Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_CSBASE_H
#define WEAPON_CSBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "cs_playeranimstate.h"
#include "cs_weapon_parse.h"
#if defined( CLIENT_DLL )
#define CWeaponCSBase C_WeaponCSBase
#endif
extern CSWeaponID AliasToWeaponID( const char *alias );
extern const char *WeaponIDToAlias( int id );
extern const char *GetTranslatedWeaponAlias( const char *alias);
extern const char * GetWeaponAliasFromTranslated(const char *translatedAlias);
extern bool IsPrimaryWeapon( CSWeaponID id );
extern bool IsSecondaryWeapon( CSWeaponID id );
extern int GetShellForAmmoType( const char *ammoname );
#define SHIELD_VIEW_MODEL "models/weapons/v_shield.mdl"
#define SHIELD_WORLD_MODEL "models/weapons/w_shield.mdl"
class CCSPlayer;
// These are the names of the ammo types that go in the CAmmoDefs and that the
// weapon script files reference.
#define BULLET_PLAYER_50AE "BULLET_PLAYER_50AE"
#define BULLET_PLAYER_762MM "BULLET_PLAYER_762MM"
#define BULLET_PLAYER_556MM "BULLET_PLAYER_556MM"
#define BULLET_PLAYER_556MM_BOX "BULLET_PLAYER_556MM_BOX"
#define BULLET_PLAYER_338MAG "BULLET_PLAYER_338MAG"
#define BULLET_PLAYER_9MM "BULLET_PLAYER_9MM"
#define BULLET_PLAYER_BUCKSHOT "BULLET_PLAYER_BUCKSHOT"
#define BULLET_PLAYER_45ACP "BULLET_PLAYER_45ACP"
#define BULLET_PLAYER_357SIG "BULLET_PLAYER_357SIG"
#define BULLET_PLAYER_57MM "BULLET_PLAYER_57MM"
#define AMMO_TYPE_HEGRENADE "AMMO_TYPE_HEGRENADE"
#define AMMO_TYPE_FLASHBANG "AMMO_TYPE_FLASHBANG"
#define AMMO_TYPE_SMOKEGRENADE "AMMO_TYPE_SMOKEGRENADE"
#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 );
enum CSWeaponMode
{
Primary_Mode = 0,
Secondary_Mode,
WeaponMode_MAX
};
#if defined( CLIENT_DLL )
//--------------------------------------------------------------------------------------------------------------
/**
* Returns the client's ID_* value for the currently owned weapon, or ID_NONE if no weapon is owned
*/
CSWeaponID GetClientWeaponID( bool primary );
#endif
//--------------------------------------------------------------------------------------------------------------
CCSWeaponInfo * GetWeaponInfo( CSWeaponID weaponID );
class CWeaponCSBase : public CBaseCombatWeapon
{
public:
DECLARE_CLASS( CWeaponCSBase, CBaseCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponCSBase();
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual void CheckRespawn();
virtual CBaseEntity* Respawn();
virtual const Vector& GetBulletSpread();
virtual float GetDefaultAnimSpeed();
virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd );
virtual bool ShouldRemoveOnRoundRestart();
//=============================================================================
// HPE_BEGIN:
// [dwenger] Handle round restart processing for the weapon.
//=============================================================================
virtual void OnRoundRestart();
//=============================================================================
// HPE_END
//=============================================================================
virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
void SendReloadEvents();
void Materialize();
void AttemptToMaterialize();
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual bool IsRemoveable();
#endif
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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;
// Pistols reset m_iShotsFired to 0 when the attack button is released.
bool IsPistol() const;
virtual bool IsFullAuto() const;
CCSPlayer* GetPlayerOwner() const;
virtual float GetMaxSpeed() const; // What's the player's max speed while holding this weapon.
// Get CS-specific weapon data.
