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1038 lines
28 KiB
1038 lines
28 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#pragma once |
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#if !defined(WEAPONS_H) |
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#define WEAPONS_H |
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#include "effects.h" |
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class CBasePlayer; |
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extern int gmsgWeapPickup; |
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void DeactivateSatchels( CBasePlayer *pOwner ); |
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// Contact Grenade / Timed grenade / Satchel Charge |
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class CGrenade : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE; |
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static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ); |
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static CGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); |
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static CGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ); |
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static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code ); |
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void Explode( Vector vecSrc, Vector vecAim ); |
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void Explode( TraceResult *pTrace, int bitsDamageType ); |
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void EXPORT Smoke( void ); |
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void EXPORT BounceTouch( CBaseEntity *pOther ); |
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void EXPORT SlideTouch( CBaseEntity *pOther ); |
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void EXPORT ExplodeTouch( CBaseEntity *pOther ); |
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void EXPORT DangerSoundThink( void ); |
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void EXPORT PreDetonate( void ); |
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void EXPORT Detonate( void ); |
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void EXPORT DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void EXPORT TumbleThink( void ); |
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virtual void BounceSound( void ); |
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virtual int BloodColor( void ) { return DONT_BLEED; } |
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virtual void Killed( entvars_t *pevAttacker, int iGib ); |
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BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet. |
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}; |
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class CGrenadeRock : public CBaseMonster |
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{ |
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public: |
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void Spawn( void ); |
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typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE; |
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static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ); |
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void EXPORT BounceTouch( CBaseEntity *pOther ); |
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virtual void BounceSound( void ); |
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BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet. |
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}; |
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// constant itemsfg |
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#define ITEM_HEALTHKIT 1 |
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#define ITEM_ANTIDOTE 2 |
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#define ITEM_SECURITY 3 |
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#define ITEM_BATTERY 4 |
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#define WEAPON_NONE 0 |
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#define WEAPON_CROWBAR 1 |
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#define WEAPON_GLOCK 2 |
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#define WEAPON_PYTHON 3 |
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#define WEAPON_MP5 4 |
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#define WEAPON_CHAINGUN 5 |
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#define WEAPON_CROSSBOW 6 |
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#define WEAPON_SHOTGUN 7 |
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#define WEAPON_RPG 8 |
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#define WEAPON_GAUSS 9 |
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#define WEAPON_EGON 10 |
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#define WEAPON_HORNETGUN 11 |
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#define WEAPON_HANDGRENADE 12 |
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#define WEAPON_TRIPMINE 13 |
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#define WEAPON_SATCHEL 14 |
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#define WEAPON_SNARK 15 |
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#define WEAPON_SAWNOFF 16 |
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#define WEAPON_NEEDLE 17 |
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#define WEAPON_KATANA 24 |
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#define WEAPON_HAMMER 23 |
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#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT)) |
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#define WEAPON_SUIT 31 // ????? |
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#define MAX_NORMAL_BATTERY 500 |
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// weapon weight factors (for auto-switching) (-1 = noswitch) |
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#define CROWBAR_WEIGHT 0 |
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#define GLOCK_WEIGHT 10 |
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#define PYTHON_WEIGHT 15 |
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#define MP5_WEIGHT 15 |
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#define SHOTGUN_WEIGHT 15 |
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#define CROSSBOW_WEIGHT 10 |
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#define RPG_WEIGHT 20 |
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#define GAUSS_WEIGHT 20 |
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#define EGON_WEIGHT 20 |
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#define HORNETGUN_WEIGHT 10 |
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#define HANDGRENADE_WEIGHT 5 |
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#define SNARK_WEIGHT 5 |
