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

96 lines
2.4 KiB
C++

#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<CNewParticleEffect> pEffect;
CUtlReference<CNewParticleEffect> pExtinguishEffect;
CUtlReference<CNewParticleEffect> m_hPilotLight;
#endif
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FLAMER; }
};
#endif /* _INCLUDED_ASW_WEAPON_FLAMER_H */