493 lines
17 KiB
C
493 lines
17 KiB
C
|
/***
|
||
|
*
|
||
|
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||
|
*
|
||
|
* This product contains software technology licensed from Id
|
||
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||
|
* All Rights Reserved.
|
||
|
*
|
||
|
* Use, distribution, and modification of this source code and/or resulting
|
||
|
* object code is restricted to non-commercial enhancements to products from
|
||
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
||
|
* without written permission from Valve LLC.
|
||
|
*
|
||
|
****/
|
||
|
#ifndef WEAPONS_H
|
||
|
#define WEAPONS_H
|
||
|
|
||
|
|
||
|
class CBasePlayer;
|
||
|
extern int gmsgWeapPickup;
|
||
|
|
||
|
// Contact Grenade / Timed grenade / Satchel Charge
|
||
|
class CGrenade : public CBaseMonster
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
|
||
|
typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE;
|
||
|
|
||
|
static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time );
|
||
|
static CGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
|
||
|
static CGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
|
||
|
static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code );
|
||
|
|
||
|
void Explode( Vector vecSrc, Vector vecAim );
|
||
|
void Explode( TraceResult *pTrace, int bitsDamageType );
|
||
|
void EXPORT Smoke( void );
|
||
|
|
||
|
void EXPORT BounceTouch( CBaseEntity *pOther );
|
||
|
void EXPORT SlideTouch( CBaseEntity *pOther );
|
||
|
void EXPORT ExplodeTouch( CBaseEntity *pOther );
|
||
|
void EXPORT DangerSoundThink( void );
|
||
|
void EXPORT PreDetonate( void );
|
||
|
void EXPORT Detonate( void );
|
||
|
void EXPORT DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||
|
void EXPORT TumbleThink( void );
|
||
|
|
||
|
virtual void BounceSound( void );
|
||
|
virtual int BloodColor( void ) { return DONT_BLEED; }
|
||
|
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||
|
|
||
|
BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet.
|
||
|
};
|
||
|
|
||
|
|
||
|
// constant items
|
||
|
#define ITEM_HEALTHKIT 1
|
||
|
#define ITEM_ANTIDOTE 2
|
||
|
#define ITEM_SECURITY 3
|
||
|
#define ITEM_BATTERY 4
|
||
|
|
||
|
#define WEAPON_NONE 0
|
||
|
#define WEAPON_CROWBAR 1
|
||
|
#define WEAPON_GLOCK 2
|
||
|
#define WEAPON_PYTHON 3
|
||
|
#define WEAPON_MP5 4
|
||
|
#define WEAPON_CHAINGUN 5
|
||
|
#define WEAPON_CROSSBOW 6
|
||
|
#define WEAPON_SHOTGUN 7
|
||
|
#define WEAPON_RPG 8
|
||
|
#define WEAPON_GAUSS 9
|
||
|
#define WEAPON_EGON 10
|
||
|
#define WEAPON_HORNETGUN 11
|
||
|
#define WEAPON_HANDGRENADE 12
|
||
|
#define WEAPON_TRIPMINE 13
|
||
|
#define WEAPON_SATCHEL 14
|
||
|
#define WEAPON_SNARK 15
|
||
|
|
||
|
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
|
||
|
|
||
|
#define WEAPON_SUIT 31 // ?????
