#ifndef _INCLUDED_ASW_WEAPON_SHOTGUN_ASSAULT_H #define _INCLUDED_ASW_WEAPON_SHOTGUN_ASSAULT_H #pragma once #include "asw_weapon_shotgun_shared.h" #ifdef CLIENT_DLL #define CASW_Weapon_Assault_Shotgun C_ASW_Weapon_Assault_Shotgun #else #include "npc_combine.h" #endif class CASW_Weapon_Assault_Shotgun : public CASW_Weapon_Shotgun { public: DECLARE_CLASS( CASW_Weapon_Assault_Shotgun, CASW_Weapon_Shotgun ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Assault_Shotgun(); virtual ~CASW_Weapon_Assault_Shotgun(); void Precache(); //float GetFireRate( void ) { return 0.65f; } virtual float GetWeaponDamage(); virtual int GetNumPellets(); virtual int AmmoClickPoint() { return 2; } virtual void SecondaryAttack(); virtual const float GetAutoAimAmount() { return 0.26f; } virtual bool ShouldFlareAutoaim() { return true; } #ifndef CLIENT_DLL DECLARE_DATADESC(); virtual const char* GetPickupClass() { return "asw_pickup_vindicator"; } virtual float GetMadFiringBias() { return 1.0f; } // scales the rate at which the mad firing counter goes up when we shoot aliens with this weapon #else virtual bool HasSecondaryExplosive( void ) const { return true; } virtual const char* GetPartialReloadSound(int iPart); virtual float GetMuzzleFlashScale(); virtual const char* GetTracerEffectName() { return "tracer_vindicator"; } // particle effect name virtual const char* GetMuzzleEffectName() { return "muzzle_vindicator"; } // particle effect name virtual float GetLaserPointerRange( void ) { return 360; } #endif virtual bool ShouldMarineMoveSlow(); // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_ASSAULT_SHOTGUN; } }; #endif /* _INCLUDED_ASW_WEAPON_SHOTGUN_ASSAULT_H */