#ifndef _INCLUDED_ASW_WEAPON_GRENADE_LAUNCHER_H #define _INCLUDED_ASW_WEAPON_GRENADE_LAUNCHER_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Grenade_Launcher C_ASW_Weapon_Grenade_Launcher #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_Grenade_Launcher : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Grenade_Launcher, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Grenade_Launcher(); virtual ~CASW_Weapon_Grenade_Launcher(); void Precache(); bool Reload(); void ItemPostFrame(); virtual bool ShouldMarineMoveSlow() { return false; } // throwing grenades doesn't slow the marine down virtual int AmmoClickPoint() { return 0; } virtual float GetFireRate() { return 0.4f; } void PrimaryAttack(); virtual const Vector& GetBulletSpread( void ) { static Vector cone; cone = Vector(0,0,0); return cone; } #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } #else #endif virtual bool IsOffensiveWeapon() { return true; } float m_flSoonestPrimaryAttack; // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_GRENADE_LAUNCHER; } }; #endif /* _INCLUDED_ASW_WEAPON_GRENADE_LAUNCHER_H */