|
||
|
|
||
|
#define MAX_WEAPONS 257
|
||
|
|
||
|
|
||
|
#define MAX_NORMAL_BATTERY 100
|
||
|
|
||
|
|
||
|
// weapon weight factors (for auto-switching) (-1 = noswitch)
|
||
|
#define CROWBAR_WEIGHT 0
|
||
|
#define GLOCK_WEIGHT 10
|
||
|
#define PYTHON_WEIGHT 15
|
||
|
#define MP5_WEIGHT 15
|
||
|
#define SHOTGUN_WEIGHT 15
|
||
|
#define CROSSBOW_WEIGHT 10
|
||
|
#define RPG_WEIGHT 20
|
||
|
#define GAUSS_WEIGHT 20
|
||
|
#define EGON_WEIGHT 20
|
||
|
#define HORNETGUN_WEIGHT 10
|
||
|
#define HANDGRENADE_WEIGHT 5
|
||
|
#define SNARK_WEIGHT 5
|
||
|
#define SATCHEL_WEIGHT -10
|
||
|
#define TRIPMINE_WEIGHT -10
|
||
|
|
||
|
|
||
|
// weapon clip/carry ammo capacities
|
||
|
#define URANIUM_MAX_CARRY 100
|
||
|
#define _9MM_MAX_CARRY 250
|
||
|
#define _357_MAX_CARRY 36
|
||
|
#define BUCKSHOT_MAX_CARRY 125
|
||
|
#define BOLT_MAX_CARRY 50
|
||
|
#define ROCKET_MAX_CARRY 5
|
||
|
#define HANDGRENADE_MAX_CARRY 10
|
||
|
#define SATCHEL_MAX_CARRY 5
|
||
|
#define TRIPMINE_MAX_CARRY 5
|
||
|
#define SNARK_MAX_CARRY 15
|
||
|
#define HORNET_MAX_CARRY 8
|
||
|
#define M203_GRENADE_MAX_CARRY 10
|
||
|
|
||
|
// the maximum amount of ammo each weapon's clip can hold
|
||
|
#define WEAPON_NOCLIP -1
|
||
|
|
||
|
//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define GLOCK_MAX_CLIP 17
|
||
|
#define PYTHON_MAX_CLIP 6
|
||
|
#define MP5_MAX_CLIP 50
|
||
|
#define MP5_DEFAULT_AMMO 25
|
||
|
#define SHOTGUN_MAX_CLIP 8
|
||
|
#define CROSSBOW_MAX_CLIP 5
|
||
|
#define RPG_MAX_CLIP 1
|
||
|
#define GAUSS_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define EGON_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define HORNETGUN_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define HANDGRENADE_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define SATCHEL_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define TRIPMINE_MAX_CLIP WEAPON_NOCLIP
|
||
|
#define SNARK_MAX_CLIP WEAPON_NOCLIP
|
||
|
|
||
|
|
||
|
// the default amount of ammo that comes with each gun when it spawns
|
||
|
#define GLOCK_DEFAULT_GIVE 17
|
||
|
#define PYTHON_DEFAULT_GIVE 6
|
||
|
#define MP5_DEFAULT_GIVE 25
|
||
|
#define MP5_DEFAULT_AMMO 25
|
||
|
#define MP5_M203_DEFAULT_GIVE 0
|
||
|
#define SHOTGUN_DEFAULT_GIVE 12
|
||
|
#define CROSSBOW_DEFAULT_GIVE 5
|
||
|
#define RPG_DEFAULT_GIVE 1
|
||
|
#define GAUSS_DEFAULT_GIVE 20
|
||
|
#define EGON_DEFAULT_GIVE 20
|
||
|
#define HANDGRENADE_DEFAULT_GIVE 5
|
||
|
#define SATCHEL_DEFAULT_GIVE 1
|
||
|
#define TRIPMINE_DEFAULT_GIVE 1
|
||
|
#define SNARK_DEFAULT_GIVE 5
|
||
|
#define HIVEHAND_DEFAULT_GIVE 8
|
||
|
|
||
|
// The amount of ammo given to a player by an ammo item.
|
||
|
#define AMMO_URANIUMBOX_GIVE 20
|
||
|
#define AMMO_GLOCKCLIP_GIVE GLOCK_MAX_CLIP
|
||
|
#define AMMO_357BOX_GIVE PYTHON_MAX_CLIP
|
||
|
#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP
|
||
|
#define AMMO_CHAINBOX_GIVE 200
|
||
|
#define AMMO_M203BOX_GIVE 2
|
||
|
#define AMMO_BUCKSHOTBOX_GIVE 12
|
||
|
#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP
|
||
|
#define AMMO_RPGCLIP_GIVE RPG_MAX_CLIP
|
||
|
#define AMMO_URANIUMBOX_GIVE 20
|
||
|
#define AMMO_SNARKBOX_GIVE 5
|
||
|
|
||
|
// 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_MONSTER_9MM,
|
||
|
BULLET_MONSTER_MP5,
|
||
|
BULLET_MONSTER_12MM,
|
||
|
} Bullet;
|
||
|
|
||
|
|
||
|
#define ITEM_FLAG_SELECTONEMPTY 1
|
||
|
#define ITEM_FLAG_NOAUTORELOAD 2
|
||
|
#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
|
||
|
#define ITEM_FLAG_LIMITINWORLD 8
|
||
|
#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
|
||
|
|
||
|
#define WEAPON_IS_ONTARGET 0x40
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
int iSlot;
|
||
|
int iPosition;
|
||
|
const char *pszAmmo1; // ammo 1 type
|
||
|
int iMaxAmmo1; // max ammo 1
|
||
|
const char *pszAmmo2; // ammo 2 type
|
||
|
int iMaxAmmo2; // max ammo 2
|
||
|
const char *pszName;
|
||
|
int iMaxClip;
|
||
|
int iId;
|
||
|
int iFlags;
|
||
|
int iWeight;// this value used to determine this weapon's importance in autoselection.