CCSWeaponInfo const &GetCSWpnData() const;
// Get specific CS weapon ID (ie: WEAPON_AK47, etc)
virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
bool IsA( CSWeaponID id ) const { return GetWeaponID() == id; }
// return true if this weapon is a kinf of the given weapon type (ie: "IsKindOf" WEAPONTYPE_RIFLE )
bool IsKindOf( CSWeaponType type ) const { return GetCSWpnData().m_WeaponType == type; }
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const { return false; }
virtual void SetWeaponModelIndex( const char *pName );
virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
virtual void OnJump( float fImpulse );
virtual void OnLand( float fVelocity );
public:
#if defined( CLIENT_DLL )
virtual void ProcessMuzzleFlashEvent();
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
virtual bool ShouldPredict();
virtual void DrawCrosshair();
virtual void OnDataChanged( DataUpdateType_t type );
virtual int GetMuzzleAttachment( void );
virtual bool HideViewModelWhenZoomed( void ) { return true; }
float m_flCrosshairDistance;
int m_iAmmoLastCheck;
int m_iAlpha;
int m_iScopeTextureID;
int m_iCrosshairTextureID; // for white additive texture
virtual int GetMuzzleFlashStyle( void );
#else
virtual bool Reload();
virtual void Spawn();
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual bool PhysicsSplash( const Vector &centerPoint, const Vector &normal, float rawSpeed, float scaledSpeed );
#endif
bool IsUseable();
virtual bool CanDeploy( void );
virtual void UpdateShieldState( void );
virtual bool SendWeaponAnim( int iActivity );
virtual void SecondaryAttack( void );
virtual void Precache( void );
virtual bool CanBeSelected( void );
virtual Activity GetDeployActivity( void );
virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
virtual void DefaultTouch( CBaseEntity *pOther ); // default weapon touch
virtual bool DefaultPistolReload();
virtual bool Deploy();
virtual void Drop( const Vector &vecVelocity );
bool PlayEmptySound();
virtual void ItemPostFrame();
virtual void ItemBusyFrame();
virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
bool m_bDelayFire; // This variable is used to delay the time between subsequent button pressing.
float m_flAccuracy;
//=============================================================================
// HPE_BEGIN:
// [pfreese] new accuracy model
//=============================================================================
CNetworkVar( CSWeaponMode, m_weaponMode);
virtual float GetInaccuracy() const;
virtual float GetSpread() const;
virtual void UpdateAccuracyPenalty();
CNetworkVar( float, m_fAccuracyPenalty );
//=============================================================================
// HPE_END
//=============================================================================
void SetExtraAmmoCount( int count ) { m_iExtraPrimaryAmmo = count; }
int GetExtraAmmoCount( void ) { return m_iExtraPrimaryAmmo; }
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [tj] Accessors for the previous owner of the gun
void SetPreviousOwner(CCSPlayer* player) { m_prevOwner = player; }
CCSPlayer* GetPreviousOwner() { return m_prevOwner; }
// [tj] Accessors for the donor system
void SetDonor(CCSPlayer* player) { m_donor = player; }
CCSPlayer* GetDonor() { return m_donor; }
void SetDonated(bool donated) { m_donated = true;}
bool GetDonated() { return m_donated; }
//[dwenger] Accessors for the prior owner list
void AddToPriorOwnerList(CCSPlayer* pPlayer);
bool IsAPriorOwner(CCSPlayer* pPlayer);
//=============================================================================
// HPE_END
//=============================================================================
protected:
float CalculateNextAttackTime( float flCycleTime );
private:
float m_flDecreaseShotsFired;
CWeaponCSBase( const CWeaponCSBase & );
int m_iExtraPrimaryAmmo;
float m_nextPrevOwnerTouchTime;
CCSPlayer *m_prevOwner;
int m_iDefaultExtraAmmo;
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [dwenger] track all prior owners of this weapon
CUtlVector< CCSPlayer* > m_PriorOwners;
// [tj] To keep track of people who drop weapons for teammates during the buy round
CHandle<CCSPlayer> m_donor;
bool m_donated;
//=============================================================================
// HPE_END
//=============================================================================
};
extern ConVar weapon_accuracy_model;
#endif // WEAPON_CSBASE_H