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4f13237895
Change CRLF to LF in repo.
1227 lines
22 KiB
C++
1227 lines
22 KiB
C++
//======== (C) Copyright 2001 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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// $Workfile: AvHAlienWeapons.h$
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// $Date: 2002/10/16 00:48:10 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHAlienWeapons.h,v $
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// Revision 1.17 2002/10/16 00:48:10 Flayra
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// - Removed unneeded sprite
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//
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// Revision 1.16 2002/08/16 02:32:09 Flayra
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// - Added damage types
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// - Swapped umbra and bile bomb
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//
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// Revision 1.15 2002/07/26 23:03:08 Flayra
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// - New artwork
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//
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// Revision 1.14 2002/07/23 16:58:09 Flayra
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// - Updates for new viewmodel artwork
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//
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// Revision 1.13 2002/07/08 16:45:15 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 1.12 2002/07/01 21:15:27 Flayra
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// - Added new alien abilities (primal scream, babblers, bilebomb, umbra)
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//
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// Revision 1.11 2002/06/25 17:29:50 Flayra
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// - Better default behavior, removed building weapons
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//
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// Revision 1.10 2002/06/10 19:50:01 Flayra
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// - Updated with new alien view model artwork (with running anims)
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//
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// Revision 1.9 2002/06/03 16:27:05 Flayra
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// - Animation constants and changes with new artwork
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//
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// Revision 1.8 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 AVHALIENWEAPONS_H
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#define AVHALIENWEAPONS_H
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#include "AvHAlienWeapon.h"
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#ifdef AVH_SERVER
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class AvHSpit : public CBaseEntity
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{
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public:
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virtual void Precache(void);
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virtual void Spawn(void);
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void EXPORT SpitTouch(CBaseEntity *pOther);
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void EXPORT SpitDeath();
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void SetDamage(float inDamage);
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private:
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float mDamage;
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};
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#endif
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class AvHSpitGun : public AvHAlienWeapon
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{
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public:
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AvHSpitGun()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() const;
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virtual int GetDeployAnimation() const;
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virtual bool GetFiresUnderwater() 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 char* GetViewModel() 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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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 AvHClaws : public AvHAlienWeapon
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{
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public:
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AvHClaws()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual bool GetIsGunPositionValid() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() 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 bool GetMustPressTriggerForEachShot() const
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{ return true; }
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virtual int iItemSlot(void);
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virtual int GetShootAnimation() const;
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virtual char* GetViewModel() const;
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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 UseDecrement(void);
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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 AvHSwipe : public AvHAlienWeapon
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{
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public:
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AvHSwipe()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual bool GetIsGunPositionValid() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() const;
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virtual bool GetFiresUnderwater() const;
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virtual int GetDeployAnimation() const;
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virtual int GetIdleAnimation() const;
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virtual int GetShootAnimation() const;
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virtual char* GetViewModel() 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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{ return true; }
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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 UseDecrement(void);
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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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#ifdef AVH_SERVER
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class AvHSporeProjectile : public CBaseEntity
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{
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public:
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AvHSporeProjectile();
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virtual void Precache(void);
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virtual void SetDamage(float inDamage);
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virtual void Spawn(void);
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void EXPORT SporeCloudThink();
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void EXPORT SporeTouch(CBaseEntity *pOther);
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private:
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float mTimeHit;
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float mDamage;
