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hl2sdk/game/shared/swarm/asw_weapon_normal_armor.h
2010-07-22 01:46:14 -05:00

58 lines
1.5 KiB
C++

#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 */