//======== (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: AvHAlienAbilities.h $ // $Date: 2002/09/23 22:06:33 $ // //------------------------------------------------------------------------------- // $Log: AvHAlienAbilities.h,v $ // Revision 1.9 2002/09/23 22:06:33 Flayra // - Updated anims for new view model artwork // // Revision 1.8 2002/08/09 00:52:57 Flayra // - Speed up deploying of charge and leap, removed old hard-coded number // // Revision 1.7 2002/07/26 23:03:08 Flayra // - New artwork // // Revision 1.6 2002/07/08 16:42:38 Flayra // - Refactoring for cheat protection, moved blinking in here from separate class // // Revision 1.5 2002/06/25 17:25:56 Flayra // - Regular update for leap and charge // // Revision 1.4 2002/06/03 16:20:11 Flayra // - Proper anims for alien abilities // // Revision 1.3 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 AVHALIENABILITIES_H #define AVHALIENABILITIES_H #include "util/nowarnings.h" #include "dlls/weapons.h" #include "mod/AvHAlienWeapons.h" class AvHAlienAbilityWeapon : public AvHAlienWeapon { public: virtual AvHMessageID GetAbilityImpulse() const = 0; int mAbilityEvent; }; class AvHLeap : public AvHAlienAbilityWeapon { public: AvHLeap() { this->Init(); } virtual BOOL Deploy(); virtual int GetBarrelLength() const; virtual int GetDeployAnimation() const; virtual float GetDeployTime() const; virtual bool GetFiresUnderwater() const; virtual int GetIdleAnimation() const; AvHMessageID GetAbilityImpulse() const; virtual bool GetIsDroppable() const; int GetItemInfo(ItemInfo *p) const; virtual int GetShootAnimation() const; virtual int iItemSlot(void); virtual void Precache(void); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual BOOL GetTakesEnergy() { return FALSE; } void SecondaryAttack(); virtual float GetRateOfFire(void) const; protected: virtual void FireProjectiles(void); virtual void Init(); }; class AvHBlinkGun : public AvHAlienAbilityWeapon { public: AvHBlinkGun() { this->Init(); } virtual BOOL Deploy(); AvHMessageID GetAbilityImpulse() const; virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual int GetDeployAnimation() const; virtual bool GetFiresUnderwater() const; virtual int GetIdleAnimation() const; virtual bool GetIsDroppable() const; int GetItemInfo(ItemInfo *p) const; virtual bool GetMustPressTriggerForEachShot() const; virtual int GetShootAnimation() const; virtual char* GetViewModel() const; virtual int iItemSlot(void); virtual void ItemPostFrame(void); virtual void Precache(void); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual BOOL GetTakesEnergy() { return FALSE; } void SecondaryAttack(); protected: virtual void FireProjectiles(void); virtual void Init(); float mTimeOfNextBlinkEvent; int mBlinkSuccessEvent; }; class AvHCharge : public AvHAlienAbilityWeapon { public: AvHCharge() { this->Init(); } virtual BOOL Deploy(); AvHMessageID GetAbilityImpulse() const; virtual int GetBarrelLength() const; virtual int GetDeployAnimation() const; virtual float GetDeployTime() const; virtual bool GetFiresUnderwater() const; virtual int GetIdleAnimation() const; virtual bool GetIsDroppable() const; int GetItemInfo(ItemInfo *p) const; virtual int GetShootAnimation() const; virtual int iItemSlot(void); virtual void Precache(void); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual float GetRateOfFire() const; void SecondaryAttack(); protected: virtual void FireProjectiles(void); virtual void Init(); }; #endif