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#define SATCHEL_WEIGHT -10 |
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#define TRIPMINE_WEIGHT -10 |
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#define SAWNOFF_WEIGHT 16 |
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#define SNIPARS_WEIGHT 10 |
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#define PEPSIGUN_WEIGHT 10 |
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// weapon clip/carry ammo capacities |
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#define URANIUM_MAX_CARRY 10000 |
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#define _9MM_MAX_CARRY 25000 |
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#define _357_MAX_CARRY 36 |
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#define BUCKSHOT_MAX_CARRY 200 |
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#define BOLT_MAX_CARRY 500 |
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#define ROCKET_MAX_CARRY WEAPON_NOCLIP |
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#define HANDGRENADE_MAX_CARRY 200 |
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#define SATCHEL_MAX_CARRY 5 |
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#define TRIPMINE_MAX_CARRY 5 |
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#define SNARK_MAX_CARRY 15 |
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#define HORNET_MAX_CARRY 50 |
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#define M203_GRENADE_MAX_CARRY 10000 |
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#define _SNIPARS_MAX_CARRY 30 |
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#define PEPSIGUN_MAX_CARRY 200 |
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// the maximum amount of ammo each weapon's clip can hold |
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#define WEAPON_NOCLIP -1 |
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//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP |
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#define GLOCK_MAX_CLIP 17 |
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#define PYTHON_MAX_CLIP 6 |
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#define MP5_MAX_CLIP 5000 |
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#define SHOTGUN_MAX_CLIP 8 |
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#define CROSSBOW_MAX_CLIP 50 |
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#define RPG_MAX_CLIP 500000 |
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#define GAUSS_MAX_CLIP WEAPON_NOCLIP |
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#define EGON_MAX_CLIP WEAPON_NOCLIP |
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#define HORNETGUN_MAX_CLIP WEAPON_NOCLIP |
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#define HANDGRENADE_MAX_CLIP WEAPON_NOCLIP |
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#define SATCHEL_MAX_CLIP WEAPON_NOCLIP |
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#define TRIPMINE_MAX_CLIP WEAPON_NOCLIP |
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#define SNARK_MAX_CLIP WEAPON_NOCLIP |
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#define SAWNOFF_MAX_CLIP 4 |
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#define SNIPARS_MAX_CLIP 5 |
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#define PEPSIGUN_MAX_CLIP 8 |
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// the default amount of ammo that comes with each gun when it spawns |
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#define GLOCK_DEFAULT_GIVE 17 |
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#define PYTHON_DEFAULT_GIVE 6 |
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#define MP5_DEFAULT_GIVE 2500 |
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#define MP5_M203_DEFAULT_GIVE 1000 |
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#define SHOTGUN_DEFAULT_GIVE 12 |
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#define CROSSBOW_DEFAULT_GIVE 50 |
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#define RPG_DEFAULT_GIVE 10000 |
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#define GAUSS_DEFAULT_GIVE 1000 |
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#define EGON_DEFAULT_GIVE 1000 |
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#define HANDGRENADE_DEFAULT_GIVE 50 |
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#define SATCHEL_DEFAULT_GIVE 1 |
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#define TRIPMINE_DEFAULT_GIVE 1 |
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#define SNARK_DEFAULT_GIVE 5 |
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#define HIVEHAND_DEFAULT_GIVE 8 |
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#define SAWNOFF_DEFAULT_GIVE 125 |
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#define SNIPARS_DEFAULT_GIVE 10 |
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#define PEPSIGUN_DEFAULT_GIVE 24 |
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// The amount of ammo given to a player by an ammo item. |
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#define AMMO_URANIUMBOX_GIVE 2000 |
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#define AMMO_GLOCKCLIP_GIVE GLOCK_MAX_CLIP |
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#define AMMO_357BOX_GIVE PYTHON_MAX_CLIP |
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#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP |
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#define AMMO_CHAINBOX_GIVE 200 |
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#define AMMO_M203BOX_GIVE 999 |
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#define AMMO_BUCKSHOTBOX_GIVE 12 |
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#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP |
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#define AMMO_RPGCLIP_GIVE RPG_MAX_CLIP |
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#define AMMO_URANIUMBOX_GIVE 2000 |
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#define AMMO_SNARKBOX_GIVE 5 |
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#define AMMO_SNIPARSBOX_GIVE SNIPARS_MAX_CLIP |
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// bullet types |
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typedef enum |
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{ |
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BULLET_NONE = 0, |
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BULLET_PLAYER_9MM, // glock |
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BULLET_PLAYER_MP5, // mp5 |
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BULLET_PLAYER_357, // python |
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BULLET_PLAYER_BUCKSHOT, // shotgun |
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BULLET_PLAYER_CROWBAR, // crowbar swipe |
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BULLET_MONSTER_9MM, |
