCLUDED_ASW_WEAPON_FIST_H */