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.
404 lines
10 KiB
404 lines
10 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef WEAPON_DODBASE_H
|
||
|
#define WEAPON_DODBASE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "dod_playeranimstate.h"
|
||
|
#include "dod_weapon_parse.h"
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
#define CWeaponDODBase C_WeaponDODBase
|
||
|
#endif
|
||
|
|
||
|
extern int AliasToWeaponID( const char *alias );
|
||
|
extern const char *WeaponIDToAlias( int id );
|
||
|
extern bool IsPrimaryWeapon( int id );
|
||
|
extern bool IsSecondaryWeapon( int id );
|
||
|
|
||
|
class CDODPlayer;
|
||
|
|
||
|
// These are the names of the ammo types that go in the CAmmoDefs and that the
|
||
|
// weapon script files reference.
|
||
|
|
||
|
#define DOD_AMMO_SUBMG "DOD_AMMO_SUBMG"
|
||
|
#define DOD_AMMO_ROCKET "DOD_AMMO_ROCKET"
|
||
|
#define DOD_AMMO_COLT "DOD_AMMO_COLT"
|
||
|
#define DOD_AMMO_P38 "DOD_AMMO_P38"
|
||
|
#define DOD_AMMO_C96 "DOD_AMMO_C96"
|
||
|
#define DOD_AMMO_WEBLEY "DOD_AMMO_WEBLEY"
|
||
|
#define DOD_AMMO_GARAND "DOD_AMMO_GARAND"
|
||
|
#define DOD_AMMO_K98 "DOD_AMMO_K98"
|
||
|
#define DOD_AMMO_M1CARBINE "DOD_AMMO_M1CARBINE"
|
||
|
#define DOD_AMMO_ENFIELD "DOD_AMMO_ENFIELD"
|
||
|
#define DOD_AMMO_SPRING "DOD_AMMO_SPRING"
|
||
|
#define DOD_AMMO_FG42 "DOD_AMMO_FG42"
|
||
|
#define DOD_AMMO_BREN "DOD_AMMO_BREN"
|
||
|
#define DOD_AMMO_BAR "DOD_AMMO_BAR"
|
||
|
#define DOD_AMMO_30CAL "DOD_AMMO_30CAL"
|
||
|
#define DOD_AMMO_MG34 "DOD_AMMO_MG34"
|
||
|
#define DOD_AMMO_MG42 "DOD_AMMO_MG42"
|
||
|
#define DOD_AMMO_HANDGRENADE "DOD_AMMO_HANDGRENADE"
|
||
|
#define DOD_AMMO_HANDGRENADE_EX "DOD_AMMO_HANDGRENADE_EX" // the EX is for EXploding! :)
|
||
|
#define DOD_AMMO_STICKGRENADE "DOD_AMMO_STICKGRENADE"
|
||
|
#define DOD_AMMO_STICKGRENADE_EX "DOD_AMMO_STICKGRENADE_EX"
|
||
|
#define DOD_AMMO_SMOKEGRENADE_US "DOD_AMMO_SMOKEGRENADE_US"
|
||
|
#define DOD_AMMO_SMOKEGRENADE_GER "DOD_AMMO_SMOKEGRENADE_GER"
|
||
|
#define DOD_AMMO_SMOKEGRENADE_US_LIVE "DOD_AMMO_SMOKEGRENADE_US_LIVE"
|
||
|
#define DOD_AMMO_SMOKEGRENADE_GER_LIVE "DOD_AMMO_SMOKEGRENADE_GER_LIVE"
|
||
|
#define DOD_AMMO_RIFLEGRENADE_US "DOD_AMMO_RIFLEGRENADE_US"
|
||
|
#define DOD_AMMO_RIFLEGRENADE_GER "DOD_AMMO_RIFLEGRENADE_GER"
|
||
|
#define DOD_AMMO_RIFLEGRENADE_US_LIVE "DOD_AMMO_RIFLEGRENADE_US_LIVE"
|
||
|
#define DOD_AMMO_RIFLEGRENADE_GER_LIVE "DOD_AMMO_RIFLEGRENADE_GER_LIVE"
|
||
|
|
||
|
|
||
|
|
||
|
#define CROSSHAIR_CONTRACT_PIXELS_PER_SECOND 7.0f
|
||
|
|
||
|
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
|
||
|
// against the ammo name you specify.
