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

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_WEAPON_RICOCHET_H
#define _INCLUDED_ASW_WEAPON_RICOCHET_H
#pragma once
#ifdef CLIENT_DLL
#define CASW_Weapon_Ricochet C_ASW_Weapon_Ricochet
#define CASW_Weapon_Rifle C_ASW_Weapon_Rifle
#define CASW_Marine C_ASW_Marine
#define CASW_Bouncing_Pellet C_ASW_Bouncing_Pellet
#include "c_asw_weapon_rifle.h"
#else
#include "npc_combine.h"
#include "asw_weapon_rifle.h"
#endif
class Beam_t;
class CASW_Bouncing_Pellet;
class CASW_Marine;
#define ASW_NUM_LASER_BEAMS 3
class CASW_Weapon_Ricochet : public CASW_Weapon_Rifle
{
public:
DECLARE_CLASS( CASW_Weapon_Ricochet, CASW_Weapon_Rifle );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Ricochet();
virtual ~CASW_Weapon_Ricochet();
void Precache();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void ItemPostFrame();
virtual const float GetAutoAimAmount() { return 0.26; }
virtual bool ShouldFlareAutoaim() { return true; }
// test
CASW_Bouncing_Pellet* CreatePellet(Vector vecSrc, Vector newVel, CASW_Marine *pMarine);
#ifndef CLIENT_DLL
virtual const char* GetPickupClass() { return "asw_pickup_ricochet"; }
#else
virtual bool HasSecondaryExplosive( void ) const { return false; }
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
void UpdateBounceLaser();
void ReleaseLaserBeam();
virtual bool Simulate();
Beam_t *m_pLaserBeam[ASW_NUM_LASER_BEAMS];
#endif
// aiming grenades at the ground
virtual bool SupportsGroundShooting() { return false; }
// is the bounce laser on or not?
CNetworkVar(bool, m_bBounceLaser);
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RICOCHET; }
};
#endif /* _INCLUDED_ASW_WEAPON_RICOCHET_H */