Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Projectile shot from the AR2
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef WEAPONAR2_H
#define WEAPONAR2_H
#include "basegrenade_shared.h"
#include "basehlcombatweapon.h"
class CWeaponAR2 : public CHLMachineGun { public: DECLARE_CLASS( CWeaponAR2, CHLMachineGun );
CWeaponAR2();
DECLARE_SERVERCLASS();
void ItemPostFrame( void ); void Precache( void ); void SecondaryAttack( void ); void DelayedAttack( void );
const char *GetTracerType( void ) { return "AR2Tracer"; }
void AddViewKick( void );
void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ); void FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles ); void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ); void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
int GetMinBurst( void ) { return 2; } int GetMaxBurst( void ) { return 5; } float GetFireRate( void ) { return 0.1f; }
bool CanHolster( void ); bool Reload( void );
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
Activity GetPrimaryAttackActivity( void ); void DoImpactEffect( trace_t &tr, int nDamageType );
virtual const Vector& GetBulletSpread( void ) { static Vector cone; cone = VECTOR_CONE_3DEGREES;
return cone; }
const WeaponProficiencyInfo_t *GetProficiencyValues();
protected:
float m_flDelayedFire; bool m_bShotDelayed; int m_nVentPose; DECLARE_ACTTABLE(); DECLARE_DATADESC(); };
#endif //WEAPONAR2_H
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