/*** * * 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_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_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 } 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 defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: unsigned short m_usSnarkFire; }; class CDisplacer : public CBasePlayerWeapon { public: #ifndef 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 4; } 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 defined( 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: #ifndef 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 ); int AddToPlayer( CBasePlayer *pPlayer ); 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 defined( CLIENT_WEAPONS ) return TRUE; #else return FALSE; #endif } private: int m_iShell; unsigned short m_usEagle; }; #endif // WEAPONS_H