|
||
|
} ItemInfo;
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
const char *pszName;
|
||
|
int iId;
|
||
|
} AmmoInfo;
|
||
|
|
||
|
// Items that the player has in their inventory that they can use
|
||
|
class CBasePlayerItem : public CBaseAnimating
|
||
|
{
|
||
|
public:
|
||
|
virtual void SetObjectCollisionBox( void );
|
||
|
|
||
|
virtual int Save( CSave &save );
|
||
|
virtual int Restore( CRestore &restore );
|
||
|
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory
|
||
|
virtual int AddDuplicate( CBasePlayerItem *pItem ) { return FALSE; } // return TRUE if you want your duplicate removed from world
|
||
|
void EXPORT DestroyItem( void );
|
||
|
void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch
|
||
|
void EXPORT FallThink ( void );// when an item is first spawned, this think is run to determine when the object has hit the ground.
|
||
|
void EXPORT Materialize( void );// make a weapon visible and tangible
|
||
|
void EXPORT AttemptToMaterialize( void ); // the weapon desires to become visible and tangible, if the game rules allow for it
|
||
|
CBaseEntity* Respawn ( void );// copy a weapon
|
||
|
void FallInit( void );
|
||
|
void CheckRespawn( void );
|
||
|
virtual int GetItemInfo(ItemInfo *p) { return 0; }; // returns 0 if struct not filled out
|
||
|
virtual BOOL CanDeploy( void ) { return TRUE; };
|
||
|
virtual BOOL Deploy( ) // returns is deploy was successful
|
||
|
{ return TRUE; };
|
||
|
|
||
|
virtual BOOL CanHolster( void ) { return TRUE; };// can this weapon be put away right now?
|
||
|
virtual void Holster( int skiplocal = 0 );
|
||
|
virtual void UpdateItemInfo( void ) { return; };
|
||
|
|
||
|
virtual void ItemPreFrame( void ) { return; } // called each frame by the player PreThink
|
||
|
virtual void ItemPostFrame( void ) { return; } // called each frame by the player PostThink
|
||
|
|
||
|
virtual void Drop( void );
|
||
|
virtual void Kill( void );
|
||
|
virtual void AttachToPlayer ( CBasePlayer *pPlayer );
|
||
|
|
||
|
virtual int PrimaryAmmoIndex() { return -1; };
|
||
|
virtual int SecondaryAmmoIndex() { return -1; };
|
||
|
|
||
|
virtual int UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
|
||
|
|
||
|
virtual CBasePlayerItem *GetWeaponPtr( void ) { return NULL; };
|
||
|
|
||
|
static ItemInfo ItemInfoArray[ MAX_WEAPONS ];
|
||
|
static AmmoInfo AmmoInfoArray[ MAX_AMMO_SLOTS ];
|
||
|
|
||
|
CBasePlayer *m_pPlayer;
|
||
|
CBasePlayerItem *m_pNext;
|
||
|
int m_iId; // WEAPON_???
