//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "basehlcombatweapon_shared.h" #ifndef BASEHLCOMBATWEAPON_H #define BASEHLCOMBATWEAPON_H #ifdef _WIN32 #pragma once #endif //========================================================= // Machine gun base class //========================================================= abstract_class CHLMachineGun : public CBaseHLCombatWeapon { public: DECLARE_CLASS(CHLMachineGun, CBaseHLCombatWeapon); DECLARE_DATADESC(); CHLMachineGun(); DECLARE_SERVERCLASS(); void PrimaryAttack(void); // Default calls through to m_hOwner, but plasma weapons can override and // shoot projectiles here. virtual void ItemPostFrame(void); virtual void FireBullets(const FireBulletsInfo_t &info); virtual float GetFireRate(void) = 0; virtual int WeaponRangeAttack1Condition(float flDot, float flDist); virtual bool Deploy(void); virtual const Vector &GetBulletSpread(void); int WeaponSoundRealtime(WeaponSound_t shoot_type); // utility function static void DoMachineGunKick(CBasePlayer * pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime); protected: int m_nShotsFired; // Number of consecutive shots fired float m_flNextSoundTime; // real-time clock of when to make next sound }; //========================================================= // Machine guns capable of switching between full auto and // burst fire modes. //========================================================= // Mode settings for select fire weapons enum { FIREMODE_FULLAUTO = 1, FIREMODE_SEMI, FIREMODE_3RNDBURST, }; //========================================================= // >> CHLSelectFireMachineGun //========================================================= class CHLSelectFireMachineGun : public CHLMachineGun { DECLARE_CLASS(CHLSelectFireMachineGun, CHLMachineGun); public: CHLSelectFireMachineGun(void); DECLARE_SERVERCLASS(); virtual float GetBurstCycleRate(void); virtual float GetFireRate(void); virtual bool Deploy(void); virtual void WeaponSound(WeaponSound_t shoot_type, float soundtime = 0.0f); DECLARE_DATADESC(); virtual int GetBurstSize(void) { return 3; }; void BurstThink(void); virtual void PrimaryAttack(void); virtual void SecondaryAttack(void); virtual int WeaponRangeAttack1Condition(float flDot, float flDist); virtual int WeaponRangeAttack2Condition(float flDot, float flDist); protected: int m_iBurstSize; int m_iFireMode; }; #endif // BASEHLCOMBATWEAPON_H