/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #pragma once #ifndef WEAPONS_H #define WEAPONS_H #include "effects.h" class CBasePlayer; extern int gmsgWeapPickup; void DeactivateSatchels( CBasePlayer *pOwner ); // Contact Grenade / Timed grenade / Satchel Charge class CGrenade : public CBaseMonster { public: void Spawn( void ); typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE; static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ); static CGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); static CGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ); void Explode( Vector vecSrc, Vector vecAim ); void Explode( TraceResult *pTrace, int bitsDamageType ); void EXPORT Smoke( void ); void EXPORT BounceTouch( CBaseEntity *pOther ); void EXPORT SlideTouch( CBaseEntity *pOther ); void EXPORT ExplodeTouch( CBaseEntity *pOther ); void EXPORT DangerSoundThink( void ); void EXPORT PreDetonate( void ); void EXPORT Detonate( void ); void EXPORT DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void EXPORT TumbleThink( void ); virtual void BounceSound( void ); virtual int BloodColor( void ) { return DONT_BLEED; } virtual void Killed( entvars_t *pevAttacker, int iGib ); BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet. }; // constant items #define ITEM_HEALTHKIT 1 #define ITEM_ANTIDOTE 2 #define ITEM_SECURITY 3 #define ITEM_BATTERY 4 #define WEAPON_NONE 0 #define WEAPON_CROWBAR 1 #define WEAPON_GLOCK 2 #define WEAPON_PYTHON 3 #define WEAPON_MP5 4 #define WEAPON_VULCAN 5 #define WEAPON_CROSSBOW 6 #define WEAPON_SHOTGUN 7 #define WEAPON_RPG 8 #define WEAPON_GAUSS 9 #define WEAPON_EGON 10 #define WEAPON_HORNETGUN 11 #define WEAPON_HANDGRENADE 12 #define WEAPON_TRIPMINE 13 #define WEAPON_SATCHEL 14 #define WEAPON_SNARK 15 #define WEAPON_SPANNER 16 #define WEAPON_AP9 17 #define WEAPON_SHOVEL 18 #define WEAPON_SNIPER 19 #define WEAPON_TFCSNIPER 20 #define WEAPON_TAURUS 21 #define WEAPON_CHAINGUN 22 #define WEAPON_MEDKIT 23 #define WEAPON_ALLWEAPONS (~(1<absmin = pev->origin + Vector(-16, -16, -5); pev->absmax = pev->origin + Vector(16, 16, 28); } void PrimaryAttack( void ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void WeaponIdle( void ); virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } }; class CSqueak : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 5; } int GetItemInfo(ItemInfo *p); void PrimaryAttack( void ); void SecondaryAttack( void ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void WeaponIdle( void ); int m_fJustThrown; virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } }; class CWeaponEinarShovel : public CBasePlayerWeapon { public: void Spawn(); void Precache(); int iItemSlot() { return 1; } void EXPORT SwingAgain(); void EXPORT Smack(); int GetItemInfo( ItemInfo *p ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack(); int Swing( int fFirst ); BOOL Deploy(); void Holster( int skiplocal = 0 ); #ifdef CROWBAR_IDLE_ANIM void WeaponIdle(); #endif int m_iSwing; TraceResult m_trHit; virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } }; class CWeaponEinarSpanner : public CBasePlayerWeapon { public: void Spawn(); void Precache(); int iItemSlot() { return 1; } void EXPORT SwingAgain(); void EXPORT Smack(); int GetItemInfo( ItemInfo *p ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack(); int Swing( int fFirst ); BOOL Deploy(); void Holster( int skiplocal = 0 ); #ifdef CROWBAR_IDLE_ANIM void WeaponIdle(); #endif int m_iSwing; TraceResult m_trHit; virtual BOOL UseDecrement( void ) { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } }; class CWeaponEinarAP9 : public CBasePlayerWeapon { public: #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void Spawn(); void Precache(); int iItemSlot() { return 2; } int GetItemInfo( ItemInfo *p ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack(); void SecondaryAttack(); void AP9Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); BOOL Deploy(); void Reload(); void WeaponIdle(); BOOL ShouldWeaponIdle() { return TRUE; } int m_iShell; virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: int m_iBurstShots; unsigned short m_usFireAP9; }; class CWeaponEinarTaurus : public CBasePlayerWeapon { public: void Spawn(); void Precache(); int iItemSlot() { return 2; } int GetItemInfo( ItemInfo *p ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack(); void TaurusFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); BOOL Deploy(); void Reload(); void WeaponIdle(); virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: int m_iShell; unsigned short m_usFireTaurus; }; class CWeaponEinarSniper : public CBasePlayerWeapon { public: #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void Spawn(); void Precache(); int iItemSlot() { return 3; } int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack(); void SecondaryAttack(); void Holster( int skiplocal /* = 0 */ ); int GetItemInfo( ItemInfo *p ); BOOL Deploy(); void Reload(); void WeaponIdle(); virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: int m_fInZoom; unsigned short m_usFireSniper; }; class CWeaponEinarTFCSniper : public CBasePlayerWeapon { public: #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void Spawn(); void Precache(); int iItemSlot() { return 3; } int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack(); void SecondaryAttack(); void Holster( int skiplocal /* = 0 */ ); int GetItemInfo( ItemInfo *p ); BOOL Deploy(); void Reload(); void WeaponIdle(); virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: int m_fInZoom; unsigned short m_usFireSniper; }; class CWeaponEinarChaingun : public CBasePlayerWeapon { public: #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void Spawn(); void Precache(); int iItemSlot() { return 4; } int GetItemInfo(ItemInfo *p); void PrimaryAttack(); void SecondaryAttack(); BOOL Deploy(); void Holster(int skiplocal = 0); void Reload(); void WeaponIdle(); virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } void SpinUp(); void SpinDown(); void Fire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); private: int m_fInAttack; int m_iShell; unsigned short m_usFireChaingun1; unsigned short m_usFireChaingun2; }; class CWeaponEinarMedkit : public CBasePlayerWeapon { public: #ifndef CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void Spawn(); void Precache(); int iItemSlot() { return 5; } int GetItemInfo( ItemInfo *p ); void PrimaryAttack(); void SecondaryAttack(); void Use(); void Heal(); void Reload(); BOOL Deploy(); void Holster( int skiplocal = 0 ); void WeaponIdle(); BOOL PlayEmptySound(); virtual BOOL UseDecrement() { #if defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: int m_fInAttack; }; #endif // WEAPONS_H