Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#pragma once
#if !defined ( EV_HLDMH )
#define EV_HLDMH
// 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_PLAYER_50CAL, // minigun
BULLET_MONSTER_9MM,
BULLET_MONSTER_MP5,
BULLET_MONSTER_12MM
}Bullet;
enum glock_e
{
GLOCK_IDLE1 = 0,
GLOCK_IDLE2,
GLOCK_IDLE3,
GLOCK_SHOOT,
GLOCK_SHOOT_EMPTY,
GLOCK_RELOAD,
GLOCK_RELOAD_NOT_EMPTY,
GLOCK_DRAW,
GLOCK_HOLSTER,
GLOCK_ADD_SILENCER
};
enum eagel_e
{
EAGEL_IDLE1 = 0,
EAGEL_FIDGET1,
EAGEL_FIRE1,
EAGEL_RELOAD,
EAGEL_HOLSTER,
EAGEL_DRAW,
EAGEL_IDLE2,
EAGEL_IDLE3
};
enum shotgun_e
{
SHOTGUN_IDLE = 0,
SHOTGUN_FIRE,
SHOTGUN_FIRE2,
SHOTGUN_RELOAD,
SHOTGUN_PUMP,
SHOTGUN_START_RELOAD,
SHOTGUN_DRAW,
SHOTGUN_HOLSTER,
SHOTGUN_IDLE4,
SHOTGUN_IDLE_DEEP
};
enum shotguna_e
{
SHOTGUNA_IDLE,
SHOTGUNA_IDLE2,
SHOTGUNA_IDLE3,
SHOTGUNA_SHOOT,
SHOTGUNA_RELOAD,
SHOTGUNA_START_RELOAD,
SHOTGUNA_END_RELOAD,
SHOTGUNA_DRAW,
SHOTGUNA_HOLSTER
};
enum mp5_e
{
MP5_LONGIDLE = 0,
MP5_IDLE1,
MP5_LAUNCH,
MP5_RELOAD,
MP5_DEPLOY,
MP5_FIRE1,
MP5_FIRE2,
MP5_FIRE3
};
enum ak47_e
{
AK47_LONGIDLE = 0,
AK47_IDLE1,
AK47_GRENADE,
AK47_RELOAD,
AK47_DEPLOY_1,
AK47_SHOOT_1,
AK47_SHOOT_2,
AK47_SHOOT_3
};
enum uzi_e
{
UZI_LONGIDLE = 0,
UZI_IDLE1,
UZI_RELOAD,
UZI_DEPLOY,
UZI_FIRE1,
UZI_FIRE2,
UZI_FIRE3
};
enum minigun_e
{
MINIGUN_LONGIDLE = 0,
MINIGUN_IDLE1,
MINIGUN_RELOAD,
MINIGUN_DEPLOY,
MINIGUN_FIRE1,
MINIGUN_FIRE2,
MINIGUN_FIRE3
};
enum mp41a_e
{
MP41a_LONGIDLE = 0,
MP41a_IDLE1,
MP41a_LAUNCH,
MP41a_RELOAD,
MP41a_DEPLOY,
MP41a_FIRE1,
MP41a_FIRE2,
MP41a_FIRE3
};
enum python_e
{
PYTHON_IDLE1 = 0,
PYTHON_FIDGET,
PYTHON_FIRE1,
PYTHON_RELOAD,
PYTHON_HOLSTER,
PYTHON_DRAW,
PYTHON_IDLE2,
PYTHON_IDLE3
};
#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging
#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged
enum gauss_e
{
GAUSS_IDLE = 0,
GAUSS_IDLE2,
GAUSS_FIDGET,
GAUSS_SPINUP,
GAUSS_SPIN,
GAUSS_FIRE,
GAUSS_FIRE2,
GAUSS_HOLSTER,
GAUSS_DRAW
};
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName );
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType );
int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount );
void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY );
bool EV_PointLineIntersect( vec3_t start, vec3_t end, vec3_t point, float rad, vec3_t intersection );
#endif // EV_HLDMH