mirror of
https://github.com/ENSL/NS.git
synced 2024-11-23 13:02:12 +00:00
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. =========
|
|
//
|
|
// 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: AvHMarineWeapon.h $
|
|
// $Date: 2002/10/03 18:58:15 $
|
|
//
|
|
//-------------------------------------------------------------------------------
|
|
// $Log: AvHMarineWeapon.h,v $
|
|
// Revision 1.3 2002/10/03 18:58:15 Flayra
|
|
// - Added heavy view models
|
|
//
|
|
// Revision 1.2 2002/06/25 17:50:59 Flayra
|
|
// - Reworking for correct player animations and new enable/disable state, new view model artwork, alien weapon refactoring
|
|
//
|
|
// Revision 1.1 2002/05/23 02:33:42 Flayra
|
|
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
|
|
//
|
|
//===============================================================================
|
|
#ifndef AVH_MARINE_WEAPON_H
|
|
#define AVH_MARINE_WEAPON_H
|
|
|
|
#include "AvHBasePlayerWeapon.h"
|
|
|
|
class AvHMarineWeapon : public AvHBasePlayerWeapon
|
|
{
|
|
public:
|
|
virtual float ComputeAttackInterval() const;
|
|
|
|
virtual char* GetActiveViewModel() const;
|
|
|
|
bool GetAllowedForUser3(AvHUser3 inUser3);
|
|
|
|
virtual float GetDeploySoundVolume() const;
|
|
|
|
virtual char* GetHeavyViewModel() const;
|
|
|
|
virtual void Precache();
|
|
|
|
};
|
|
|
|
class AvHReloadableMarineWeapon : public AvHMarineWeapon
|
|
{
|
|
public:
|
|
virtual void DeductCostForShot(void);
|
|
|
|
virtual int DefaultReload( int iClipSize, int iAnim, float fDelay );
|
|
|
|
virtual int GetGotoReloadAnimation() const = 0;
|
|
|
|
virtual float GetGotoReloadAnimationTime() const = 0;
|
|
|
|
virtual int GetShellReloadAnimation() const = 0;
|
|
|
|
virtual float GetShellReloadAnimationTime() const = 0;
|
|
|
|
virtual int GetEndReloadAnimation() const = 0;
|
|
|
|
virtual float GetEndReloadAnimationTime() const = 0;
|
|
|
|
virtual void Holster( int skiplocal);
|
|
|
|
virtual void Reload(void);
|
|
|
|
virtual void WeaponIdle(void);
|
|
|
|
protected:
|
|
virtual void Init();
|
|
|
|
//private:
|
|
// int mSpecialReload;
|
|
// float mNextReload;
|
|
};
|
|
|
|
#endif |