NS/releases/3.1/source/mod/AvHAlienWeapon.h

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHAlienWeapon.h $
// $Date: 2002/09/23 22:08:59 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAlienWeapon.h,v $
// Revision 1.6 2002/09/23 22:08:59 Flayra
// - Updates to allow marine weapons stick around
//
// Revision 1.5 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
// Revision 1.4 2002/06/25 17:29:56 Flayra
// - Better default behavior
//
// Revision 1.3 2002/06/03 16:25:10 Flayra
// - Switch alien weapons quickly, renamed CheckValidAttack()
//
// Revision 1.2 2002/05/28 17:37:14 Flayra
// - Reduced times where alien weapons are dropped and picked up again (but didn't eliminate, they are still being instantiated somewhere)
//
// Revision 1.1 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_ALIEN_WEAPON_H
#define AVH_ALIEN_WEAPON_H
#include "util/nowarnings.h"
#include "dlls/weapons.h"
#include "mod/AvHBasePlayerWeapon.h"
#include "mod/AvHConstants.h"
#include "mod/AvHMessage.h"
class AvHAlienWeapon : public AvHBasePlayerWeapon
{
public:
AvHAlienWeapon();
virtual float ComputeAttackInterval() const;
virtual void DeductCostForShot(void);
// Cannot ever drop alien weapons
virtual void Drop(void);
bool GetAllowedForUser3(AvHUser3 inUser3);
virtual int GetDamageType() const;
virtual float GetDeployTime() const;
virtual float GetEnergyForAttack() const;
virtual bool GetFiresUnderwater() const;
virtual int GetGroundLifetime() const;
virtual bool GetIsDroppable() const;
virtual bool GetIsGunPositionValid() const;
virtual BOOL IsUseable(void);
virtual void Precache(void);
virtual bool ProcessValidAttack(void);
virtual void Spawn(void);
virtual bool UsesAmmo(void) const;
virtual BOOL UseDecrement(void);
virtual BOOL GetTakesEnergy() { return true; }
private:
float& GetEnergyLevel();
};
#endif