You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
884 lines
24 KiB
884 lines
24 KiB
/*** |
|
* |
|
* 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_SHOTGUN 7 |
|
#define WEAPON_BERETTA 16 |
|
#define WEAPON_GLOCK 17 |
|
#define WEAPON_P228 18 |
|
#define WEAPON_DEAGLE 19 |
|
#define WEAPON_REVOLVER 20 |
|
#define WEAPON_MP5K 21 |
|
#define WEAPON_UZI 22 |
|
#define WEAPON_KNIFE 23 |
|
#define WEAPON_AXE 24 |
|
#define WEAPON_HAMMER 25 |
|
#define WEAPON_SPEAR 26 |
|
#define WEAPON_GMGENERAL 27 |
|
|
|
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT)) |
|
|
|
#define WEAPON_FLASHLIGHT 30 |
|
#define WEAPON_SUIT 31 // ????? |
|
|
|
#define MAX_WEAPONS 32 |
|
|
|
|
|
#define MAX_NORMAL_BATTERY 100 |
|
|
|
|
|
// weapon weight factors (for auto-switching) (-1 = noswitch) |
|
#define KNIFE_WEIGHT 4 |
|
#define AXE_WEIGHT 4 |
|
#define HAMMER_WEIGHT 4 |
|
#define P228_WEIGHT 14 |
|
#define BERETTA_WEIGHT 12 |
|
#define GLOCK_WEIGHT 13 |
|
#define REVOLVER_WEIGHT 12 |
|
#define MP5K_WEIGHT 11 |
|
#define SHOTGUN_WEIGHT 15 |
|
#define DEAGLE_WEIGHT 12 |
|
#define UZI_WEIGHT 11 |
|
#define GMGENERAL_WEIGHT 11 |
|
#define SPEAR_WEIGHT 4 |
|
|
|
// weapon clip/carry ammo capacities |
|
#define P228_MAX_CARRY 250 |
|
#define GLOCK_MAX_CARRY 250 |
|
#define BERETTA_MAX_CARRY 250 |
|
#define REVOLVER_MAX_CARRY 150 |
|
#define BUCKSHOT_MAX_CARRY 125 |
|
#define UZI_MAX_CARRY 200 |
|
#define DEAGLE_MAX_CARRY 170 |
|
#define MP5K_MAX_CARRY 200 |
|
#define GMGENERAL_MAX_CARRY 210 |
|
|
|
// the maximum amount of ammo each weapon's clip can hold |
|
#define WEAPON_NOCLIP -1 |
|
|
|
//#define KNIFE_MAX_CLIP WEAPON_NOCLIP |
|
#define P228_MAX_CLIP 13 |
|
#define GLOCK_MAX_CLIP 20 |
|
#define BERETTA_MAX_CLIP 15 |
|
#define REVOLVER_MAX_CLIP 6 |
|
#define MP5K_MAX_CLIP 30 |
|
#define MP5K_DEFAULT_AMMO 30 |
|
#define SHOTGUN_MAX_CLIP 8 |
|
#define UZI_MAX_CLIP 25 |
|
#define DEAGLE_MAX_CLIP 7 |
|
#define GMGENERAL_MAX_CLIP 30 |
|
|
|
// the default amount of ammo that comes with each gun when it spawns |
|
#define P228_DEFAULT_GIVE 13 |
|
#define GLOCK_DEFAULT_GIVE 20 |
|
#define BERETTA_DEFAULT_GIVE 15 |
|
#define REVOLVER_DEFAULT_GIVE 6 |
|
#define MP5K_DEFAULT_GIVE 30 |
|
#define SHOTGUN_DEFAULT_GIVE 12 |
|
#define UZI_DEFAULT_GIVE 25 |
|
#define DEAGLE_DEFAULT_GIVE 7 |
|
#define GMGENERAL_DEFAULT_GIVE 30 |
|
|
|
// The amount of ammo given to a player by an ammo item. |
|
#define AMMO_P228CLIP_GIVE P228_MAX_CLIP |
|
#define AMMO_GLOCKCLIP_GIVE GLOCK_MAX_CLIP |
|
#define AMMO_BERETTACLIP_GIVE BERETTA_MAX_CLIP |
|
#define AMMO_REVOLVERBOX_GIVE REVOLVER_MAX_CLIP |
|
#define AMMO_MP5KCLIP_GIVE MP5K_MAX_CLIP |
|
#define AMMO_BUCKSHOTBOX_GIVE SHOTGUN_DEFAULT_GIVE |
|
#define AMMO_UZICLIP_GIVE UZI_MAX_CLIP |
|
#define AMMO_DEAGLECLIP_GIVE DEAGLE_MAX_CLIP |
|
#define AMMO_GMGENERALCLIP_GIVE GMGENERAL_DEFAULT_GIVE |
|
|
|
// bullet types |
|
typedef enum |
|
{ |
|
BULLET_NONE = 0, |
|
BULLET_PLAYER_9MM, // glock |
|
BULLET_PLAYER_MP5, // mp5 |
|
BULLET_PLAYER_357, // python |
|
BULLET_PLAYER_BUCKSHOT, // shotgun |
|
BULLET_PLAYER_CROWBAR, // crowbar swipe |
|
|
|
BULLET_MONSTER_9MM, |
|
BULLET_MONSTER_MP5, |
|
BULLET_MONSTER_12MM |
|
} Bullet; |
|
|
|
#define ITEM_FLAG_SELECTONEMPTY 1 |
|
#define ITEM_FLAG_NOAUTORELOAD 2 |
|
#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4 |
|
#define ITEM_FLAG_LIMITINWORLD 8 |
|
#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon |
|
|
|
#define WEAPON_IS_ONTARGET 0x40 |
|
|
|
typedef struct |
|
{ |
|
int iSlot; |
|
int iPosition; |
|
const char *pszAmmo1; // ammo 1 type |
|
int iMaxAmmo1; // max ammo 1 |
|
const char *pszAmmo2; // ammo 2 type |
|
int iMaxAmmo2; // max ammo 2 |
|
const char *pszName; |
