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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_DODBASE_GUN_H
#define WEAPON_DODBASE_GUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_dodbase.h"
// This is the base class for pistols and rifles.
#if defined( CLIENT_DLL )
//#include "particles_simple.h"
//#include "particles_localspace.h"
#include "fx.h"
#include "fx_dod_muzzleflash.h"
#define CWeaponDODBaseGun C_WeaponDODBaseGun
#else
#endif
class CWeaponDODBaseGun : public CWeaponDODBase
{
public:
DECLARE_CLASS( CWeaponDODBaseGun, CWeaponDODBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponDODBaseGun();
virtual void Spawn();
virtual void Precache();
virtual void PrimaryAttack();
virtual bool Reload();
// Derived classes must call this from inside their Spawn() function instead of
// just chaining the Spawn() call down.
void DODBaseGunSpawn( void );
// Derived classes call this to fire a bullet.
bool DODBaseGunFire( void );
// Usually plays the shot sound. Guns with silencers can play different sounds.
virtual void DoFireEffects();
virtual float GetFireDelay( void );
virtual float GetWeaponAccuracy( float flPlayerSpeed );
//Pure animation calls - inheriting classes can override with specific
//logic, eg if the idle changes depending on the gun being empty or not
virtual Activity GetPrimaryAttackActivity( void );
virtual Activity GetReloadActivity( void );
virtual Activity GetDrawActivity( void );
virtual bool CanDrop( void ) { return m_pWeaponInfo->m_bCanDrop; }
void SetZoomed( bool bZoomed ) { m_bZoomed = bZoomed; }
bool IsSniperZoomed( void ) { return m_bZoomed; }
CNetworkVar( bool, m_bZoomed );
protected:
CDODWeaponInfo *m_pWeaponInfo;
private:
CWeaponDODBaseGun( const CWeaponDODBaseGun & );
#ifndef CLIENT_DLL
DECLARE_DATADESC();
#endif
};
#endif // WEAPON_DODBASE_GUN_H
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