96 lines
2.4 KiB
C
96 lines
2.4 KiB
C
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#ifndef _INCLUDED_ASW_WEAPON_FLAMER_H
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#define _INCLUDED_ASW_WEAPON_FLAMER_H
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#pragma once
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#ifdef CLIENT_DLL
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#include "c_asw_weapon.h"
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#define CASW_Weapon C_ASW_Weapon
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#define CASW_Weapon_Flamer C_ASW_Weapon_Flamer
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#define CASW_Marine C_ASW_Marine
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#else
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#include "asw_weapon.h"
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#include "npc_combine.h"
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#endif
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#include "basegrenade_shared.h"
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#include "asw_shareddefs.h"
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class C_ASW_Emitter;
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class CASW_Weapon_Flamer : public CASW_Weapon
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{
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public:
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DECLARE_CLASS( CASW_Weapon_Flamer, CASW_Weapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CASW_Weapon_Flamer();
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virtual ~CASW_Weapon_Flamer();
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void Precache();
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virtual void Spawn();
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float GetFireRate( void );
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virtual bool SupportsBayonet();
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virtual float GetWeaponDamage();
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Activity GetPrimaryAttackActivity( void );
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virtual void SecondaryAttack();
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virtual void PrimaryAttack();
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virtual void ClearIsFiring();
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virtual void ItemPostFrame();
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone;
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//cone = Vector( 200,200,200 );
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//cone = VECTOR_CONE_20DEGREES;
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//cone.z *= 0.5f;
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cone = Vector(0,0,0);
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return cone;
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}
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const char* GetPickupClass() { return "asw_pickup_flamer"; }
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#else
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virtual bool ShouldMarineFlame(); // if true, the marine emits flames from his flame emitter
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virtual bool ShouldMarineFireExtinguish();
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virtual const char* GetPartialReloadSound(int iPart);
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virtual bool Simulate();
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virtual float GetLaserPointerRange( void ) { return 280; }
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void UpdateOnRemove();
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virtual void ClientThink();
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#endif
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float m_flLastFireTime;
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CNetworkVar(bool, m_bBulletMod); // used to skip ammo consumption on every other shot
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CNetworkVar(bool, m_bIsSecondaryFiring);
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enum
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{ // namespaced immediate constant:
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FLAMER_PROJECTILE_AIR_VELOCITY = 600,
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EXTINGUISHER_PROJECTILE_AIR_VELOCITY = 400,
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};
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#ifdef CLIENT_DLL
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CUtlReference<CNewParticleEffect> pEffect;
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CUtlReference<CNewParticleEffect> pExtinguishEffect;
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CUtlReference<CNewParticleEffect> m_hPilotLight;
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#endif
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FLAMER; }
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};
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#endif /* _INCLUDED_ASW_WEAPON_FLAMER_H */
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