Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "weapon_hl2mpbase.h"
#ifndef BASEHLCOMBATWEAPON_H
#define BASEHLCOMBATWEAPON_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CHL2MPMachineGun C_HL2MPMachineGun
#endif
//=========================================================
// Machine gun base class
//=========================================================
class CHL2MPMachineGun : public CWeaponHL2MPBase { public: DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase ); DECLARE_DATADESC();
CHL2MPMachineGun(); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
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 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 );
private: CHL2MPMachineGun( const CHL2MPMachineGun & );
protected:
int m_nShotsFired; // Number of consecutive shots fired
float m_flNextSoundTime; // real-time clock of when to make next sound
};
#endif // BASEHLCOMBATWEAPON_H
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