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108 lines
2.3 KiB
108 lines
2.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_MG42_H
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#define WEAPON_MG42_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_dodbase.h"
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#include "weapon_dodbipodgun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponMG42 C_WeaponMG42
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#endif
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#define COOL_CONTEXT "CoolContext"
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class CWeaponMG42 : public CDODBipodWeapon
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{
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public:
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DECLARE_CLASS( CWeaponMG42, CDODBipodWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CWeaponMG42() {}
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#ifdef CLIENT_DLL
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virtual ~CWeaponMG42();
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#endif
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_MG42; }
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// weapon id for stats purposes
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virtual DODWeaponID GetStatsWeaponID( void )
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{
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if ( !IsDeployed() )
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return WEAPON_MG42_UNDEPLOYED;
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else
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return WEAPON_MG42;
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}
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virtual void Spawn();
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virtual void Precache();
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virtual void PrimaryAttack( void );
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virtual bool Reload( void );
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virtual void FinishReload( void );
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virtual void ItemPostFrame( void );
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virtual void ItemBusyFrame( void );
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void ItemFrameCool( void );
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void Drop( const Vector &vecVelocity );
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virtual Activity GetReloadActivity( void );
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virtual Activity GetDrawActivity( void );
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virtual Activity GetDeployActivity( void );
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virtual Activity GetUndeployActivity( void );
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virtual Activity GetIdleActivity( void );
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virtual Activity GetPrimaryAttackActivity( void );
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int GetWeaponHeat( void ) { return m_iWeaponHeat; }
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virtual bool ShouldDrawCrosshair( void ) { return IsDeployed(); }
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void Cool( void );
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#ifdef CLIENT_DLL
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virtual void ClientThink( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void CleanupToolRecordingState( KeyValues *msg );
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void EmitSmokeParticle( void );
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#else
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void CoolThink( void );
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#endif
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virtual float GetRecoil( void );
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private:
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CWeaponMG42( const CWeaponMG42 & );
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CNetworkVar( int, m_iWeaponHeat );
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CNetworkVar( float, m_flNextCoolTime );
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CNetworkVar( bool, m_bOverheated );
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#ifdef CLIENT_DLL
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CSmartPtr<CSimpleEmitter> m_pEmitter;
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float m_flParticleAccumulator;
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PMaterialHandle m_hParticleMaterial;
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#endif
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};
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#endif //WEAPON_MG42_H
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