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99c40ae09e
- Shotgun rework. Previously inconsistent shooting during reloads and desynced animations with server. -- Shotgun reload can now be interrupted with a pump animation -- Changed pellets 10 -> 17 and damage 17-> 10 to reduce inconsistency - Networked ammo - Client and server dll consistency checks added - Backwards compatibility check for v3.2 servers to prevent prediction errors (popular demand) - Players can change lifeform and use popupmenu in pregame warmup - Fixed guns getting stuck in the air - Reverted max speed to not be client cvar adjustable, fixing walk speed issues - Added cl_mutemenu for players accidentally clicking on the scoreboard and going into squelch mode - Removed default_fov as it did nothing but change sensitivty - Fixed commander view scrolling keybinds - cl_showspeed now works in readyroom and spectate
80 lines
No EOL
2.2 KiB
C++
80 lines
No EOL
2.2 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHMarineWeapon.h $
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// $Date: 2002/10/03 18:58:15 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHMarineWeapon.h,v $
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// Revision 1.3 2002/10/03 18:58:15 Flayra
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// - Added heavy view models
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//
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// Revision 1.2 2002/06/25 17:50:59 Flayra
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// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
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//
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// Revision 1.1 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_MARINE_WEAPON_H
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#define AVH_MARINE_WEAPON_H
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#include "AvHBasePlayerWeapon.h"
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class AvHMarineWeapon : public AvHBasePlayerWeapon
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{
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public:
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virtual float ComputeAttackInterval() const;
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virtual char* GetActiveViewModel() const;
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bool GetAllowedForUser3(AvHUser3 inUser3);
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virtual float GetDeploySoundVolume() const;
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virtual char* GetHeavyViewModel() const;
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virtual void Precache();
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};
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class AvHReloadableMarineWeapon : public AvHMarineWeapon
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{
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public:
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virtual void DeductCostForShot(void);
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virtual int DefaultReload( int iClipSize, int iAnim, float fDelay );
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virtual int GetGotoReloadAnimation() const = 0;
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virtual float GetGotoReloadAnimationTime() const = 0;
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virtual int GetShellReloadAnimation() const = 0;
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virtual float GetShellReloadAnimationTime() const = 0;
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virtual int GetEndReloadAnimation() const = 0;
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virtual float GetEndReloadAnimationTime() const = 0;
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virtual void Holster( int skiplocal);
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virtual void Reload(void);
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virtual void WeaponIdle(void);
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protected:
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virtual void Init();
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//private:
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// int mSpecialReload;
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// float mNextReload;
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};
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#endif |