sqwarmed/sdk_src/game/server/hl2/basehlcombatweapon.h

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "basehlcombatweapon_shared.h"
#ifndef BASEHLCOMBATWEAPON_H
#define BASEHLCOMBATWEAPON_H
#ifdef _WIN32
#pragma once
#endif
//=========================================================
// Machine gun base class
//=========================================================
abstract_class CHLMachineGun : public CBaseHLCombatWeapon
{
public:
DECLARE_CLASS( CHLMachineGun, CBaseHLCombatWeapon );
DECLARE_DATADESC();
CHLMachineGun();
DECLARE_SERVERCLASS();
void PrimaryAttack( void );
// Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
virtual void ItemPostFrame( void );
virtual void FireBullets( const FireBulletsInfo_t &info );
virtual float GetFireRate( void ) = 0;
virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
virtual bool Deploy( void );
virtual const Vector &GetBulletSpread( void );
int WeaponSoundRealtime( WeaponSound_t shoot_type );
// utility function
static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
protected:
int m_nShotsFired; // Number of consecutive shots fired
float m_flNextSoundTime; // real-time clock of when to make next sound
};
//=========================================================
// Machine guns capable of switching between full auto and
// burst fire modes.
//=========================================================
// Mode settings for select fire weapons
enum
{
FIREMODE_FULLAUTO = 1,
FIREMODE_SEMI,
FIREMODE_3RNDBURST,
};
//=========================================================
// >> CHLSelectFireMachineGun
//=========================================================
class CHLSelectFireMachineGun : public CHLMachineGun
{
DECLARE_CLASS( CHLSelectFireMachineGun, CHLMachineGun );
public:
CHLSelectFireMachineGun( void );
DECLARE_SERVERCLASS();
virtual float GetBurstCycleRate( void );
virtual float GetFireRate( void );
virtual bool Deploy( void );
virtual void WeaponSound( WeaponSound_t shoot_type, float soundtime = 0.0f );
DECLARE_DATADESC();
virtual int GetBurstSize( void ) { return 3; };
void BurstThink( void );
virtual void PrimaryAttack( void );
virtual void SecondaryAttack( void );
virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
virtual int WeaponRangeAttack2Condition( float flDot, float flDist );
protected:
int m_iBurstSize;
int m_iFireMode;
};
#endif // BASEHLCOMBATWEAPON_H