#ifndef _INCLUDED_ASW_WEAPON_LASER_MINES_H #define _INCLUDED_ASW_WEAPON_LASER_MINES_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Laser_Mines C_ASW_Weapon_Laser_Mines #define CASW_Marine C_ASW_Marine #else #include "asw_weapon.h" #include "npc_combine.h" #endif #include "basegrenade_shared.h" #include "asw_shareddefs.h" class CASW_Weapon_Laser_Mines : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Laser_Mines, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Laser_Mines(); virtual ~CASW_Weapon_Laser_Mines(); void Precache(); float GetFireRate( void ) { return 1.4f; } bool Reload(); void ItemPostFrame(); virtual bool ShouldMarineMoveSlow() { return false; } // firing mines doesn't slow the marine down Activity GetPrimaryAttackActivity( void ); void PrimaryAttack(); bool OffhandActivate(); virtual void DelayedAttack(); virtual const Vector& GetBulletSpread( void ) { static Vector cone; cone = Vector(0,0,0); return cone; } #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } virtual const char* GetPickupClass() { return "asw_pickup_laser_mines"; } #else #endif virtual bool IsOffensiveWeapon() { return false; } float m_flSoonestPrimaryAttack; // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_LASER_MINES; } }; #endif /* _INCLUDED_ASW_WEAPON_LASER_MINES_H */