AvHAlienWeapon.h

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHAlienWeapon.h $
// $Date: 2002/09/23 22:08:59 $
//
//-------------------------------------------------------------------------------
// $Log: AvHAlienWeapon.h,v $
// Revision 1.6 2002/09/23 22:08:59 Flayra
// - Updates to allow marine weapons stick around
//
// Revision 1.5 2002/08/16 02:32:09 Flayra
// - Added damage types
// - Swapped umbra and bile bomb
//
// Revision 1.4 2002/06/25 17:29:56 Flayra
// - Better default behavior
//
// Revision 1.3 2002/06/03 16:25:10 Flayra
// - Switch alien weapons quickly, renamed CheckValidAttack()
//
// Revision 1.2 2002/05/28 17:37:14 Flayra
// - Reduced times where alien weapons are dropped and picked up again (but didn't eliminate, they are still being instantiated somewhere)
//
// Revision 1.1 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
ifndef AVH_ALIEN_WEAPON_H
define AVH_ALIEN_WEAPON_H
include "../util/nowarnings.h"
include "../dlls/weapons.h"
include "AvHBasePlayerWeapon.h"
include "AvHConstants.h"
include "AvHMessage.h"
class AvHAlienWeapon : public AvHBasePlayerWeapon
{
public:
AvHAlienWeapon();
virtual float ComputeAttackInterval() const; virtual void DeductCostForShot(void); // Cannot ever drop alien weapons virtual void Drop(void); bool GetAllowedForUser3(AvHUser3 inUser3); virtual int GetDamageType() const; virtual float GetDeployTime() const; virtual float GetEnergyForAttack() const; virtual bool GetFiresUnderwater() const; virtual int GetGroundLifetime() const; virtual bool GetIsDroppable() const; virtual bool GetIsGunPositionValid() const; virtual BOOL IsUseable(void); virtual void Precache(void); virtual bool ProcessValidAttack(void); virtual void Spawn(void); virtual bool UsesAmmo(void) const; virtual BOOL UseDecrement(void); virtual BOOL GetTakesEnergy() { return true; }
private:
float& GetEnergyLevel();
};
endif