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

97 lines
2.8 KiB
C++

#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 */