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weapon_CCG_equipmentbase.h

Jun 7th, 2013
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  1. //========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6.  
  7. #include "weapon_hl2mpbase.h"
  8.  
  9. #ifndef BASECARDEQUIP_H
  10. #define BASECARDEQUIP_H
  11. #ifdef _WIN32
  12. #pragma once
  13. #endif
  14.  
  15. #if defined( CLIENT_DLL )
  16.     #define CEquipCard C_EquipeCard
  17. #endif
  18.  
  19. //=========================================================
  20. // Machine gun base class
  21. //=========================================================
  22. class CEquipCard : public CWeaponHL2MPBase
  23. {
  24. public:
  25.     DECLARE_CLASS( CEquipCard, CWeaponHL2MPBase );
  26.     DECLARE_DATADESC();
  27.  
  28.     CEquipCard();
  29.    
  30.     DECLARE_NETWORKCLASS();
  31.     DECLARE_PREDICTABLE();
  32.  
  33.     void    PrimaryAttack( void );
  34.  
  35.     // Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
  36.     virtual void    ItemPostFrame( void );
  37.     virtual void    FireBullets( const FireBulletsInfo_t &info );
  38.     virtual bool    Deploy( void );
  39.  
  40.     virtual const Vector &GetBulletSpread( void );
  41.  
  42.     int             WeaponSoundRealtime( WeaponSound_t shoot_type );
  43.  
  44.     // utility function
  45.     static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
  46.  
  47. private:
  48.    
  49.     CEquipCard( const CEquipCard & );
  50.  
  51. protected:
  52.  
  53.     int m_nShotsFired;  // Number of consecutive shots fired
  54.  
  55.     float   m_flNextSoundTime;  // real-time clock of when to make next sound
  56. };
  57.  
  58. #endif // BASEHLCOMBATWEAPON_H
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