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