//======== (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: AvHAlienWeapon.h $ // $Date: 2002/09/23 22:08:59 $ // //------------------------------------------------------------------------------- // $Log: AvHAlienWeapon.h,v $ // Revision 1.6 2002/09/23 22:08:59 Flayra // - Updates to allow marine weapons stick around // // Revision 1.5 2002/08/16 02:32:09 Flayra // - Added damage types // - Swapped umbra and bile bomb // // Revision 1.4 2002/06/25 17:29:56 Flayra // - Better default behavior // // Revision 1.3 2002/06/03 16:25:10 Flayra // - Switch alien weapons quickly, renamed CheckValidAttack() // // Revision 1.2 2002/05/28 17:37:14 Flayra // - Reduced times where alien weapons are dropped and picked up again (but didn't eliminate, they are still being instantiated somewhere) // // Revision 1.1 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 AVH_ALIEN_WEAPON_H #define AVH_ALIEN_WEAPON_H #include "util/nowarnings.h" #include "dlls/weapons.h" #include "mod/AvHBasePlayerWeapon.h" #include "mod/AvHConstants.h" #include "mod/AvHMessage.h" class AvHAlienWeapon : public AvHBasePlayerWeapon { public: AvHAlienWeapon(); virtual float ComputeAttackInterval() const; virtual void DeductCostForShot(void); // Cannot ever drop alien weapons virtual void Drop(void); bool GetAllowedForUser3(AvHUser3 inUser3); virtual int GetDamageType() const; virtual float GetDeployTime() const; virtual float GetEnergyForAttack() const; virtual bool GetFiresUnderwater() const; virtual int GetGroundLifetime() const; virtual bool GetIsDroppable() const; virtual bool GetIsGunPositionValid() const; virtual BOOL IsUseable(void); virtual void Precache(void); virtual bool ProcessValidAttack(void); virtual void Spawn(void); virtual bool UsesAmmo(void) const; virtual BOOL UseDecrement(void); virtual BOOL GetTakesEnergy() { return true; } private: float& GetEnergyLevel(); }; #endif