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BULLET_MONSTER_MP5, |
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BULLET_MONSTER_12MM |
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} Bullet; |
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#define ITEM_FLAG_SELECTONEMPTY 1 |
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#define ITEM_FLAG_NOAUTORELOAD 2 |
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4 |
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#define ITEM_FLAG_LIMITINWORLD 8 |
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#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon |
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#define WEAPON_IS_ONTARGET 0x40 |
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typedef struct |
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{ |
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int iSlot; |
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int iPosition; |
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const char *pszAmmo1; // ammo 1 type |
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int iMaxAmmo1; // max ammo 1 |
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const char *pszAmmo2; // ammo 2 type |
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int iMaxAmmo2; // max ammo 2 |
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const char *pszName; |
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int iMaxClip; |
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int iId; |
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int iFlags; |
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int iWeight;// this value used to determine this weapon's importance in autoselection. |
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} ItemInfo; |
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typedef struct |
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{ |
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const char *pszName; |
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int iId; |
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} AmmoInfo; |
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// Items that the player has in their inventory that they can use |
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class CBasePlayerItem : public CBaseAnimating |
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{ |
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public: |
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virtual void SetObjectCollisionBox( void ); |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory |
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virtual int AddDuplicate( CBasePlayerItem *pItem ) { return FALSE; } // return TRUE if you want your duplicate removed from world |
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void EXPORT DestroyItem( void ); |
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void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch |
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void EXPORT FallThink ( void );// when an item is first spawned, this think is run to determine when the object has hit the ground. |
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void EXPORT Materialize( void );// make a weapon visible and tangible |
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void EXPORT AttemptToMaterialize( void ); // the weapon desires to become visible and tangible, if the game rules allow for it |
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CBaseEntity* Respawn ( void );// copy a weapon |
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void FallInit( void ); |
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void CheckRespawn( void ); |
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virtual int GetItemInfo(ItemInfo *p) { return 0; }; // returns 0 if struct not filled out |
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virtual BOOL CanDeploy( void ) { return TRUE; }; |
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virtual BOOL Deploy( ) // returns is deploy was successful |
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{ return TRUE; }; |
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virtual BOOL CanHolster( void ) { return TRUE; };// can this weapon be put away right now? |
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virtual void Holster( int skiplocal = 0 ); |
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virtual void UpdateItemInfo( void ) { return; }; |
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virtual void ItemPreFrame( void ) { return; } // called each frame by the player PreThink |
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virtual void ItemPostFrame( void ) { return; } // called each frame by the player PostThink |
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virtual void Drop( void ); |
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virtual void Kill( void ); |
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virtual void AttachToPlayer ( CBasePlayer *pPlayer ); |
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virtual int PrimaryAmmoIndex() { return -1; }; |
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virtual int SecondaryAmmoIndex() { return -1; }; |
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virtual int UpdateClientData( CBasePlayer *pPlayer ) { return 0; } |
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virtual CBasePlayerItem *GetWeaponPtr( void ) { return NULL; }; |
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static ItemInfo ItemInfoArray[ MAX_WEAPONS ]; |
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static AmmoInfo AmmoInfoArray[ MAX_AMMO_SLOTS ]; |
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CBasePlayer *m_pPlayer; |
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CBasePlayerItem *m_pNext; |
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int m_iId; // WEAPON_??? |
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virtual int iItemSlot( void ) { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud |
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int iItemPosition( void ) { return ItemInfoArray[ m_iId ].iPosition; } |
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const char *pszAmmo1( void ) { return ItemInfoArray[ m_iId ].pszAmmo1; } |
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int iMaxAmmo1( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo1; } |
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const char *pszAmmo2( void ) { return ItemInfoArray[ m_iId ].pszAmmo2; } |
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int iMaxAmmo2( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo2; } |
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const char *pszName( void ) { return ItemInfoArray[ m_iId ].pszName; } |
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int iMaxClip( void ) { return ItemInfoArray[ m_iId ].iMaxClip; } |
