/*** * * 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 ); 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 #define WEAPON_DISPLACER 16 #define WEAPON_EAGLE 17 #define WEAPON_GRAPPLE 18 #define WEAPON_KNIFE 19 #define WEAPON_M249 20 #define WEAPON_PENGUIN 21 #define WEAPON_PIPEWRENCH 22 #define WEAPON_SHOCKRIFLE 23 #define WEAPON_SNIPERRIFLE 24 #define WEAPON_SPORELAUNCHER 25 #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: unsigned short m_usTripFire; }; 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: unsigned short m_usSnarkFire; }; // // // class CDisplacer : 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 6; } int GetItemInfo( ItemInfo *p ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void WeaponIdle( void ); BOOL PlayEmptySound( void ); virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } void UseAmmo(int count); BOOL CanFireDisplacer( int count ) const; enum DISPLACER_FIREMODE { FIREMODE_FORWARD = 1, FIREMODE_BACKWARD }; void ClearSpin( void ); void EXPORT SpinUp( void ); void EXPORT Teleport( void ); void EXPORT Displace( void ); void LightningEffect( void ); void ClearBeams( void ); private: CBeam *m_pBeam[3]; int m_iFireMode; unsigned short m_usDisplacer; }; class CEagle : 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 2; } int GetItemInfo( ItemInfo *p ); void PrimaryAttack( void ); void SecondaryAttack( void ); BOOL Deploy( void ); void Holster( int skiplocal = 0 ); void Reload( void ); void WeaponIdle( void ); void UpdateSpot( void ); CLaserSpot *m_pEagleLaser; int m_fEagleLaserActive; virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: int m_iShell; unsigned short m_usEagle; }; class CBarnacleGrappleTip; class CBarnacleGrapple : public CBasePlayerWeapon { public: #if !CLIENT_DLL virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); static TYPEDESCRIPTION m_SaveData[]; #endif enum FireState { OFF = 0, CHARGE = 1 }; void Precache( void ); void Spawn( void ); int iItemSlot(void) { return 1; } void EndAttack( void ); int GetItemInfo(ItemInfo *p); int AddToPlayer( CBasePlayer* pPlayer ); BOOL Deploy(); void Holster( int skiplocal /* = 0 */ ); void WeaponIdle( void ); void PrimaryAttack( void ); void Fire( Vector vecOrigin, Vector vecDir ); void CreateEffect( void ); void UpdateEffect( void ); void DestroyEffect( void ); virtual BOOL UseDecrement(void) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: CBarnacleGrappleTip* m_pTip; CBeam* m_pBeam; float m_flShootTime; float m_flDamageTime; bool m_bGrappling; bool m_bMissed; bool m_bMomentaryStuck; }; class CKnife : 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); void PrimaryAttack(void); int Swing(int fFirst); BOOL Deploy(void); void Holster(int skiplocal = 0); #if CROWBAR_IDLE_ANIM void WeaponIdle(); #endif int m_iSwing; TraceResult m_trHit; virtual BOOL UseDecrement(void) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: unsigned short m_usKnife; }; class CM249 : 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 6; } int GetItemInfo(ItemInfo *p); int AddToPlayer(CBasePlayer *pPlayer); void PrimaryAttack(void); BOOL Deploy(void); void Holster(int skiplocal = 0); void Reload(void); void ItemPostFrame(); void WeaponIdle(void); virtual BOOL ShouldWeaponIdle(void) { return TRUE; } float m_flNextAnimTime; int m_iShell; int m_iLink; bool m_bAlternatingEject; virtual BOOL UseDecrement(void) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } void UpdateTape(); void UpdateTape(int clip); int BodyFromClip(); int BodyFromClip(int clip); int m_iVisibleClip; private: unsigned short m_usM249; }; class CPenguin : 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: unsigned short m_usPenguinFire; }; class CPipeWrench : 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; } void EXPORT SwingAgain(void); void EXPORT Smack(void); int GetItemInfo(ItemInfo *p); void PrimaryAttack(void); void SecondaryAttack(void); int Swing(int fFirst); BOOL Deploy(void); void WeaponIdle(void); void Holster(int skiplocal = 0); void BigSwing(void); int m_iSwing; TraceResult m_trHit; int m_iSwingMode; float m_flBigSwingStart; virtual BOOL UseDecrement(void) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: unsigned short m_usPWrench; }; class CShockrifle : public CHgun { public: void Spawn(void); void Precache(void); int iItemSlot(void) { return 7; } int GetItemInfo(ItemInfo *p); int AddToPlayer(CBasePlayer *pPlayer); void PrimaryAttack(void); void SecondaryAttack(void); BOOL Deploy(void); void Holster(int skiplocal = 0); void Reload(void); void WeaponIdle(void); void CreateChargeEffect(void); void EXPORT ClearBeams(void); virtual BOOL UseDecrement(void) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: unsigned short m_usShockFire; CBeam* m_pBeam[4]; }; class CSniperrifle : 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 6; } int GetItemInfo(ItemInfo *p); int AddToPlayer(CBasePlayer *pPlayer); void PrimaryAttack(void); void SecondaryAttack(void); BOOL Deploy(void); void Holster(int skiplocal = 0); void Reload(void); void WeaponIdle(void); BOOL ShouldWeaponIdle(void) { return TRUE; } BOOL m_fInZoom;// don't save this. virtual BOOL UseDecrement(void) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } private: unsigned short m_usSniper; }; class CSporelauncher : public CShotgun { 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() { return 7; } int GetItemInfo( ItemInfo *p ); int AddToPlayer( CBasePlayer *pPlayer ); void PrimaryAttack( void ); void SecondaryAttack( void ); BOOL Deploy(); void Reload( void ); void WeaponIdle( void ); virtual BOOL UseDecrement( void ) { #if CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } int m_iSquidSpitSprite; private: unsigned short m_usSporeFire; }; #endif // WEAPONS_H