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https://github.com/Gigaslav/HL2Overcharged.git
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53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#ifndef WEAPONCGUARD_H
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#define WEAPONCGUARD_H
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#include "cbase.h"
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#include "AI_BaseNPC.h"
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#include "basehlcombatweapon.h"
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#include "beam_shared.h"
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#include "beam_flags.h"
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#include "te_effect_dispatch.h"
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#include "energy_wave.h"
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#include "te_particlesystem.h"
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class CWeaponCGuard : public CBaseHLCombatWeapon
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS(CWeaponCGuard, CBaseHLCombatWeapon);
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DECLARE_SERVERCLASS();
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DECLARE_ACTTABLE();
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CWeaponCGuard(void);
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protected:
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void FireNPCPrimaryAttack(CBaseCombatCharacter *pOperator, bool bUseWeaponAngles);
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void Operator_ForceNPCFire(CBaseCombatCharacter *pOperator, bool bSecondary);
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virtual void Precache(void);
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virtual void PrimaryAttack(void);
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virtual void DelayedFire(void);
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virtual void ItemPostFrame(void);
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virtual void AlertTargets(void);
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virtual void UpdateLasers(void);
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virtual void Fire(const Vector &vecOrigSrc, const Vector &vecDir);
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virtual void UpdateEffect(const Vector &startPoint, const Vector &endPoint);
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virtual void CreateEffect(void);
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virtual void DestroyEffect(void);
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virtual bool Holster(CBaseCombatWeapon *pSwitchingTo = NULL);
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virtual int CapabilitiesGet(void) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual bool ShouldDrawWaterImpacts(const trace_t &shot_trace);
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float m_flChargeTime;
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bool Destroy;
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bool m_bFired;
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bool InHolster;
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int m_beamIndex;
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int m_haloIndex;
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private:
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//CCguard_Sphere *Sphere;
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CHandle<CBeam> _hNoise;
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};
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#endif |