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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/basehlcombatweapon.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/basehlcombatweapon.h')
| -rw-r--r-- | mp/src/game/server/hl2/basehlcombatweapon.h | 194 |
1 files changed, 97 insertions, 97 deletions
diff --git a/mp/src/game/server/hl2/basehlcombatweapon.h b/mp/src/game/server/hl2/basehlcombatweapon.h index 0400c26a..7c431640 100644 --- a/mp/src/game/server/hl2/basehlcombatweapon.h +++ b/mp/src/game/server/hl2/basehlcombatweapon.h @@ -1,97 +1,97 @@ -//========= 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
+//========= 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 |