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4f13237895
Change CRLF to LF in repo.
196 lines
No EOL
4.4 KiB
C++
196 lines
No EOL
4.4 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: AvHAlienAbilities.h $
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// $Date: 2002/09/23 22:06:33 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHAlienAbilities.h,v $
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// Revision 1.9 2002/09/23 22:06:33 Flayra
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// - Updated anims for new view model artwork
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//
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// Revision 1.8 2002/08/09 00:52:57 Flayra
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// - Speed up deploying of charge and leap, removed old hard-coded number
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//
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// Revision 1.7 2002/07/26 23:03:08 Flayra
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// - New artwork
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//
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// Revision 1.6 2002/07/08 16:42:38 Flayra
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// - Refactoring for cheat protection, moved blinking in here from separate class
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//
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// Revision 1.5 2002/06/25 17:25:56 Flayra
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// - Regular update for leap and charge
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//
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// Revision 1.4 2002/06/03 16:20:11 Flayra
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// - Proper anims for alien abilities
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//
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// Revision 1.3 2002/05/23 02:34:00 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 AVHALIENABILITIES_H
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#define AVHALIENABILITIES_H
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#include "../util/nowarnings.h"
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#include "../dlls/weapons.h"
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#include "AvHAlienWeapons.h"
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class AvHAlienAbilityWeapon : public AvHAlienWeapon
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{
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public:
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virtual AvHMessageID GetAbilityImpulse() const = 0;
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virtual void PlaybackLeapEvent(void) { this->PlaybackEvent(this->mLeapEvent, this->GetShootAnimation());};
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int mAbilityEvent;
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int mLeapEvent;
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};
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class AvHLeap : public AvHAlienAbilityWeapon
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{
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public:
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AvHLeap()
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{ this->Init(); }
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virtual BOOL Deploy();
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virtual int GetBarrelLength() const;
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virtual int GetDeployAnimation() const;
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virtual float GetDeployTime() const;
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virtual bool GetFiresUnderwater() const;
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virtual int GetIdleAnimation() const;
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AvHMessageID GetAbilityImpulse() const;
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virtual bool GetIsDroppable() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual int GetShootAnimation() const;
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virtual int iItemSlot(void);
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virtual void Precache(void);
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virtual void Spawn();
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virtual bool UsesAmmo(void) const;
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virtual BOOL GetTakesEnergy() { return FALSE; }
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void SecondaryAttack();
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virtual float GetRateOfFire(void) const;
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protected:
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virtual void FireProjectiles(void);
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virtual void Init();
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};
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class AvHBlinkGun : public AvHAlienAbilityWeapon
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{
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public:
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AvHBlinkGun()
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{ this->Init(); }
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virtual BOOL Deploy();
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AvHMessageID GetAbilityImpulse() const;
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virtual int GetBarrelLength() const;
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virtual float GetRateOfFire() const;
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virtual int GetDeployAnimation() const;
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virtual bool GetFiresUnderwater() const;
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virtual int GetIdleAnimation() const;
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virtual bool GetIsDroppable() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual bool GetMustPressTriggerForEachShot() const;
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virtual int GetShootAnimation() const;
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virtual char* GetViewModel() const;
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virtual int iItemSlot(void);
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virtual void ItemPostFrame(void);
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virtual void Precache(void);
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virtual void Spawn();
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virtual bool UsesAmmo(void) const;
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virtual BOOL GetTakesEnergy() { return FALSE; }
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void SecondaryAttack();
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protected:
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virtual void FireProjectiles(void);
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virtual void Init();
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float mTimeOfNextBlinkEvent;
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int mBlinkSuccessEvent;
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};
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class AvHCharge : public AvHAlienAbilityWeapon
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{
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public:
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AvHCharge()
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{ this->Init(); }
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virtual BOOL Deploy();
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AvHMessageID GetAbilityImpulse() const;
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virtual int GetBarrelLength() const;
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virtual int GetDeployAnimation() const;
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virtual float GetDeployTime() const;
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virtual bool GetFiresUnderwater() const;
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virtual int GetIdleAnimation() const;
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virtual bool GetIsDroppable() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual int GetShootAnimation() const;
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virtual int iItemSlot(void);
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virtual void Precache(void);
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virtual void Spawn();
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virtual bool UsesAmmo(void) const;
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virtual float GetRateOfFire() const;
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void SecondaryAttack();
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protected:
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virtual void FireProjectiles(void);
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virtual void Init();
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};
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#endif |