|
||
|
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
|
||
|
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
|
||
|
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
WEAPON_NONE = 0,
|
||
|
|
||
|
//Melee
|
||
|
WEAPON_AMERKNIFE,
|
||
|
WEAPON_SPADE,
|
||
|
|
||
|
//Pistols
|
||
|
WEAPON_COLT,
|
||
|
WEAPON_P38,
|
||
|
WEAPON_C96,
|
||
|
|
||
|
//Rifles
|
||
|
WEAPON_GARAND,
|
||
|
WEAPON_M1CARBINE,
|
||
|
WEAPON_K98,
|
||
|
|
||
|
//Sniper Rifles
|
||
|
WEAPON_SPRING,
|
||
|
WEAPON_K98_SCOPED,
|
||
|
|
||
|
//SMG
|
||
|
WEAPON_THOMPSON,
|
||
|
WEAPON_MP40,
|
||
|
WEAPON_MP44,
|
||
|
WEAPON_BAR,
|
||
|
|
||
|
//Machine guns
|
||
|
WEAPON_30CAL,
|
||
|
WEAPON_MG42,
|
||
|
|
||
|
//Rocket weapons
|
||
|
WEAPON_BAZOOKA,
|
||
|
WEAPON_PSCHRECK,
|
||
|
|
||
|
//Grenades
|
||
|
WEAPON_FRAG_US,
|
||
|
WEAPON_FRAG_GER,
|
||
|
|
||
|
WEAPON_FRAG_US_LIVE,
|
||
|
WEAPON_FRAG_GER_LIVE,
|
||
|
|
||
|
WEAPON_SMOKE_US,
|
||
|
WEAPON_SMOKE_GER,
|
||
|
|
||
|
WEAPON_RIFLEGREN_US,
|
||
|
WEAPON_RIFLEGREN_GER,
|
||
|
|
||
|
WEAPON_RIFLEGREN_US_LIVE,
|
||
|
WEAPON_RIFLEGREN_GER_LIVE,
|
||
|
|
||
|
// not actually separate weapons, but defines used in stats recording
|
||
|
// find a better way to do this without polluting the list of actual weapons.
|
||
|
WEAPON_THOMPSON_PUNCH,
|
||
|
WEAPON_MP40_PUNCH,
|
||
|
|
||
|
WEAPON_GARAND_ZOOMED,
|
||
|
WEAPON_K98_ZOOMED,
|
||
|
WEAPON_SPRING_ZOOMED,
|
||
|
WEAPON_K98_SCOPED_ZOOMED,
|
||
|
|
||
|
WEAPON_30CAL_UNDEPLOYED,
|
||
|
WEAPON_MG42_UNDEPLOYED,
|
||
|
|
||
|
WEAPON_BAR_SEMIAUTO,
|
||
|
WEAPON_MP44_SEMIAUTO,
|
||
|
|
||
|
WEAPON_MAX, // number of weapons weapon index
|
||
|
|
||
|
} DODWeaponID;
|
||
|
|
||
|
|
||
|
//Class Heirarchy for dod weapons
|
||
|
|
||
|
/*
|
||
|
|
||
|
CWeaponDODBase
|
||
|
|
|
||
|
|
|
||
|
|--> CWeaponDODBaseMelee
|
||
|
| |
|
||
|
| |--> CWeaponSpade
|
||
|
| |--> CWeaponUSKnife
|
||
|
|
|
||
|
|--> CWeaponDODBaseGrenade
|
||
|
| |
|
||
|
| |--> CWeaponHandgrenade
|
||
|
| |--> CWeaponStickGrenade
|
||
|
| |--> CWeaponSmokeGrenadeUS
|
||
|
| |--> CWeaponSmokeGrenadeGER
|
||
|
|
|
||
|
|--> CWeaponBaseRifleGrenade
|
||
|
| |
|
||
|
| |--> CWeaponRifleGrenadeUS
|
||
|
| |--> CWeaponRifleGrenadeGER
|
||
|
|
|
||
|
|--> CDODBaseRocketWeapon
|
||
|
| |
|
||
|
| |--> CWeaponBazooka
|
||
|
| |--> CWeaponPschreck
|
||
|
|
|
||
|
|--> CWeaponDODBaseGun
|
||
|
|
|
||
|
|--> CDODFullAutoWeapon
|
||
|
| |
|
||
|
| |--> CWeaponC96
|
||
|
| |
|
||
|
| |--> CDODFullAutoPunchWeapon
|
||
|
| | |
|
||
|
| | |--> CWeaponThompson
|
||
|
| | |--> CWeaponMP40
|
||
|
| |
|
||
|
| |--> CDODBipodWeapon
|
||
|
| |
|
||
|
| |-> CWeapon30Cal
|
||
|
| |-> CWeaponMG42
|
||
|
|
|
||
|
|--> CDODFireSelectWeapon
|
||
|
| |
|
||
|
| |--> CWeaponMP44
|
||
|
| |--> CWeaponBAR
|
||
|
|
|
||
|
|
|
||
|
|--> CDODSemiAutoWeapon
|
||
|
|
|
||
|
|--> CWeaponColt
|
||
|
|--> CWeaponP38
|
||
|
|--> CWeaponM1Carbine
|
||
|
|--> CDODSniperWeapon
|
||
|
|
|
||
|
|--> CWeaponSpring
|
||
|
|--> CWeaponScopedK98
|
||
|
|--> CWeaponGarand
|
||
|
|--> CWeaponK98
|
||
|
|
||
|
*/
|
||
|
|
||
|
void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity );
