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157 lines
3.3 KiB
157 lines
3.3 KiB
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#pragma once |
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#if !defined ( EV_HLDMH ) |
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#define EV_HLDMH |
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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_BUCKSHOT_DOUBLE, // modif de Julien |
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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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//modif de Julien |
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BULLET_PLAYER_M16, |
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BULLET_PLAYER_SNIPER, |
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BULLET_PLAYER_IRGUN, |
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}Bullet; |
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enum glock_e |
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{ |
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GLOCK_IDLE1 = 0, |
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GLOCK_IDLE2, |
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GLOCK_IDLE3, |
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GLOCK_SHOOT, |
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GLOCK_SHOOT_EMPTY, |
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GLOCK_RELOAD, |
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GLOCK_RELOAD_NOT_EMPTY, |
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GLOCK_DRAW, |
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GLOCK_HOLSTER, |
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GLOCK_ADD_SILENCER |
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}; |
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enum shotgun_e |
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{ |
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SHOTGUN_IDLE = 0, |
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SHOTGUN_IDLE_DEEP, |
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SHOTGUN_DRAW, |
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SHOTGUN_FIRE, |
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SHOTGUN_FIRE2, |
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SHOTGUN_START_RELOAD, |
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SHOTGUN_RELOAD, |
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SHOTGUN_PUMP |
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}; |
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enum mp5_e |
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{ |
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MP5_LONGIDLE = 0, |
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MP5_IDLE1, |
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MP5_LAUNCH, |
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MP5_RELOAD, |
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MP5_DEPLOY, |
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MP5_FIRE1, |
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MP5_FIRE2, |
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MP5_FIRE3 |
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}; |
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//modif de Julien |
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enum m16_e |
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{ |
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M16_LONGIDLE = 0, |
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M16_IDLE1, |
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M16_RELOAD, |
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M16_DEPLOY, |
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M16_FIRE1, |
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}; |
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//modif de Julien |
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enum fsniper_e |
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{ |
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FSNIPER_LONGIDLE = 0, |
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FSNIPER_IDLE1, |
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FSNIPER_RELOAD, |
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FSNIPER_DEPLOY, |
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FSNIPER_FIRE1, |
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FSNIPER_FIDGET, |
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}; |
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// modif de Julien |
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enum irgun_e { |
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IRGUN_FIDGET = 0, |
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IRGUN_RELOAD_EMPTY, |
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IRGUN_IDLE1, |
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IRGUN_DRAW, |
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IRGUN_FIRE1, |
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IRGUN_IDLE_IR, |
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IRGUN_FIRE_EMPTY, |
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IRGUN_RELOAD |
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}; |
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//modif de Julien |
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enum python_e |
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{ |
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/* |
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PYTHON_IDLE1 = 0, |
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PYTHON_FIDGET, |
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PYTHON_FIRE1, |
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PYTHON_RELOAD, |
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PYTHON_HOLSTER, |
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PYTHON_DRAW, |
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PYTHON_IDLE2, |
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PYTHON_IDLE3 |
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*/ |
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PYTHON_DRAW = 0, |
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PYTHON_IDLE1, |
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PYTHON_IDLE2, |
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PYTHON_IDLE3, |
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PYTHON_FIRE1, |
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PYTHON_FIRE_EMPTY, |
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PYTHON_RELOAD_EMPTY, |
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PYTHON_RELOAD |
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}; |
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#define GAUSS_PRIMARY_CHARGE_VOLUME 256// how loud gauss is while charging |
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#define GAUSS_PRIMARY_FIRE_VOLUME 450// how loud gauss is when discharged |
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enum gauss_e |
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{ |
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GAUSS_IDLE = 0, |
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GAUSS_IDLE2, |
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GAUSS_FIDGET, |
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GAUSS_SPINUP, |
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GAUSS_SPIN, |
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GAUSS_FIRE, |
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GAUSS_FIRE2, |
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GAUSS_HOLSTER, |
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GAUSS_DRAW |
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}; |
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void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName ); |
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void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType ); |
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int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount ); |
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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, int iTraverseMur = 0 ); |
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void EV_HLDM_FireBulletsVect( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float *vecSpread, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, int iTraverseMur = 0 ){ //Julien's code uses old version of this function that took vector definitions like this, so we need to convert the Vector vec3_t into floats. This way we can keep using definitions, modif de Roy |
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float flSpreadX = vecSpread[0]; |
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float flSpreadY = vecSpread[1]; |
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return EV_HLDM_FireBullets(idx,forward,right,up,cShots,vecSrc,vecDirShooting,flDistance,iBulletType,iTracerFreq,tracerCount,flSpreadX,flSpreadY,iTraverseMur); |
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} |
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#endif // EV_HLDMH
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