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