#ifndef _INCLUDED_ASW_WEAPON_SHOTGUN_H #define _INCLUDED_ASW_WEAPON_SHOTGUN_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Shotgun C_ASW_Weapon_Shotgun #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_Shotgun_Pellet; class CASW_Weapon_Shotgun : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Shotgun, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Shotgun(); virtual ~CASW_Weapon_Shotgun(); void Precache(); float GetFireRate( void ); virtual bool SupportsBayonet(); virtual float GetWeaponDamage(); virtual int GetNumPellets(); const char *GetTracerType( void ) { return "ASWTracer"; } virtual int AmmoClickPoint() { return 0; } Activity GetPrimaryAttackActivity( void ); virtual bool ShouldMarineMoveSlow(); void PrimaryAttack(); virtual int ASW_SelectWeaponActivity(int idealActivity); virtual const float GetAutoAimAmount() { return 0.26; } virtual bool ShouldFlareAutoaim() { return true; } virtual const Vector& GetBulletSpread() { static Vector cone = VECTOR_CONE_20DEGREES; return cone; } virtual const Vector& GetAngularBulletSpread() { static Vector cone(22,22,22); return cone; } #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } virtual const char* GetPickupClass() { return "asw_pickup_shotgun"; } virtual bool IsRapidFire() { return false; } virtual float GetMadFiringBias() { return 1.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon virtual CASW_Shotgun_Pellet* CreatePellet(Vector vecSrc, Vector newVel, CASW_Marine *pMarine); #else void OnMuzzleFlashed(); bool ShouldUseFastReloadAnim(); virtual const char* GetPartialReloadSound(int iPart); virtual bool HasMuzzleFlashSmoke() { return true; } virtual bool PrefersFlatAiming() const { return true; } virtual const char* GetTracerEffectName() { return "tracer_shotgun"; } // particle effect name virtual const char* GetMuzzleEffectName() { return "muzzle_shotgun"; } // particle effect name virtual float GetLaserPointerRange( void ) { return 360; } virtual void ClientThink(); float m_flEjectBrassTime; int m_nEjectBrassCount; #endif const Vector& ApplySpread( const Vector& vecShotDirection, const Vector &vecSpread, float bias = 1.0f); Vector m_vecSpreadResult; CNetworkVar(float, m_fSlowTime); // marine moves slow until this moment // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SHOTGUN; } }; #endif /* _INCLUDED_ASW_WEAPON_SHOTGUN_H */