Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_CSBASE_GUN_H
#define WEAPON_CSBASE_GUN_H
#ifdef _WIN32
#pragma once
#endif
#include "weapon_csbase.h"
// This is the base class for pistols and rifles.
#if defined( CLIENT_DLL )
#define CWeaponCSBaseGun C_WeaponCSBaseGun
#else
#endif
class CWeaponCSBaseGun : public CWeaponCSBase
{
public:
DECLARE_CLASS( CWeaponCSBaseGun, CWeaponCSBase );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCSBaseGun();
virtual void Spawn();
virtual void Precache();
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual bool Reload();
virtual void WeaponIdle();
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void Drop( const Vector &vecVelocity );
virtual bool Deploy();
// Derived classes call this to fire a bullet.
bool CSBaseGunFire( float flCycleTime, CSWeaponMode weaponMode );
void BurstFireRemaining( void );
// Usually plays the shot sound. Guns with silencers can play different sounds.
virtual void DoFireEffects();
virtual void ItemPostFrame();
virtual void ItemBusyFrame( void );
float GetFOVForAccuracy( void );
void SetWeaponInfo( const CCSWeaponInfo* pWeaponInfo ) { m_pWeaponInfo = pWeaponInfo; }
// Get CS-specific weapon data.
virtual CCSWeaponInfo const &GetCSWpnData() const;
virtual int GetCSZoomLevel() {return m_zoomLevel; }
CNetworkVar( int, m_zoomLevel );
virtual bool HasZoom( void );
virtual bool IsZoomed( void ) const;
virtual bool WeaponHasBurst( void ) const { return GetCSWpnData().HasBurstMode( GetEconItemView() ); }
virtual bool IsInBurstMode() const;
virtual bool IsFullAuto() const;
virtual bool IsRevolver( void ) const { return GetCSWpnData().IsRevolver( GetEconItemView() ); }
virtual bool DoesUnzoomAfterShot( void ) const { return GetCSWpnData().DoesUnzoomAfterShot( GetEconItemView() ); }
virtual bool SendWeaponAnim( int iActivity );
CNetworkVar( int, m_iBurstShotsRemaining );
float m_fNextBurstShot; // time to shoot the next bullet in burst fire mode
virtual Activity GetDeployActivity( void );
#ifdef CLIENT_DLL
virtual const char *GetMuzzleFlashEffectName_1stPerson( void );
virtual const char *GetMuzzleFlashEffectName_3rdPerson( void );
int m_iSilencerBodygroup;
#endif
virtual const char *GetWorldModel( void ) const;
private:
const CCSWeaponInfo* m_pWeaponInfo;
CWeaponCSBaseGun( const CWeaponCSBaseGun & );
int m_silencedModelIndex;
bool m_inPrecache;
};
#endif // WEAPON_CSBASE_GUN_H