74 lines
2.2 KiB
C
74 lines
2.2 KiB
C
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#ifndef _INCLUDED_ASW_WEAPON_AUTOGUN_H
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#define _INCLUDED_ASW_WEAPON_AUTOGUN_H
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#pragma once
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#ifdef CLIENT_DLL
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#define CASW_Weapon_Autogun C_ASW_Weapon_Autogun
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#define CASW_Weapon_Rifle C_ASW_Weapon_Rifle
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#include "c_asw_weapon_rifle.h"
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class C_ASW_Gun_Smoke_Emitter;
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#else
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#include "npc_combine.h"
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#include "asw_weapon_rifle.h"
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#endif
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class CASW_Weapon_Autogun : public CASW_Weapon_Rifle
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{
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public:
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DECLARE_CLASS( CASW_Weapon_Autogun, CASW_Weapon_Rifle );
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DECLARE_NETWORKCLASS();
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CASW_Weapon_Autogun();
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virtual ~CASW_Weapon_Autogun();
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void Precache();
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//float GetFireRate( void ) { return 0.1f; }
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virtual const float GetAutoAimAmount() { return 0.36f; }
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virtual const float GetAutoAimRadiusScale() { return 1.5f; }
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virtual bool ShouldFlareAutoaim() { return true; }
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virtual const Vector& GetBulletSpread( void );
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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virtual const char* GetPickupClass() { return "asw_pickup_autogun"; }
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virtual void Spawn();
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virtual void SecondaryAttack();
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virtual float GetMadFiringBias() { return 1.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon
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#else
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DECLARE_PREDICTABLE();
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virtual bool HasSecondaryExplosive( void ) const { return false; }
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virtual float GetMuzzleFlashScale();
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virtual bool GetMuzzleFlashRed();
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virtual void OnMuzzleFlashed();
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virtual void ReachedEndOfSequence();
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float m_flLastMuzzleFlashTime;
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virtual const char* GetPartialReloadSound(int iPart);
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// gunsmoke
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void UpdateOnRemove();
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void CreateGunSmoke();
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CHandle<C_ASW_Gun_Smoke_Emitter> m_hGunSmoke;
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virtual const char* GetTracerEffectName() { return "tracer_autogun"; } // particle effect name
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virtual const char* GetMuzzleEffectName() { return "muzzle_autogun"; } // particle effect name
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#endif
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virtual float GetWeaponDamage();
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virtual float GetMovementScale();
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virtual bool SupportsBayonet();
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virtual void OnStoppedFiring();
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virtual bool SupportsGroundShooting() { return false; }
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_AUTOGUN; }
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};
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#endif /* _INCLUDED_ASW_WEAPON_AUTOGUN_H */
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