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};
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#endif
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class AvHSpore : public AvHAlienWeapon
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{
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public:
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AvHSpore()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() 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 char* GetViewModel() 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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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 AvHBite : public AvHAlienWeapon
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{
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public:
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AvHBite()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual bool GetIsGunPositionValid() const;
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virtual float GetRateOfFire() const;
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virtual char* GetBiteSound() 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 int GetShootAnimation() 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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{ return true; }
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virtual char* GetViewModel() 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 UseDecrement(void);
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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 AvHBite2 : public AvHBite
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{
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public:
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AvHBite2()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual bool GetIsGunPositionValid() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() const;
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virtual int GetDeployAnimation() const;
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virtual float GetDeployTime() const;
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virtual int GetIdleAnimation() const;
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int GetItemInfo(ItemInfo *p) 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 Precache();
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virtual void Spawn();
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protected:
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virtual void Init();
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};
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class AvHSpikeGun : public AvHAlienWeapon
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{
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public:
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AvHSpikeGun()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() const;
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virtual int GetDeployAnimation() const;
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virtual float GetDeployTime() const;
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virtual int GetIdleAnimation() const;
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virtual bool GetFiresUnderwater() 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 char* GetViewModel() 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 void WeaponIdle();
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protected:
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virtual void FireProjectiles(void);
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virtual void Init();
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//int mFramesSinceMoreAmmo;
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};
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class AvHHealingSpray : public AvHAlienWeapon
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{
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public:
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AvHHealingSpray()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual float GetRateOfFire() const;
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virtual int GetDamageType() const;
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virtual int GetDeployAnimation() const;
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virtual int GetIdleAnimation() const;
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virtual int GetShootAnimation() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual char* GetViewModel() 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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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 AvHMetabolize : public AvHAlienWeapon
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{
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public:
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AvHMetabolize()
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{ this->Init(); }
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virtual void DeductCostForShot(void);
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virtual BOOL Deploy();
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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 int GetIdleAnimation() const;
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#ifdef AVH_SERVER
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virtual int GetResourceCost() const;
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#endif
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virtual int GetShootAnimation() const;
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int GetItemInfo(ItemInfo *p) 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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protected:
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virtual void FireProjectiles(void);
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virtual void Init();
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virtual void SetAnimationAndSound(void);
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float mTimeOfLastMetabolizeViewAnim;
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};
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class AvHWebSpinner : public AvHAlienWeapon
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{
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public:
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AvHWebSpinner()
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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 float GetRateOfFire() const;
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virtual int GetDeployAnimation() const;
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virtual float GetDeployTime() const;
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virtual int GetIdleAnimation() const;
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virtual int GetShootAnimation() const;
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virtual bool GetFiresUnderwater() const;
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#ifdef AVH_SERVER
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virtual bool GetLastPoint(vec3_t& outLastPoint) const;
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virtual void SetLastPoint(vec3_t& inLastPoint);
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#endif
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virtual bool GetIsDroppable() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual char* GetViewModel() 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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protected:
