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

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_WEAPON_FLASHLIGHT_H
#define _INCLUDED_ASW_WEAPON_FLASHLIGHT_H
#pragma once
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Flashlight C_ASW_Weapon_Flashlight
#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_Weapon_Flashlight : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Flashlight, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Flashlight();
virtual ~CASW_Weapon_Flashlight();
void Precache();
Activity GetPrimaryAttackActivity( void );
void PrimaryAttack();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
// todo: stop AI attacking with this?
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
virtual const char* GetPickupClass() { return "asw_pickup_flashlight"; }
// for toggling the flashlight effect when we take/drop this weapon
virtual void MarineDropped(CASW_Marine* pMarine);
virtual void Equip( CBaseCombatCharacter *pOwner );
#endif
virtual bool IsOffensiveWeapon() { return false; }
//virtual bool ASWCanBeSelected() { return false; } // no selecting this
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FLASHLIGHT; }
};
#endif /* _INCLUDED_ASW_WEAPON_FLASHLIGHT_H */