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int iWeight( void ) { return ItemInfoArray[ m_iId ].iWeight; } |
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int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; } |
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// int m_iIdPrimary; // Unique Id for primary ammo |
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// int m_iIdSecondary; // Unique Id for secondary ammo |
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}; |
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// inventory items that |
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class CBasePlayerWeapon : public CBasePlayerItem |
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{ |
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public: |
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virtual int Save( CSave &save ); |
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virtual int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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// generic weapon versions of CBasePlayerItem calls |
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virtual int AddToPlayer( CBasePlayer *pPlayer ); |
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virtual int AddDuplicate( CBasePlayerItem *pItem ); |
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virtual int ExtractAmmo( CBasePlayerWeapon *pWeapon ); //{ return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up |
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virtual int ExtractClipAmmo( CBasePlayerWeapon *pWeapon );// { return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up |
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virtual int AddWeapon( void ) { ExtractAmmo( this ); return TRUE; }; // Return TRUE if you want to add yourself to the player |
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// generic "shared" ammo handlers |
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BOOL AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ); |
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BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry ); |
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virtual void UpdateItemInfo( void ) { }; // updates HUD state |
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int m_iPlayEmptySound; |
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int m_fFireOnEmpty; // True when the gun is empty and the player is still holding down the |
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// attack key(s) |
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virtual BOOL PlayEmptySound( void ); |
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virtual void ResetEmptySound( void ); |
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virtual void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations |
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virtual BOOL CanDeploy( void ); |
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virtual BOOL IsUseable( void ); |
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BOOL DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal = 0, int body = 0 ); |
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int DefaultReload( int iClipSize, int iAnim, float fDelay, int body = 0 ); |
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virtual void ItemPostFrame( void ); // called each frame by the player PostThink |
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// called by CBasePlayerWeapons ItemPostFrame() |
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virtual void PrimaryAttack( void ) { return; } // do "+ATTACK" |
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virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2" |
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virtual void Reload( void ) { return; } // do "+RELOAD" |
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virtual void WeaponIdle( void ) { return; } // called when no buttons pressed |
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virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed |
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virtual void RetireWeapon( void ); |
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virtual BOOL ShouldWeaponIdle( void ) {return FALSE; }; |
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virtual void Holster( int skiplocal = 0 ); |
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virtual BOOL UseDecrement( void ) { return FALSE; }; |
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int PrimaryAmmoIndex(); |
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int SecondaryAmmoIndex(); |
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void PrintState( void ); |
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virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; }; |
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float GetNextAttackDelay( float delay ); |
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float m_flPumpTime; |
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int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns |
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float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack |
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float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack |
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float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle |
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int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[] |
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int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[] |
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int m_iClip; // number of shots left in the primary weapon clip, -1 it not used |
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int m_iClientClip; // the last version of m_iClip sent to hud dll |
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int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target) |
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int m_fInReload; // Are we in the middle of a reload; |
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int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer. |
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// hle time creep vars |
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float m_flPrevPrimaryAttack; |
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float m_flLastFireTime; |
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}; |
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class CBasePlayerAmmo : public CBaseEntity |
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{ |
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public: |
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virtual void Spawn( void ); |
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void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch |