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virtual void FireProjectiles(void);
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virtual void Init();
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#ifdef AVH_SERVER
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bool mPlacedValidWebPointSinceDeploy;
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vec3_t mLastValidWebPoint;
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//vec3_t mLastValidWebNormal;
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#endif
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};
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#ifdef AVH_SERVER
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class AvHWebProjectile : public CBaseEntity
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{
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public:
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virtual bool CreateWeb();
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virtual void Precache(void);
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virtual void Spawn(void);
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void EXPORT WebTouch(CBaseEntity *pOther);
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private:
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bool GetWebSpinner(AvHWebSpinner*& outSpinner);
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};
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#endif
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class AvHBabblerGun : public AvHAlienWeapon
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{
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public:
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AvHBabblerGun()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual int GetDeployAnimation() const;
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virtual int GetIdleAnimation() const;
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virtual int GetShootAnimation() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual char* GetViewModel() 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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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 AvHPrimalScream : public AvHAlienWeapon
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{
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public:
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AvHPrimalScream()
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{ this->Init(); }
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virtual int GetBarrelLength() const;
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virtual float GetRateOfFire() const;
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virtual bool GetFiresUnderwater() const;
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virtual bool GetIsDroppable() const;
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virtual int GetDeployAnimation() const;
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virtual float GetDeployTime() const;
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virtual int GetIdleAnimation() const;
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virtual int GetShootAnimation() const;
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int GetItemInfo(ItemInfo *p) const;
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virtual char* GetViewModel() 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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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 AvHBuildingGun : public AvHAlienWeapon
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//{
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//public:
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// AvHBuildingGun()
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// { this->Init(); }
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//
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// virtual CBaseEntity* CreateBuilding(const Vector& inLocation) const;
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//
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// virtual int GetBarrelLength() const;
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//
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// virtual char* GetBuildingClassName() const = 0;
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//
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// virtual AvHMessageID GetBuildingMessageID() const = 0;
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//
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// virtual int GetBuildingPointCost() const = 0;
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//
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// virtual int GetDeployAnimation() const;
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//
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// virtual float GetDeployTime() const;
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//
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// virtual int GetIdleAnimation() const;
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//
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// virtual int GetShootAnimation() const;
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//
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// virtual int GetMaxAllowed() const;
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//
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// virtual int GetBuildingRadius() const = 0;
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//
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// virtual bool GetFiresUnderwater() const;
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//
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// virtual bool GetIsDroppable() const;
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//
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// virtual bool GetMustPressTriggerForEachShot() const;
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//
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// virtual float GetRange() const;
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//
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// virtual char* GetViewModel() const;
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//
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// virtual void Precache(void);
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//
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// virtual void Spawn() = 0;
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//
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// virtual bool UsesAmmo(void) const;
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//
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//protected:
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// virtual void FireProjectiles(void);
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//
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// virtual void Init();
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|
//};
|
|
//
|
|
//class AvHResourceTowerGun : public AvHBuildingGun
|
|
//{
|
|
//public:
|
|
//
|
|
// virtual AvHMessageID GetBuildingMessageID() const;
|
|
//
|
|
// virtual char* GetBuildingClassName() const;
|
|
//
|
|
// virtual int GetBuildingPointCost() const;
|
|
//
|
|
// virtual int GetBuildingRadius() const;
|
|
//
|
|
// virtual int GetItemInfo(ItemInfo *p);
|
|
//
|
|
// virtual int GetMaxAllowed() const;
|
|
//
|
|
// virtual int iItemSlot(void);
|
|
//
|
|
// virtual void Spawn();
|
|
//
|
|
//};
|
|
//
|
