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

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_WEAPON_BLINK_H
#define _INCLUDED_ASW_WEAPON_BLINK_H
#pragma once
#include "asw_shareddefs.h"
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Blink C_ASW_Weapon_Blink
#define CASW_Marine C_ASW_Marine
#else
#include "asw_weapon.h"
#include "npc_combine.h"
#endif
#include "basegrenade_shared.h"
class CASW_Weapon_Blink : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Blink, CASW_Weapon );
DECLARE_NETWORKCLASS();
#ifdef CLIENT_DLL
DECLARE_PREDICTABLE();
#endif
CASW_Weapon_Blink();
virtual ~CASW_Weapon_Blink();
void Precache();
float GetFireRate( void ) { return 1.4f; }
virtual void Spawn();
bool Reload();
void ItemPostFrame();
virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down
Activity GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; }
virtual int ASW_SelectWeaponActivity(int idealActivity);
virtual int AmmoClickPoint() { return 0; }
virtual bool WantsOffhandPostFrame() { return true; }
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_BLINK; }
virtual int GetChargesForHUD() { return (int) GetPower(); }
virtual void UpdatePower();
virtual void HandleFireOnEmpty();
void PrimaryAttack();
virtual const Vector& GetBulletSpread( void )
{
static Vector cone;
cone = Vector(0,0,0);
return cone;
}
virtual bool OffhandActivate();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
bool SetBlinkDestination();
Vector m_vecInvalidDestination;
#else
#endif
void DoBlink();
virtual bool IsOffensiveWeapon() { return false; }
float GetPower() { return m_flPower.Get(); }
virtual float GetBatteryCharge();
virtual float GetMinBatteryChargeToActivate();
float m_flSoonestPrimaryAttack;
CNetworkVar( float, m_flPower );
CNetworkVar( Vector, m_vecAbilityDestination );
};
#endif /* _INCLUDED_ASW_WEAPON_BLINK_H */