|
||
|
|
||
|
typedef enum
|
||
|
{
|
||
|
Primary_Mode = 0,
|
||
|
Secondary_Mode,
|
||
|
} DODWeaponMode;
|
||
|
|
||
|
|
||
|
class CWeaponDODBase : public CBaseCombatWeapon
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CWeaponDODBase, CBaseCombatWeapon );
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
DECLARE_PREDICTABLE();
|
||
|
|
||
|
CWeaponDODBase();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
virtual void CheckRespawn();
|
||
|
virtual CBaseEntity* Respawn();
|
||
|
|
||
|
virtual const Vector& GetBulletSpread();
|
||
|
virtual float GetDefaultAnimSpeed();
|
||
|
|
||
|
virtual void ItemBusyFrame();
|
||
|
virtual bool ShouldRemoveOnRoundRestart();
|
||
|
|
||
|
void Materialize();
|
||
|
void AttemptToMaterialize();
|
||
|
|
||
|
#else
|
||
|
|
||
|
void PlayWorldReloadSound( CDODPlayer *pPlayer );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
|
||
|
|
||
|
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
|
||
|
virtual void Drop( const Vector &vecVelocity );
|
||
|
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
|
||
|
virtual float CalcViewmodelBob( void );
|
||
|
// All predicted weapons need to implement and return true
|
||
|
virtual bool IsPredicted() const;
|
||
|
|
||
|
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; }
|
||
|
|
||
|
CBasePlayer* GetPlayerOwner() const;
|
||
|
CDODPlayer* GetDODPlayerOwner() const;
|
||
|
|
||
|
virtual void WeaponIdle( void );
|
||
|
virtual Activity GetIdleActivity( void );
|
||
|
|
||
|
// Get DOD-specific weapon data.
|
||
|
CDODWeaponInfo const &GetDODWpnData() const;
|
||
|
|
||
|
// Get specific DOD weapon ID (ie: WEAPON_GARAND, etc)
|
||
|
virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
|
||
|
virtual DODWeaponID GetStatsWeaponID( void ) { return GetWeaponID(); }
|
||
|
virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_NONE; }
|
||
|
|
||
|
// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
|
||
|
bool IsA( DODWeaponID id ) const { return GetWeaponID() == id; }
|
||
|
|
||
|
// return true if this weapon has a silencer equipped
|
||
|
virtual bool IsSilenced( void ) const { return false; }
|
||
|
|
||
|
void KickBack( float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change );
|
||
|
|
||
|
virtual void SetWeaponModelIndex( const char *pName );
|
||
|
|
||
|
virtual bool CanDrop( void ) { return false; }
|
||
|
|
||
|
virtual bool ShouldDrawCrosshair( void ) { return true; }
|
||
|
virtual bool ShouldDrawViewModel( void ) { return true; }
|
||
|
virtual bool ShouldDrawMuzzleFlash( void ) { return true; }
|
||
|
|
||
|
virtual float GetWeaponAccuracy( float flPlayerSpeed ) { return 0; }
|
||
|
|
||
|
virtual bool HideViewModelWhenZoomed( void ) { return false; }
|
||
|
|
||
|
virtual bool CanAttack( void );
|
||
|
virtual bool ShouldAutoReload( void );
|
||
|
|
||
|
CNetworkVar( int, m_iReloadModelIndex );
|
||
|
CNetworkVector( m_vInitialDropVelocity );
|
||
|
|
||
|
virtual void FinishReload( void ) {}
|
||
|
|
||
|
public:
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
virtual void ProcessMuzzleFlashEvent();
