/*** * * 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 #if !defined(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, float flDmg ); 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_CHAINGUN 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 //begin Alex #define WEAPON_M41A 16 #define WEAPON_TOAD 17 #define WEAPON_BERETTA 18 #define WEAPON_POOLSTICK 19 //end Alex #define WEAPON_BARNEYGLOCK 20 #define WEAPON_BARNEYMP5 21 #define WEAPON_BARNEYHANDGRENADE 22 #define WEAPON_BARNEYSHOTGUN 23 #define WEAPON_KMEDKIT 24 #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 CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: }; 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 CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: }; // Added by Alex class CKMedKit : public CBasePlayerWeapon { public: #if !CLIENT_DLL int Save( CSave &save ); int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 1; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void Holster( int skiplocal /* = 0 */ ); void PrimaryAttack( void ); void SecondaryAttack( void ); void UseMedkit( int fMode ); void EXPORT SayKateHealth(); BOOL Deploy( void ); void WeaponIdle( void ); BOOL IsUseable() { return TRUE; } BOOL CanDeploy() { return TRUE; } virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: BOOL m_bIsStateChanged; int m_iState; int m_iKateHealth; }; // end // Added by Alex class CBeretta : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 2; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); void BerettaFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); void Holster( int skiplocal /* = 0 */ ); virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: int m_iShell; unsigned short m_usFireBeretta1; unsigned short m_usFireBeretta2; }; // end // Alex begin class CPoolstick : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 1; } void EXPORT SwingAgain( void ); void EXPORT Smack( void ); int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); int Swing( int fFirst ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void WeaponIdle(); int m_iSwing; TraceResult m_trHit; virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: }; // Alex end // Added by Alex class CM41A : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 3; } int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer *pPlayer ); void Holster( int skiplocal /* = 0 */ ); void PrimaryAttack( void ); void SecondaryAttack( void ); int SecondaryAmmoIndex( void ); BOOL Deploy( void ); void Reload( void ); void WeaponIdle( void ); float m_flNextAnimTime; int m_iShell; virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: unsigned short m_usM41A; }; // end // alex class CToad : public CBasePlayerWeapon { public: void Spawn( void ); void Precache( void ); int iItemSlot( void ) { return 5; } int GetItemInfo(ItemInfo *p); void EXPORT ToadIdle(); void HuntSound( bool force ); 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 CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: Vector m_posNext; float m_flNextTrace; float m_flNextHunt; float m_flDie; }; // alex class CBarneyGlock : public CGlock { public: void Spawn(); void Precache(); int GetItemInfo( ItemInfo *p ); BOOL Deploy(); }; class CBarneyShotgun : public CShotgun { public: void Spawn(); void Precache(); int GetItemInfo( ItemInfo *p ); BOOL Deploy(); }; class CBarneyMP5 : public CMP5 { public: void Spawn(); void Precache(); int GetItemInfo( ItemInfo *p ); BOOL Deploy(); }; class CBarneyHandGrenade : public CHandGrenade { public: void Spawn(); void Precache(); int GetItemInfo( ItemInfo *p ); BOOL Deploy(); }; #endif // WEAPONS_H