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virtual BOOL AddAmmo( CBaseEntity *pOther ) { return TRUE; }; |
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CBaseEntity* Respawn( void ); |
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void EXPORT Materialize( void ); |
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}; |
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extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam |
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extern DLL_GLOBAL const char *g_pModelNameLaser; |
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extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot |
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extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball |
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extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud |
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extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion |
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extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model |
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extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops |
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extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger) |
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extern void ClearMultiDamage(void); |
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extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker ); |
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extern void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType); |
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extern void DecalGunshot( TraceResult *pTrace, int iBulletType ); |
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extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage); |
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extern int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ); |
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extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ); |
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typedef struct |
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{ |
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CBaseEntity *pEntity; |
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float amount; |
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int type; |
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} MULTIDAMAGE; |
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extern MULTIDAMAGE gMultiDamage; |
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#define LOUD_GUN_VOLUME 1000 |
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#define NORMAL_GUN_VOLUME 600 |
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#define QUIET_GUN_VOLUME 200 |
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#define BRIGHT_GUN_FLASH 512 |
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#define NORMAL_GUN_FLASH 256 |
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#define DIM_GUN_FLASH 128 |
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#define BIG_EXPLOSION_VOLUME 2048 |
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#define NORMAL_EXPLOSION_VOLUME 1024 |
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#define SMALL_EXPLOSION_VOLUME 512 |
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#define WEAPON_ACTIVITY_VOLUME 64 |
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#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) |
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#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) |
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#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) |
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#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) |
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#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) |
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#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) |
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#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) |
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#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) |
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#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) |
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#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) |
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#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) |
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#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) |
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//========================================================= |
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// CWeaponBox - a single entity that can store weapons |
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// and ammo. |
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//========================================================= |
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class CWeaponBox : public CBaseEntity |
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{ |
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void Precache( void ); |
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void Spawn( void ); |
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void Touch( CBaseEntity *pOther ); |
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void KeyValue( KeyValueData *pkvd ); |
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BOOL IsEmpty( void ); |
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int GiveAmmo( int iCount, const char *szName, int iMax, int *pIndex = NULL ); |
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void SetObjectCollisionBox( void ); |
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public: |
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void EXPORT Kill ( void ); |
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int Save( CSave &save ); |
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int Restore( CRestore &restore ); |
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static TYPEDESCRIPTION m_SaveData[]; |
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|
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BOOL HasWeapon( CBasePlayerItem *pCheckItem ); |
|
BOOL PackWeapon( CBasePlayerItem *pWeapon ); |
|
BOOL PackAmmo( int iszName, int iCount ); |
|
|
|
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];// one slot for each |
|
|
|
string_t m_rgiszAmmo[MAX_AMMO_SLOTS];// ammo names |
|
int m_rgAmmo[MAX_AMMO_SLOTS];// ammo quantities |
|
|
|
int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer) |
|
}; |
|
|
|
#if CLIENT_DLL |
|