|
int iMaxClip; |
|
int iId; |
|
int iFlags; |
|
int iWeight;// this value used to determine this weapon's importance in autoselection. |
|
} ItemInfo; |
|
|
|
typedef struct |
|
{ |
|
const char *pszName; |
|
int iId; |
|
} AmmoInfo; |
|
|
|
static const char *WorldWeaponModels[] = |
|
{ |
|
NULL, // WEAPON_NONE |
|
NULL, // WEAPON_CROWBAR |
|
NULL, // WEAPON_GLOCK1 |
|
NULL, // WEAPON_PYTHON |
|
NULL, // WEAPON_MP5 |
|
NULL, // WEAPON_CHAINGUN |
|
NULL, // WEAPON_CROSSBOW |
|
"models/w_shotgun.mdl", // WEAPON_SHOTGUN |
|
NULL, // WEAPON_RPG |
|
NULL, // WEAPON_GAUSS |
|
NULL, // WEAPON_EGON |
|
NULL, // WEAPON_HORNETGUN |
|
NULL, // WEAPON_HANDGRENADE |
|
NULL, // WEAPON_TRIPMINE |
|
NULL, // WEAPON_SATCHEL |
|
NULL, // WEAPON_SNARK |
|
"models/w_beretta.mdl", // WEAPON_BERETTA |
|
"models/w_glock.mdl", // WEAPON_GLOCK2 |
|
"models/w_p228.mdl", // WEAPON_P228 |
|
"models/w_deagle.mdl", // WEAPON_DEAGLE |
|
"models/w_revolver.mdl", // WEAPON_REVOLVER |
|
"models/w_mp5k.mdl", // WEAPON_MP5K |
|
"models/w_uzi.mdl", // WEAPON_UZI |
|
"models/w_kitchenknife.mdl", // WEAPON_KNIFE |
|
"models/w_axe.mdl", // WEAPON_AXE |
|
"models/w_hammer.mdl", // WEAPON_HAMMER |
|
"models/w_spear.mdl", // WEAPON_SPEAR |
|
"models/gmgeneral_around.aomdc" // WEAPON_GMGENERAL |
|
}; |
|
|
|
// Items that the player has in their inventory that they can use |
|
class CBasePlayerItem : public CBaseAnimating |
|
{ |
|
public: |
|
virtual void SetObjectCollisionBox( void ); |
|
|
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory |
|
virtual int AddDuplicate( CBasePlayerItem *pItem ) { return FALSE; } // return TRUE if you want your duplicate removed from world |
|
void EXPORT DestroyItem( void ); |
|
void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch |
|
void EXPORT FallThink ( void );// when an item is first spawned, this think is run to determine when the object has hit the ground. |
|
void EXPORT Materialize( void );// make a weapon visible and tangible |
|
void EXPORT AttemptToMaterialize( void ); // the weapon desires to become visible and tangible, if the game rules allow for it |
|
CBaseEntity* Respawn ( void );// copy a weapon |
|
void FallInit( void ); |
|
void CheckRespawn( void ); |
|
virtual int GetItemInfo(ItemInfo *p) { return 0; }; // returns 0 if struct not filled out |
|
virtual BOOL CanDeploy( void ) { return TRUE; }; |
|
virtual BOOL Deploy( ) // returns is deploy was successful |
|
{ return TRUE; }; |
|
|
|
virtual BOOL CanHolster( void ) { return TRUE; };// can this weapon be put away right now? |
|
virtual void Holster( int skiplocal = 0 ); |
|
virtual void UpdateItemInfo( void ) { return; }; |
|
|
|
virtual void ItemPreFrame( void ) { return; } // called each frame by the player PreThink |
|
virtual void ItemPostFrame( void ) { return; } // called each frame by the player PostThink |
|
|
|
virtual void Drop( void ); |
|
virtual void Kill( void ); |
|
virtual void AttachToPlayer ( CBasePlayer *pPlayer ); |
|
|
|
virtual int PrimaryAmmoIndex() { return -1; }; |
|
virtual int SecondaryAmmoIndex() { return -1; }; |
|
|
|
virtual int UpdateClientData( CBasePlayer *pPlayer ) { return 0; } |
|
|
|
virtual CBasePlayerItem *GetWeaponPtr( void ) { return NULL; }; |
|
|
|
static ItemInfo ItemInfoArray[ MAX_WEAPONS ]; |
|
static AmmoInfo AmmoInfoArray[ MAX_AMMO_SLOTS ]; |
|
|
|
CBasePlayer *m_pPlayer; |
|
CBasePlayerItem *m_pNext; |
|
int m_iId; // WEAPON_??? |
|
|
|
virtual int iItemSlot( void ) { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud |
|
|
|
int iItemPosition( void ) { return ItemInfoArray[ m_iId ].iPosition; } |
|
const char *pszAmmo1( void ) { return ItemInfoArray[ m_iId ].pszAmmo1; } |
|
