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- //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
- //
- // Purpose:
- //
- //=============================================================================//
- #include "weapon_hl2mpbase.h"
- #ifndef BASECARDEQUIP_H
- #define BASECARDEQUIP_H
- #ifdef _WIN32
- #pragma once
- #endif
- #if defined( CLIENT_DLL )
- #define CEquipCard C_EquipeCard
- #endif
- //=========================================================
- // Machine gun base class
- //=========================================================
- class CEquipCard : public CWeaponHL2MPBase
- {
- public:
- DECLARE_CLASS( CEquipCard, CWeaponHL2MPBase );
- DECLARE_DATADESC();
- CEquipCard();
- 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:
- CEquipCard( const CEquipCard & );
- 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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