bool bIsMultiplayer ( void ); |
|
void LoadVModel ( const char *szViewModel, CBasePlayer *m_pPlayer ); |
|
#endif |
|
|
|
class CGlock : 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 GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim ); |
|
BOOL Deploy( void ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
int m_iShell; |
|
|
|
unsigned short m_usFireGlock1; |
|
unsigned short m_usFireGlock2; |
|
}; |
|
|
|
class CCrowbar : 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 ); |
|
void SecondaryAttack( 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_usCrowbar; |
|
}; |
|
|
|
class CPython : 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 ); |
|
BOOL Deploy( void ); |
|
void Holster( int skiplocal = 0 ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
float m_flSoundDelay; |
|
|
|
BOOL m_fInZoom;// don't save this. |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usFirePython; |
|
}; |
|
|
|
class CMP5 : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 3; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
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_usMP5; |
|
unsigned short m_usMP52; |
|
}; |
|
|
|
class CCrossbow : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( ) { return 3; } |
|
int GetItemInfo(ItemInfo *p); |
|
|
|
void FireBolt( void ); |
|
void FireSniperBolt( void ); |
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
BOOL Deploy( ); |
|
void Holster( int skiplocal = 0 ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
|
|
int m_fInZoom; // don't save this |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usCrossbow; |
|
unsigned short m_usCrossbow2; |
|
}; |
|
|
|
class CShotgun : 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( ) { return 3; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
BOOL Deploy( ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
void ItemPostFrame( void ); |
|
int m_fInReload; |
|
float m_flNextReload; |
|
int m_iShell; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usDoubleFire; |
|
unsigned short m_usSingleFire; |
|
}; |
|
|
|
class CLaserSpot : public CBaseEntity |
|
{ |
|
void Spawn( void ); |
|
void Precache( void ); |
|
|
|
int ObjectCaps( void ) { return FCAP_DONT_SAVE; } |
|
|
|
public: |
|
void Suspend( float flSuspendTime ); |
|
void EXPORT Revive( void ); |
|
|
|
static CLaserSpot *CreateSpot( void ); |
|
}; |
|
|
|
class CRpg : 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 ); |
|
void Reload( void ); |
|
int iItemSlot( void ) { return 4; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
BOOL Deploy( void ); |
|
BOOL CanHolster( void ); |
|
void Holster( int skiplocal = 0 ); |
|
|
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
void WeaponIdle( void ); |
|
|
|
void UpdateSpot( void ); |
|
BOOL ShouldWeaponIdle( void ) { return TRUE; }; |
|
|
|
CLaserSpot *m_pSpot; |
|
int m_fSpotActive; |
|
int m_cActiveRockets;// how many missiles in flight from this launcher right now? |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usRpg; |
|
}; |
|
|
|
class CRpgRocket : public CGrenade |
|
{ |
|
public: |
|
int Save( CSave &save ); |
|
int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
void Spawn( void ); |
|
void Precache( void ); |
|
void EXPORT FollowThink( void ); |
|
void EXPORT IgniteThink( void ); |
|
void EXPORT RocketTouch( CBaseEntity *pOther ); |
|
static CRpgRocket *CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher ); |
|
|
|
int m_iTrail; |
|
float m_flIgniteTime; |
|
EHANDLE m_hLauncher; // handle back to the launcher that fired me. |
|
}; |
|
|
|
class CGauss : 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 4; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
BOOL Deploy( void ); |
|
void Holster( int skiplocal = 0 ); |
|
|
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
void WeaponIdle( void ); |
|
|
|
void StartFire( void ); |
|
void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage ); |
|
float GetFullChargeTime( void ); |
|
int m_iBalls; |
|
int m_iGlow; |
|
int m_iBeam; |
|
int m_iSoundState; // don't save this |
|
|
|
// was this weapon just fired primary or secondary? |
|
// we need to know so we can pick the right set of effects. |
|
BOOL m_fPrimaryFire; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usGaussFire; |
|
unsigned short m_usGaussSpin; |
|
}; |
|
|
|
class CEgon : 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 4; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
BOOL Deploy( void ); |
|
void Holster( int skiplocal = 0 ); |
|
|
|
void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend ); |
|
|
|
void CreateEffect ( void ); |
|
void DestroyEffect ( void ); |
|
|
|
void EndAttack( void ); |
|
void Attack( void ); |
|
void PrimaryAttack( void ); |
|
void WeaponIdle( void ); |
|
|
|
float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer. |
|
|
|
float GetPulseInterval( void ); |
|
float GetDischargeInterval( void ); |
|
|
|
void Fire( const Vector &vecOrigSrc, const Vector &vecDir ); |
|
|
|
BOOL HasAmmo( void ); |
|
|
|
void UseAmmo( int count ); |
|
|
|
enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE}; |
|
|
|
CBeam *m_pBeam; |
|
CBeam *m_pNoise; |
|
CSprite *m_pSprite; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
unsigned short m_usEgonStop; |
|
|
|
private: |
|
#if !CLIENT_DLL |
|
float m_shootTime; |
|
#endif |
|
EGON_FIREMODE m_fireMode; |
|
float m_shakeTime; |
|
BOOL m_deployed; |
|
|
|
unsigned short m_usEgonFire; |
|
}; |
|
|
|
class CHgun : 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 4; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
BOOL Deploy( void ); |
|
BOOL IsUseable( void ); |
|
void Holster( int skiplocal = 0 ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
float m_flNextAnimTime; |
|
|
|
float m_flRechargeTime; |
|
|
|
int m_iFirePhase; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
private: |
|
unsigned short m_usHornetFire; |
|
}; |
|
|
|
class CHandGrenade : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 5; } |
|
int GetItemInfo(ItemInfo *p); |
|
|
|
void PrimaryAttack( void ); |
|
BOOL Deploy( void ); |
|
BOOL CanHolster( void ); |
|
void Holster( int skiplocal = 0 ); |
|
void WeaponIdle( void ); |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
}; |
|
|
|
class CSatchel : 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 5; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
void PrimaryAttack( void ); |
|
void SecondaryAttack( void ); |
|
int AddDuplicate( CBasePlayerItem *pOriginal ); |
|
BOOL CanDeploy( void ); |
|
BOOL Deploy( void ); |
|
BOOL IsUseable( void ); |
|
|
|
void Holster( int skiplocal = 0 ); |
|
void WeaponIdle( void ); |
|
void Throw( void ); |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
}; |
|
|
|
class CTripmine : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 5; } |
|
int GetItemInfo(ItemInfo *p); |
|
void SetObjectCollisionBox( void ) |
|
{ |
|
//!!!BUGBUG - fix the model! |
|
pev->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; |
|
}; |
|
|
|
|
|
#endif // WEAPONS_H |
|
|
|
|