int iMaxAmmo1( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo1; } |
|
const char *pszAmmo2( void ) { return ItemInfoArray[ m_iId ].pszAmmo2; } |
|
int iMaxAmmo2( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo2; } |
|
const char *pszName( void ) { return ItemInfoArray[ m_iId ].pszName; } |
|
int iMaxClip( void ) { return ItemInfoArray[ m_iId ].iMaxClip; } |
|
int iWeight( void ) { return ItemInfoArray[ m_iId ].iWeight; } |
|
int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; } |
|
|
|
// int m_iIdPrimary; // Unique Id for primary ammo |
|
// int m_iIdSecondary; // Unique Id for secondary ammo |
|
}; |
|
|
|
// inventory items that |
|
class CBasePlayerWeapon : public CBasePlayerItem |
|
{ |
|
public: |
|
virtual int Save( CSave &save ); |
|
virtual int Restore( CRestore &restore ); |
|
|
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
virtual void SetNextThink( float delay ); //LRC |
|
|
|
// generic weapon versions of CBasePlayerItem calls |
|
virtual int AddToPlayer( CBasePlayer *pPlayer ); |
|
virtual int AddDuplicate( CBasePlayerItem *pItem ); |
|
|
|
virtual int ExtractAmmo( CBasePlayerWeapon *pWeapon ); //{ return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up |
|
virtual int ExtractClipAmmo( CBasePlayerWeapon *pWeapon );// { return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up |
|
|
|
virtual int AddWeapon( void ) { ExtractAmmo( this ); return TRUE; }; // Return TRUE if you want to add yourself to the player |
|
|
|
// generic "shared" ammo handlers |
|
BOOL AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ); |
|
BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry ); |
|
|
|
virtual void UpdateItemInfo( void ) {}; // updates HUD state |
|
|
|
int m_iPlayEmptySound; |
|
int m_fFireOnEmpty; // True when the gun is empty and the player is still holding down the |
|
// attack key(s) |
|
virtual BOOL PlayEmptySound( void ); |
|
virtual void ResetEmptySound( void ); |
|
|
|
virtual void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations |
|
|
|
virtual BOOL CanDeploy( void ); |
|
virtual BOOL IsUseable( void ); |
|
BOOL DefaultDeploy( const char *szViewModel, const char *szWeaponModel, int iAnim, const char *szAnimExt, int skiplocal = 0, int body = 0 ); |
|
int DefaultReload( int iClipSize, int iAnim, float fDelay, int body = 0 ); |
|
|
|
virtual void ItemPostFrame( void ); // called each frame by the player PostThink |
|
// called by CBasePlayerWeapons ItemPostFrame() |
|
virtual void PrimaryAttack( void ) { return; } // do "+ATTACK" |
|
virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2" |
|
virtual void Reload( void ) { return; } // do "+RELOAD" |
|
virtual void WeaponIdle( void ) { return; } // called when no buttons pressed |
|
virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed |
|
virtual void RetireWeapon( void ); |
|
virtual BOOL ShouldWeaponIdle( void ) {return FALSE; }; |
|
virtual void Holster( int skiplocal = 0 ); |
|
virtual BOOL UseDecrement( void ) { return FALSE; }; |
|
|
|
//LRC - used by weaponstrip |
|
void DrainClip(CBasePlayer* pPlayer, BOOL keep, int i9mm, int i357, int iBuck, int iBolt, int iARGren, int iRock, int iUranium, int iSatchel, int iSnark, int iTrip, int iGren ); |
|
|
|
int PrimaryAmmoIndex(); |
|
int SecondaryAmmoIndex(); |
|
|
|
void PrintState( void ); |
|
|
|
virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; }; |
|
float GetNextAttackDelay( float delay ); |
|
|
|
float m_flPumpTime; |
|
int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns |
|
float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack |
|
float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack |
|
float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle |
