Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Holds defintion for game ammo types
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef AI_AMMODEF_H
#define AI_AMMODEF_H
#ifdef _WIN32
#pragma once
#endif
class ConVar;
struct Ammo_t
{
char *pName;
int nDamageType;
int eTracerType;
float physicsForceImpulse;
int nMinSplashSize;
int nMaxSplashSize;
int nFlags;
// Values for player/NPC damage and carrying capability
// If the integers are set, they override the CVars
int pPlrDmg; // CVar for player damage amount
int pNPCDmg; // CVar for NPC damage amount
int pMaxCarry; // CVar for maximum number can carry
const ConVar* pPlrDmgCVar; // CVar for player damage amount
const ConVar* pNPCDmgCVar; // CVar for NPC damage amount
const ConVar* pMaxCarryCVar; // CVar for maximum number can carry
};
// Used to tell AmmoDef to use the cvars, not the integers
#define USE_CVAR -1
// Ammo is infinite
#define INFINITE_AMMO -2
enum AmmoTracer_t
{
TRACER_NONE,
TRACER_LINE,
TRACER_RAIL,
TRACER_BEAM,
TRACER_LINE_AND_WHIZ,
};
enum AmmoFlags_t
{
AMMO_FORCE_DROP_IF_CARRIED = 0x1,
AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER = 0x2,
};
#include "shareddefs.h"
//=============================================================================
// >> CAmmoDef
//=============================================================================
class CAmmoDef
{
public:
int m_nAmmoIndex;
Ammo_t m_AmmoType[MAX_AMMO_TYPES];
Ammo_t *GetAmmoOfIndex(int nAmmoIndex);
int Index(const char *psz);
int PlrDamage(int nAmmoIndex);
int NPCDamage(int nAmmoIndex);
int MaxCarry(int nAmmoIndex, const CBaseCombatCharacter *owner);
bool CanCarryInfiniteAmmo(int nAmmoIndex);
int DamageType(int nAmmoIndex);
int TracerType(int nAmmoIndex);
float DamageForce(int nAmmoIndex);
int MinSplashSize(int nAmmoIndex);
int MaxSplashSize(int nAmmoIndex);
int Flags(int nAmmoIndex);
void AddAmmoType(char const* name, int damageType, int tracerType, int plr_dmg, int npc_dmg, int carry, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
void AddAmmoType(char const* name, int damageType, int tracerType, char const* plr_cvar, char const* npc_var, char const* carry_cvar, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
int NumAmmoTypes() { return m_nAmmoIndex; }
CAmmoDef(void);
virtual ~CAmmoDef( void );
private:
bool AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize );
};
// Get the global ammodef object. This is usually implemented in each mod's game rules file somewhere,
// so the mod can setup custom ammo types.
CAmmoDef* GetAmmoDef();
#endif // AI_AMMODEF_H