Team Fortress 2 Source Code as on 22/4/2020
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//========= 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
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