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