|
int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[] |
|
int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[] |
|
int m_iClip; // number of shots left in the primary weapon clip, -1 it not used |
|
int m_iClientClip; // the last version of m_iClip sent to hud dll |
|
int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target) |
|
int m_fInReload; // Are we in the middle of a reload; |
|
|
|
int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer. |
|
|
|
// hle time creep vars |
|
float m_flPrevPrimaryAttack; |
|
float m_flLastFireTime; |
|
}; |
|
|
|
class CBasePlayerAmmo : public CBaseEntity |
|
{ |
|
public: |
|
virtual void Spawn( void ); |
|
void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch |
|
virtual BOOL AddAmmo( CBaseEntity *pOther ) { return TRUE; }; |
|
|
|
CBaseEntity* Respawn( void ); |
|
void EXPORT Materialize( void ); |
|
}; |
|
|
|
extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam |
|
extern DLL_GLOBAL const char *g_pModelNameLaser; |
|
|
|
extern DLL_GLOBAL short g_sModelIndexLightning; |
|
extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot |
|
extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball |
|
extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud |
|
extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion |
|
extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model |
|
extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops |
|
extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger) |
|
|
|
extern void ClearMultiDamage(void); |
|
extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker ); |
|
extern void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType); |
|
|
|
extern void DecalGunshot( TraceResult *pTrace, int iBulletType ); |
|
extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage); |
|
extern int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ); |
|
extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ); |
|
|
|
typedef struct |
|
{ |
|
CBaseEntity *pEntity; |
|
float amount; |
|
int type; |
|
} MULTIDAMAGE; |
|
|
|
extern MULTIDAMAGE gMultiDamage; |
|
|
|
#define LOUD_GUN_VOLUME 1000 |
|
#define NORMAL_GUN_VOLUME 600 |
|
#define QUIET_GUN_VOLUME 200 |
|
|
|
#define BRIGHT_GUN_FLASH 512 |
|
#define NORMAL_GUN_FLASH 256 |
|
#define DIM_GUN_FLASH 128 |
|
|
|
#define BIG_EXPLOSION_VOLUME 2048 |
|
#define NORMAL_EXPLOSION_VOLUME 1024 |
|
#define SMALL_EXPLOSION_VOLUME 512 |
|
|
|
#define WEAPON_ACTIVITY_VOLUME 64 |
|
|
|
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 ) |
|
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 ) |
|
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 ) |
|
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 ) |
|
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 ) |
|
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 ) |
|
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 ) |
|
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 ) |
|
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 ) |
|
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 ) |
|
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 ) |
|
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 ) |
|
|
|
//========================================================= |
|
// CWeaponBox - a single entity that can store weapons |
|
// and ammo. |
|
//========================================================= |
|
class CWeaponBox : public CBaseEntity |
|
{ |
|
void Precache( void ); |
|
void Spawn( void ); |
|
void Touch( CBaseEntity *pOther ); |
|
void KeyValue( KeyValueData *pkvd ); |
|
BOOL IsEmpty( void ); |
|
int GiveAmmo( int iCount, const char *szName, int iMax, int *pIndex = NULL ); |
