#ifndef _INCLUDED_ASW_WEAPON_FLASHLIGHT_H #define _INCLUDED_ASW_WEAPON_FLASHLIGHT_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Flashlight C_ASW_Weapon_Flashlight #define CASW_Marine C_ASW_Marine #else #include "asw_weapon.h" #include "npc_combine.h" #endif #include "basegrenade_shared.h" #include "asw_shareddefs.h" class CASW_Weapon_Flashlight : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Flashlight, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Flashlight(); virtual ~CASW_Weapon_Flashlight(); void Precache(); Activity GetPrimaryAttackActivity( void ); void PrimaryAttack(); #ifndef CLIENT_DLL DECLARE_DATADESC(); // todo: stop AI attacking with this? int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } virtual const char* GetPickupClass() { return "asw_pickup_flashlight"; } // for toggling the flashlight effect when we take/drop this weapon virtual void MarineDropped(CASW_Marine* pMarine); virtual void Equip( CBaseCombatCharacter *pOwner ); #endif virtual bool IsOffensiveWeapon() { return false; } //virtual bool ASWCanBeSelected() { return false; } // no selecting this // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FLASHLIGHT; } }; #endif /* _INCLUDED_ASW_WEAPON_FLASHLIGHT_H */