|
//
|
|
//class AvHOffenseChamberGun : public AvHBuildingGun
|
|
//{
|
|
//public:
|
|
//
|
|
// virtual AvHMessageID GetBuildingMessageID() const;
|
|
//
|
|
// virtual char* GetBuildingClassName() const;
|
|
//
|
|
// virtual int GetBuildingPointCost() const;
|
|
//
|
|
// virtual int GetBuildingRadius() const;
|
|
//
|
|
// virtual int GetItemInfo(ItemInfo *p);
|
|
//
|
|
// virtual int iItemSlot(void);
|
|
//
|
|
// virtual void Spawn();
|
|
//
|
|
//};
|
|
//
|
|
//
|
|
//class AvHDefenseChamberGun : public AvHBuildingGun
|
|
//{
|
|
//public:
|
|
//
|
|
// virtual AvHMessageID GetBuildingMessageID() const;
|
|
//
|
|
// virtual char* GetBuildingClassName() const;
|
|
//
|
|
// virtual int GetBuildingPointCost() const;
|
|
//
|
|
// virtual int GetBuildingRadius() const;
|
|
//
|
|
// virtual int GetItemInfo(ItemInfo *p);
|
|
//
|
|
// virtual int iItemSlot(void);
|
|
//
|
|
// virtual void Spawn();
|
|
//
|
|
//};
|
|
//
|
|
//class AvHSensoryChamberGun : public AvHBuildingGun
|
|
//{
|
|
//public:
|
|
//
|
|
// virtual AvHMessageID GetBuildingMessageID() const;
|
|
//
|
|
// virtual char* GetBuildingClassName() const;
|
|
//
|
|
// virtual int GetBuildingPointCost() const;
|
|
//
|
|
// virtual int GetBuildingRadius() const;
|
|
//
|
|
// virtual int GetItemInfo(ItemInfo *p);
|
|
//
|
|
// virtual int iItemSlot(void);
|
|
//
|
|
// virtual void Spawn();
|
|
//
|
|
//};
|
|
//
|
|
//class AvHMovementChamberGun : public AvHBuildingGun
|
|
//{
|
|
//public:
|
|
//
|
|
// virtual AvHMessageID GetBuildingMessageID() const;
|
|
//
|
|
// virtual char* GetBuildingClassName() const;
|
|
//
|
|
// virtual int GetBuildingPointCost() const;
|
|
//
|
|
// virtual int GetBuildingRadius() const;
|
|
//
|
|
// virtual int GetItemInfo(ItemInfo *p);
|
|
//
|
|
// virtual int iItemSlot(void);
|
|
//
|
|
// virtual void Spawn();
|
|
//
|
|
//};
|
|
//
|
|
//class AvHHiveGun : public AvHAlienWeapon
|
|
//{
|
|
//public:
|
|
//
|
|
// virtual int GetBarrelLength() const;
|
|
//
|
|
// virtual bool GetFiresUnderwater() const;
|
|
//
|
|
// virtual bool GetIsDroppable() const;
|
|
//
|
|
// virtual int GetItemInfo(ItemInfo *p);
|
|
//
|
|
// virtual char* GetViewModel() const;
|
|
//
|
|
// virtual int iItemSlot(void);
|
|
//
|
|
// virtual void Precache(void);
|
|
//
|
|
// virtual void Spawn();
|
|
//
|
|
// virtual bool UsesAmmo(void) const;
|
|
//
|
|
//protected:
|
|
// virtual void FireProjectiles(void);
|
|
//
|
|
// virtual void Init();
|
|
//
|
|
//};
|
|
|
|
class AvHParalysisGun : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHParalysisGun()
|
|
{ this->Init(); }
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual float GetDeployTime() const;
|
|
|
|
virtual int GetIdleAnimation() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual bool UsesAmmo(void) const;
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
};
|
|
|
|
|
|
class AvHParasiteGun : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHParasiteGun()
|
|
{ this->Init(); }
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual int GetDamageType() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual bool UsesAmmo(void) const;
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
};
|
|
|
|
#ifdef AVH_SERVER
|
|
class AvHUmbraCloud : public CBaseEntity
|
|
{
|
|
public:
|
|
AvHUmbraCloud();
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn(void);
|
|
|
|
private:
|
|
float mTimeHit;
|
|
};
|
|
|
|
class AvHUmbraProjectile : public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Spawn(void);
|
|
|
|
void EXPORT UmbraTouch(CBaseEntity* inOther);
|
|
|
|
};
|
|
#endif
|
|
|
|
|
|
class AvHUmbraGun : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHUmbraGun()
|
|
{ this->Init(); }
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual int GetIdleAnimation() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual bool UsesAmmo(void) const;
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
};
|
|
|
|
|
|
class AvHDivineWind : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHDivineWind()
|
|
{ this->Init(); }
|
|
|
|
virtual BOOL CanHolster(void);
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual BOOL IsUseable(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual bool UsesAmmo(void) const;
|
|
|
|
void EXPORT Explode(void);
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
|
|
bool mPrimed;
|
|
};
|
|
|
|
#ifdef AVH_SERVER
|
|
class AvHBileBomb : public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Spawn(void);
|
|
|
|
void EXPORT BileBombTouch(CBaseEntity *pOther);
|
|
|
|
virtual void Precache(void);
|
|
|
|
void SetDamage(float inDamage);
|
|
|
|
private:
|
|
float mDamage;
|
|
//float mExplodeSprite;
|
|
};
|
|
#endif
|
|
|
|
class AvHBileBombGun : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHBileBombGun()
|
|
{ this->Init(); }
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual int GetDamageType() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
};
|
|
|
|
#ifdef AVH_SERVER
|
|
class AvHAcidRocket : public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn(void);
|
|
|
|
void EXPORT AcidRocketTouch(CBaseEntity *pOther);
|
|
|
|
void EXPORT AcidRocketDeath();
|
|
|
|
void SetDamage(float inDamage);
|
|
|
|
private:
|
|
float mDamage;
|
|
};
|
|
#endif
|
|
|
|
|
|
class AvHAcidRocketGun : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHAcidRocketGun()
|
|
{ this->Init(); }
|
|
|
|
virtual int GetBarrelLength() const;
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
virtual int GetIdleAnimation() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual bool GetMustPressTriggerForEachShot() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
};
|
|
|
|
class AvHDevour : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHDevour()
|
|
{ this->Init(); }
|
|
|
|
virtual BOOL CanHolster(void);
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual bool GetIsCapableOfFiring() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual float GetDeployTime() const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual int GetIdleAnimation() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual bool UsesAmmo(void) const;
|
|
|
|
protected:
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
|
|
virtual bool ProcessValidAttack(void);
|
|
|
|
};
|
|
|
|
#ifdef AVH_SERVER
|
|
class AvHStompProjectile : public CBaseEntity
|
|
{
|
|
public:
|
|
AvHStompProjectile();
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void SetStunTime(float inStunTime);
|
|
|
|
virtual void Spawn(void);
|
|
|
|
void EXPORT StompTouch(CBaseEntity* inOther);
|
|
|
|
Vector mSpawnLocation;
|
|
|
|
private:
|
|
float mStunTime;
|
|
|
|
};
|
|
#endif
|
|
|
|
class AvHStomp : public AvHAlienWeapon
|
|
{
|
|
public:
|
|
AvHStomp()
|
|
{ this->Init(); }
|
|
|
|
virtual BOOL CanHolster(void);
|
|
|
|
virtual int GetBarrelLength() const;
|
|
|
|
virtual float GetRateOfFire() const;
|
|
|
|
virtual int GetDeployAnimation() const;
|
|
|
|
virtual float GetDeployTime() const;
|
|
|
|
virtual void GetEventAngles(Vector& outAngles) const;
|
|
|
|
virtual void GetEventOrigin(Vector& outOrigin) const;
|
|
|
|
virtual bool GetFiresUnderwater() const;
|
|
|
|
virtual bool GetIsDroppable() const;
|
|
|
|
virtual int GetShootAnimation() const;
|
|
|
|
int GetItemInfo(ItemInfo *p) const;
|
|
|
|
virtual char* GetViewModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual BOOL IsUseable(void);
|
|
|
|
virtual void Precache(void);
|
|
|
|
virtual void Spawn();
|
|
|
|
virtual bool UsesAmmo(void) const;
|
|
|
|
protected:
|
|
virtual void GetStompOrigin(Vector& outOrigin) const;
|
|
|
|
virtual void GetStompVelocity(Vector& outVelocity) const;
|
|
|
|
virtual void FireProjectiles(void);
|
|
|
|
virtual void Init();
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|