|
||
|
|
||
|
virtual int iItemSlot( void ) { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud
|
||
|
|
||
|
int iItemPosition( void ) { return ItemInfoArray[ m_iId ].iPosition; }
|
||
|
const char *pszAmmo1( void ) { return ItemInfoArray[ m_iId ].pszAmmo1; }
|
||
|
int iMaxAmmo1( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo1; }
|
||
|
const char *pszAmmo2( void ) { return ItemInfoArray[ m_iId ].pszAmmo2; }
|
||
|
int iMaxAmmo2( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo2; }
|
||
|
const char *pszName( void ) { return ItemInfoArray[ m_iId ].pszName; }
|
||
|
int iMaxClip( void ) { return ItemInfoArray[ m_iId ].iMaxClip; }
|
||
|
int iWeight( void ) { return ItemInfoArray[ m_iId ].iWeight; }
|
||
|
int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; }
|
||
|
|
||
|
// int m_iIdPrimary; // Unique Id for primary ammo
|
||
|
// int m_iIdSecondary; // Unique Id for secondary ammo
|
||
|
};
|
||
|
|
||
|
|
||
|
// inventory items that
|
||
|
class CBasePlayerWeapon : public CBasePlayerItem
|
||
|
{
|
||
|
public:
|
||
|
virtual int Save( CSave &save );
|
||
|
virtual int Restore( CRestore &restore );
|
||
|
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
// generic weapon versions of CBasePlayerItem calls
|
||
|
virtual int AddToPlayer( CBasePlayer *pPlayer );
|
||
|
virtual int AddDuplicate( CBasePlayerItem *pItem );
|
||
|
|
||
|
virtual int ExtractAmmo( CBasePlayerWeapon *pWeapon ); //{ return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up
|
||
|
virtual int ExtractClipAmmo( CBasePlayerWeapon *pWeapon );// { return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up
|
||
|
|
||
|
virtual int AddWeapon( void ) { ExtractAmmo( this ); return TRUE; }; // Return TRUE if you want to add yourself to the player
|
||
|
|
||
|
// generic "shared" ammo handlers
|
||
|
BOOL AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry );
|
||
|
BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry );
|
||
|
|
||
|
virtual void UpdateItemInfo( void ) {}; // updates HUD state
|
||
|
|
||
|
int m_iPlayEmptySound;
|
||
|
int m_fFireOnEmpty; // True when the gun is empty and the player is still holding down the
|
||
|
// attack key(s)
|
||
|
virtual BOOL PlayEmptySound( void );
|
||
|
virtual void ResetEmptySound( void );
|
||
|
|
||
|
virtual void SendWeaponAnim( int iAnim, int skiplocal = 0 ); // skiplocal is 1 if client is predicting weapon animations
|
||
|
|
||
|
virtual BOOL CanDeploy( void );
|
||
|
virtual BOOL IsUseable( void );
|
||
|
BOOL DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0 );
|
||
|
int DefaultReload( int iClipSize, int iAnim, float fDelay );
|
||
|
|
||
|
virtual void ItemPostFrame( void ); // called each frame by the player PostThink
|
||
|
// called by CBasePlayerWeapons ItemPostFrame()
|
||
|
virtual void PrimaryAttack( void ) { return; } // do "+ATTACK"
|
||
|
virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
|
||
|
virtual void Reload( void ) { return; } // do "+RELOAD"
|
||
|
virtual void WeaponIdle( void ) { return; } // called when no buttons pressed
|
||
|
virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed
|
||
|
virtual void RetireWeapon( void );
|
||
|
virtual BOOL ShouldWeaponIdle( void ) {return FALSE; };
|
||
|
virtual void Holster( int skiplocal = 0 );
|
||
|
virtual BOOL UseDecrement( void ) { return TRUE; };
|
||
|
|
||
|
int PrimaryAmmoIndex();
|
||
|
int SecondaryAmmoIndex();
|
||
|
|
||
|
void PrintState( void );
|
||
|
|
||
|
virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; };
|
||
|
|
||
|
float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack
|
||
|
float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack
|
||
|
float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle
|
||
|
int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[]
|
||
|
int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[]
|
||
|
int m_iClip; // number of shots left in the primary weapon clip, -1 it not used
|
||
|
int m_iClientClip; // the last version of m_iClip sent to hud dll
|
||
|
int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target)
|
||
|
int m_fInReload; // Are we in the middle of a reload;
|
||
|
|
||
|
int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer.
