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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/hl2mp/weapon_hl2mpbase_machinegun.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/hl2mp/weapon_hl2mpbase_machinegun.h')
| -rw-r--r-- | game/shared/hl2mp/weapon_hl2mpbase_machinegun.h | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h b/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h new file mode 100644 index 0000000..c7f9a56 --- /dev/null +++ b/game/shared/hl2mp/weapon_hl2mpbase_machinegun.h @@ -0,0 +1,58 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "weapon_hl2mpbase.h" + +#ifndef BASEHLCOMBATWEAPON_H +#define BASEHLCOMBATWEAPON_H +#ifdef _WIN32 +#pragma once +#endif + +#if defined( CLIENT_DLL ) + #define CHL2MPMachineGun C_HL2MPMachineGun +#endif + +//========================================================= +// Machine gun base class +//========================================================= +class CHL2MPMachineGun : public CWeaponHL2MPBase +{ +public: + DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase ); + DECLARE_DATADESC(); + + CHL2MPMachineGun(); + + DECLARE_NETWORKCLASS(); + DECLARE_PREDICTABLE(); + + 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 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 ); + +private: + + CHL2MPMachineGun( const CHL2MPMachineGun & ); + +protected: + + int m_nShotsFired; // Number of consecutive shots fired + + float m_flNextSoundTime; // real-time clock of when to make next sound +}; + +#endif // BASEHLCOMBATWEAPON_H |