|
||
|
virtual bool ShouldPredict();
|
||
|
|
||
|
|
||
|
virtual void PostDataUpdate( DataUpdateType_t type );
|
||
|
virtual void OnDataChanged( DataUpdateType_t type );
|
||
|
|
||
|
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
|
||
|
|
||
|
virtual bool ShouldAutoEjectBrass( void );
|
||
|
virtual bool GetEjectBrassShellType( void );
|
||
|
|
||
|
void SetUseAltModel( bool bUseAlt );
|
||
|
virtual int GetWorldModelIndex( void );
|
||
|
virtual void CheckForAltWeapon( int iCurrentState );
|
||
|
|
||
|
virtual Vector GetDesiredViewModelOffset( C_DODPlayer *pOwner );
|
||
|
virtual float GetViewModelSwayScale( void ) { return 1.0; }
|
||
|
|
||
|
virtual void OnWeaponDropped( void ) {}
|
||
|
|
||
|
virtual bool ShouldDraw( void );
|
||
|
|
||
|
float m_flCrosshairDistance;
|
||
|
int m_iAmmoLastCheck;
|
||
|
int m_iAlpha;
|
||
|
int m_iScopeTextureID;
|
||
|
|
||
|
bool m_bUseAltWeaponModel; //use alternate left handed world model? reset on new sequence
|
||
|
#else
|
||
|
|
||
|
virtual bool Reload();
|
||
|
virtual void Spawn();
|
||
|
|
||
|
void SetDieThink( bool bDie );
|
||
|
void Die( void );
|
||
|
|
||
|
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
|
||
|
|
||
|
bool IsUseable();
|
||
|
virtual bool CanDeploy( void );
|
||
|
virtual bool CanHolster( void );
|
||
|
virtual bool SendWeaponAnim( int iActivity );
|
||
|
virtual void Precache( void );
|
||
|
virtual bool CanBeSelected( void );
|
||
|
virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
|
||
|
virtual bool Deploy();
|
||
|
bool PlayEmptySound();
|
||
|
virtual void ItemPostFrame();
|
||
|
|
||
|
virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
|
||
|
|
||
|
bool m_bInAttack; //True after a semi-auto weapon fires - will not fire a second time on the same button press
|
||
|
|
||
|
void SetExtraAmmoCount( int count ) { m_iExtraPrimaryAmmo = count; }
|
||
|
int GetExtraAmmoCount( void ) { return m_iExtraPrimaryAmmo; }
|
||
|
|
||
|
virtual const char *GetSecondaryDeathNoticeName( void ) { return "world"; }
|
||
|
|
||
|
virtual CBaseEntity *MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay );
|
||
|
void EXPORT Smack( void );
|
||
|
//Secondary Attacks
|
||
|
void RifleButt( void );
|
||
|
void Bayonet( void );
|
||
|
void Punch( void );
|
||
|
|
||
|
virtual Activity GetMeleeActivity( void ) { return ACT_VM_SECONDARYATTACK; }
|
||
|
virtual Activity GetStrongMeleeActivity( void ) { return ACT_VM_SECONDARYATTACK; }
|
||
|
|
||
|
virtual float GetRecoil( void ) { return 0.0f; }
|
||
|
|
||
|
protected:
|
||
|
CNetworkVar( float, m_flSmackTime );
|
||
|
int m_iSmackDamage;
|
||
|
int m_iSmackDamageType;
|
||
|
EHANDLE m_pTraceHitEnt;
|
||
|
trace_t m_trHit;
|
||
|
|
||
|
int m_iAltFireHint;
|
||
|
|
||
|
private:
|
||
|
|
||
|
void EjectBrassLate();
|
||
|
|
||
|
float m_flDecreaseShotsFired;
|
||
|
|
||
|
CWeaponDODBase( const CWeaponDODBase & );
|
||
|
|
||
|
int m_iExtraPrimaryAmmo;
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
int m_iCrosshairTexture;
|
||
|
#endif
|
||
|
};
|
||
|
|
||
|
|
||
|
#endif // WEAPON_DODBASE_H
|