|
||
|
|
||
|
bool m_bPlayedIdleAnim;
|
||
|
};
|
||
|
|
||
|
|
||
|
class CBasePlayerAmmo : public CBaseEntity
|
||
|
{
|
||
|
public:
|
||
|
virtual void Spawn( void );
|
||
|
void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch
|
||
|
virtual BOOL AddAmmo( CBaseEntity *pOther ) { return TRUE; };
|
||
|
|
||
|
CBaseEntity* Respawn( void );
|
||
|
void EXPORT Materialize( void );
|
||
|
};
|
||
|
|
||
|
|
||
|
extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
|
||
|
extern DLL_GLOBAL const char *g_pModelNameLaser;
|
||
|
|
||
|
extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
|
||
|
extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
|
||
|
extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
|
||
|
extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
|
||
|
extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
|
||
|
extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops
|
||
|
extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger)
|
||
|
|
||
|
extern void ClearMultiDamage(void);
|
||
|
extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker );
|
||
|
extern void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType);
|
||
|
|
||
|
extern void DecalGunshot( TraceResult *pTrace, int iBulletType );
|
||
|
extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage);
|
||
|
extern int DamageDecal( CBaseEntity *pEntity, int bitsDamageType );
|
||
|
extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType );
|
||
|
|
||
|
typedef struct
|
||
|
{
|
||
|
CBaseEntity *pEntity;
|
||
|
float amount;
|
||
|
int type;
|
||
|
} MULTIDAMAGE;
|
||
|
|
||
|
extern MULTIDAMAGE gMultiDamage;
|
||
|
|
||
|
|
||
|
#define LOUD_GUN_VOLUME 1000
|
||
|
#define NORMAL_GUN_VOLUME 600
|
||
|
#define QUIET_GUN_VOLUME 200
|
||
|
|
||
|
#define BRIGHT_GUN_FLASH 512
|
||
|
#define NORMAL_GUN_FLASH 256
|
||
|
#define DIM_GUN_FLASH 128
|
||
|
|
||
|
#define BIG_EXPLOSION_VOLUME 2048
|
||
|
#define NORMAL_EXPLOSION_VOLUME 1024
|
||
|
#define SMALL_EXPLOSION_VOLUME 512
|
||
|
|
||
|
#define WEAPON_ACTIVITY_VOLUME 64
|
||
|
|
||
|
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
|
||
|
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
|
||
|
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
|
||
|
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
|
||
|
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
|
||
|
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
|
||
|
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
|
||
|
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
|
||
|
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
|
||
|
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
|
||
|
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
|
||
|
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
|
||
|
|
||
|
//=========================================================
|
||
|
// CWeaponBox - a single entity that can store weapons
|
||
|
// and ammo.
|
||
|
//=========================================================
|
||
|
class CWeaponBox : public CBaseEntity
|
||
|
{
|
||
|
void Precache( void );
|
||
|
void Spawn( void );
|
||
|
void Touch( CBaseEntity *pOther );
|
||
|
void KeyValue( KeyValueData *pkvd );
|
||
|
BOOL IsEmpty( void );
|
||
|
int GiveAmmo( int iCount, char *szName, int iMax, int *pIndex = NULL );
|
||
|
void SetObjectCollisionBox( void );
|
||
|
|
||
|
public:
|
||
|
void EXPORT Kill ( void );
|
||
|
int Save( CSave &save );
|
||
|
int Restore( CRestore &restore );
|
||
|
static TYPEDESCRIPTION m_SaveData[];
|
||
|
|
||
|
BOOL HasWeapon( CBasePlayerItem *pCheckItem );
|
||
|
BOOL PackWeapon( CBasePlayerItem *pWeapon );
|
||
|
BOOL PackAmmo( int iszName, int iCount );
|
||
|
|
||
|
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];// one slot for each
|
||
|
|
||
|
int m_rgiszAmmo[MAX_AMMO_SLOTS];// ammo names
|
||
|
int m_rgAmmo[MAX_AMMO_SLOTS];// ammo quantities
|
||
|
|
||
|
int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer)
|
||
|
};
|
||
|
|
||
|
|
||
|
// QUAKECLASSIC
|
||
|
void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore );
|
||
|
|
||
|
class CQuakeRocket : public CBaseEntity
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
void Precache( void );
|
||
|
void Explode( void );
|
||
|
|
||
|
// Rocket funcs
|
||
|
static CQuakeRocket *CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||
|
void EXPORT RocketTouch( CBaseEntity *pOther );
|
||
|
|
||
|
// Grenade funcs
|
||
|
static CQuakeRocket *CreateGrenade( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||
|
void EXPORT GrenadeTouch( CBaseEntity *pOther );
|
||
|
void EXPORT GrenadeExplode( void );
|
||
|
|
||
|
int m_iTrail;
|
||
|
float m_flAttackFinished;
|
||
|
};
|
||
|
|
||
|
class CQuakeNail : public CBaseEntity
|
||
|
{
|
||
|
public:
|
||
|
void Spawn( void );
|
||
|
static CQuakeNail *CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||
|
static CQuakeNail *CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||
|
void EXPORT NailTouch( CBaseEntity *pOther );
|
||
|
};
|
||
|
|
||
|
extern char gszQ_DeathType[128];
|
||
|
extern DLL_GLOBAL short g_sModelIndexNail;
|
||
|
|
||
|
#endif // WEAPONS_H
|