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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_ALYXGUN_H
#define WEAPON_ALYXGUN_H
#include "basehlcombatweapon.h"
#if defined( _WIN32 )
#pragma once
#endif
class CWeaponAlyxGun : public CHLSelectFireMachineGun
{
DECLARE_DATADESC();
public:
DECLARE_CLASS( CWeaponAlyxGun, CHLSelectFireMachineGun );
CWeaponAlyxGun();
~CWeaponAlyxGun();
DECLARE_SERVERCLASS();
void Precache( void );
virtual int GetMinBurst( void ) { return 4; }
virtual int GetMaxBurst( void ) { return 7; }
virtual float GetMinRestTime( void );
virtual float GetMaxRestTime( void );
virtual void Equip( CBaseCombatCharacter *pOwner );
float GetFireRate( void ) { return 0.1f; }
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
int WeaponRangeAttack1Condition( float flDot, float flDist );
int WeaponRangeAttack2Condition( float flDot, float flDist );
virtual const Vector& GetBulletSpread( void );
void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
virtual void SetPickupTouch( void )
{
// Alyx gun cannot be picked up
SetTouch(NULL);
}
float m_flTooCloseTimer;
DECLARE_ACTTABLE();
};
#endif // WEAPON_ALYXGUN_H
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