#ifndef _INCLUDED_ASW_WEAPON_NORMAL_ARMOR_H #define _INCLUDED_ASW_WEAPON_NORMAL_ARMOR_H #pragma once #ifdef CLIENT_DLL #include "c_asw_weapon.h" #define CASW_Weapon C_ASW_Weapon #define CASW_Weapon_Normal_Armor C_ASW_Weapon_Normal_Armor #define CASW_Marine C_ASW_Marine #else #include "asw_weapon.h" #endif #include "asw_shareddefs.h" #include "basegrenade_shared.h" #ifndef CLIENT_DLL extern ConVar asw_marine_passive_armor_scale; #endif class CASW_Weapon_Normal_Armor : public CASW_Weapon { public: DECLARE_CLASS( CASW_Weapon_Normal_Armor, CASW_Weapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); CASW_Weapon_Normal_Armor(); virtual ~CASW_Weapon_Normal_Armor(); // void Precache(); void PrimaryAttack(); // bool OffhandActivate(); virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down #ifndef CLIENT_DLL DECLARE_DATADESC(); int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; } virtual const char* GetPickupClass() { return "asw_pickup_normal_armor"; } #endif virtual bool IsOffensiveWeapon() { return false; } // Classification virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_NORMAL_ARMOR; } #ifndef CLIENT_DLL /// armor should scale damage taken by owning marine by this much (eg, 0.8 is a 20% reduction) inline float GetDamageScaleFactor() { return asw_marine_passive_armor_scale.GetFloat(); } #endif }; #endif /* _INCLUDED_ASW_WEAPON_NORMAL_ARMOR_H */