|
void SetObjectCollisionBox( void ); |
|
|
|
public: |
|
void EXPORT Kill ( void ); |
|
int Save( CSave &save ); |
|
int Restore( CRestore &restore ); |
|
static TYPEDESCRIPTION m_SaveData[]; |
|
|
|
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 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 ); |
|
static CLaserSpot *CreateSpot( const char* spritename ); |
|
}; |
|
|
|
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); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
void PrimaryAttack( void ); |
|
int Swing( int fFirst ); |
|
BOOL Deploy( void ); |
|
void Holster( int skiplocal = 0 ); |
|
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 CHammer : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 1; } |
|
void EXPORT BigWhackThink( void ); |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
void PrimaryAttack( void ); |
|
BOOL Deploy( void ); |
|
int m_iSwing; |
|
TraceResult m_trHit; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
private: |
|
unsigned short m_usHammer; |
|
}; |
|
|
|
class CAxe : 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 ); |
|
int m_iSwing; |
|
TraceResult m_trHit; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
private: |
|
unsigned short m_usAxe; |
|
}; |
|
|
|
class CSpear : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 1; } |
|
void EXPORT UnStab( void ); |
|
void EXPORT BigSpearStab( void ); |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
void PrimaryAttack( void ); |
|
BOOL Deploy( void ); |
|
int m_iSwing; |
|
TraceResult m_trHit; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
private: |
|
unsigned short m_usSpear; |
|
}; |
|
|
|
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 fUseBurst ); |
|
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 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 ); |
|
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_usFireBeretta; |
|
}; |
|
|
|
class CP228 : 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 ); |
|
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_usFireP228; |
|
}; |
|
|
|
class CDeagle : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 4; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
|
|
void PrimaryAttack( void ); |
|
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_usFireDeagle; |
|
}; |
|
|
|
class CRevolver : public CBasePlayerWeapon |
|
{ |
|
public: |
|
void Spawn( void ); |
|
void Precache( void ); |
|
int iItemSlot( void ) { return 4; } |
|
int GetItemInfo(ItemInfo *p); |
|
int AddToPlayer( CBasePlayer *pPlayer ); |
|
void PrimaryAttack( void ); |
|
BOOL Deploy( void ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
float m_flSoundDelay; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usFireRevolver; |
|
}; |
|
|
|
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 EXPORT LolShell(); |
|
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_usSingleFire; |
|
}; |
|
|
|
class CMP5K : 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 ); |
|
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_usMP5k; |
|
}; |
|
|
|
class CUzi : 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 ); |
|
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_usUzi; |
|
}; |
|
|
|
class CGMGeneral : 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 ); |
|
BOOL Deploy( void ); |
|
void Reload( void ); |
|
void WeaponIdle( void ); |
|
float m_flNextAnimTime; |
|
int m_iShell; |
|
|
|
BOOL m_fInZoom; |
|
|
|
virtual BOOL UseDecrement( void ) |
|
{ |
|
#if CLIENT_WEAPONS |
|
return TRUE; |
|
#else |
|
return FALSE; |
|
#endif |
|
} |
|
|
|
private: |
|
unsigned short m_usGMGeneral; |
|
}; |
|
#endif // WEAPONS_H
|
|
|