#ifndef _INCLUDED_ASW_WEAPON_BAIT_H #define _INCLUDED_ASW_WEAPON_BAIT_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Bait C_ASW_Weapon_Bait #define CASW_Marine C_ASW_Marine #else #include "asw_weapon.h" #include "npc_combine.h" #endif #include "asw_shareddefs.h" #include "basegrenade_shared.h" class CASW_Weapon_Bait : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Bait, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Bait(); virtual ~CASW_Weapon_Bait(); void Precache(); float GetFireRate( void ) { return 1.4f; } bool Reload(); void ItemPostFrame(); virtual bool ShouldMarineMoveSlow() { return false; } Activity GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; } virtual int ASW_SelectWeaponActivity(int idealActivity); virtual int AmmoClickPoint() { return 0; } virtual float GetThrowGravity() { return 1.15f; } void PrimaryAttack(); void DelayedAttack(); virtual const Vector& GetBulletSpread( void ) { static Vector cone; cone = Vector(0,0,0); return cone; } virtual bool OffhandActivate(); #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } virtual const char* GetPickupClass() { return "asw_pickup_bait"; } #else #endif virtual bool IsOffensiveWeapon() { return false; } float m_flSoonestPrimaryAttack; // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_BAIT; } }; #endif /* _INCLUDED_ASW_WEAPON_BAIT_H */