69 lines
2.1 KiB
C
69 lines
2.1 KiB
C
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#ifndef _INLCUDED_ASW_WEAPON_PDW_H
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#define _INLCUDED_ASW_WEAPON_PDW_H
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#pragma once
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#ifdef CLIENT_DLL
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#define CASW_Weapon_PDW C_ASW_Weapon_PDW
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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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#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_PDW : public CASW_Weapon_Rifle
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{
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public:
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DECLARE_CLASS( CASW_Weapon_PDW, CASW_Weapon_Rifle );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CASW_Weapon_PDW();
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virtual ~CASW_Weapon_PDW();
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void Precache();
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float GetFireRate( void );
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virtual float GetWeaponDamage();
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virtual const float GetAutoAimAmount() { return AUTOAIM_2DEGREES; }
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_3DEGREES; //VECTOR_CONE_20DEGREES;
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return cone;
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}
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virtual bool ShouldFlareAutoaim() { return true; }
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virtual void PrimaryAttack();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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virtual const char* GetPickupClass() { return "asw_pickup_pdw"; }
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virtual void Spawn();
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virtual void SecondaryAttack();
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virtual float GetMadFiringBias() { return 2.5f; } // 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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virtual bool HasSecondaryExplosive( void ) const { return false; }
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virtual void OnMuzzleFlashed();
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virtual float GetMuzzleFlashScale();
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virtual bool GetMuzzleFlashRed();
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virtual bool DisplayClipsDoubled() { return true; } // dual weilded guns should show ammo doubled up to complete the illusion of holding two guns
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virtual const char* GetTracerEffectName() { return "tracer_pdw"; } // particle effect name
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virtual const char* GetMuzzleEffectName() { return "muzzle_pdw"; } // particle effect name
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#endif
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virtual const char* GetUTracerType();
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virtual int ASW_SelectWeaponActivity(int idealActivity);
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virtual bool SupportsGroundShooting() { return false; }
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CNetworkVar(bool, m_bBulletMod); // used to skip ammo consumption on every other shot
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_PDW; }
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};
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#endif /* _INLCUDED_ASW_WEAPON_PDW_H */
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