amxmodx/hlsdk/dlls/weapons.h

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2006-08-27 02:22:59 +00:00
/***
*
* 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
#include "effects.h"
class CBasePlayer;
extern int gmsgWeapPickup;
void DeactivateSatchels( CBasePlayer *pOwner );
// 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 32
#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 = 1, int body = 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 body = 0 );
int DefaultReload( int iClipSize, int iAnim, float fDelay, int body = 0 );
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 FALSE; };
int PrimaryAmmoIndex();
int SecondaryAmmoIndex();
void PrintState( void );
virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; };
float m_flPumpTime;
int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns
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.
};
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)
};
#ifdef CLIENT_DLL
bool bIsMultiplayer ( void );
void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer );
#endif
class CGlock : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void SecondaryAttack( void );
void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
int m_iShell;
unsigned short m_usFireGlock1;
unsigned short m_usFireGlock2;
};
class CCrowbar : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 1; }
void EXPORT SwingAgain( void );
void EXPORT Smack( void );
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
int Swing( int fFirst );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
int m_iSwing;
TraceResult m_trHit;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usCrowbar;
};
class CPython : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 2; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
float m_flSoundDelay;
BOOL m_fInZoom;// don't save this.
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usFirePython;
};
class CMP5 : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
int SecondaryAmmoIndex( void );
BOOL Deploy( void );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
int m_iShell;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usMP5;
unsigned short m_usMP52;
};
class CCrossbow : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
int GetItemInfo(ItemInfo *p);
void FireBolt( void );
void FireSniperBolt( void );
void PrimaryAttack( void );
void SecondaryAttack( void );
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
int m_fInZoom; // don't save this
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usCrossbow;
unsigned short m_usCrossbow2;
};
class CShotgun : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
int iItemSlot( ) { return 3; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( );
void Reload( void );
void WeaponIdle( void );
int m_fInReload;
float m_flNextReload;
int m_iShell;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usDoubleFire;
unsigned short m_usSingleFire;
};
class CLaserSpot : public CBaseEntity
{
void Spawn( void );
void Precache( void );
int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
public:
void Suspend( float flSuspendTime );
void EXPORT Revive( void );
static CLaserSpot *CreateSpot( void );
};
class CRpg : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
void Reload( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void UpdateSpot( void );
BOOL ShouldWeaponIdle( void ) { return TRUE; };
CLaserSpot *m_pSpot;
int m_fSpotActive;
int m_cActiveRockets;// how many missiles in flight from this launcher right now?
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usRpg;
};
class CRpgRocket : public CGrenade
{
public:
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void Spawn( void );
void Precache( void );
void EXPORT FollowThink( void );
void EXPORT IgniteThink( void );
void EXPORT RocketTouch( CBaseEntity *pOther );
static CRpgRocket *CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher );
int m_iTrail;
float m_flIgniteTime;
CRpg *m_pLauncher;// pointer back to the launcher that fired me.
};
class CGauss : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void PrimaryAttack( void );
void SecondaryAttack( void );
void WeaponIdle( void );
void StartFire( void );
void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage );
float GetFullChargeTime( void );
int m_iBalls;
int m_iGlow;
int m_iBeam;
int m_iSoundState; // don't save this
// was this weapon just fired primary or secondary?
// we need to know so we can pick the right set of effects.
BOOL m_fPrimaryFire;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usGaussFire;
unsigned short m_usGaussSpin;
};
class CEgon : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend );
void CreateEffect ( void );
void DestroyEffect ( void );
void EndAttack( void );
void Attack( void );
void PrimaryAttack( void );
void WeaponIdle( void );
float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
float GetPulseInterval( void );
float GetDischargeInterval( void );
void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
BOOL HasAmmo( void );
void UseAmmo( int count );
enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
CBeam *m_pBeam;
CBeam *m_pNoise;
CSprite *m_pSprite;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
unsigned short m_usEgonStop;
private:
float m_shootTime;
EGON_FIREMODE m_fireMode;
float m_shakeTime;
BOOL m_deployed;
unsigned short m_usEgonFire;
};
class CHgun : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 4; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
BOOL IsUseable( void );
void Holster( int skiplocal = 0 );
void Reload( void );
void WeaponIdle( void );
float m_flNextAnimTime;
float m_flRechargeTime;
int m_iFirePhase;// don't save me.
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usHornetFire;
};
class CHandGrenade : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
BOOL Deploy( void );
BOOL CanHolster( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
};
class CSatchel : public CBasePlayerWeapon
{
public:
#ifndef CLIENT_DLL
int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
#endif
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
int AddToPlayer( CBasePlayer *pPlayer );
void PrimaryAttack( void );
void SecondaryAttack( void );
int AddDuplicate( CBasePlayerItem *pOriginal );
BOOL CanDeploy( void );
BOOL Deploy( void );
BOOL IsUseable( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
void Throw( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
};
class CTripmine : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
void SetObjectCollisionBox( void )
{
//!!!BUGBUG - fix the model!
pev->absmin = pev->origin + Vector(-16, -16, -5);
pev->absmax = pev->origin + Vector(16, 16, 28);
}
void PrimaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usTripFire;
};
class CSqueak : public CBasePlayerWeapon
{
public:
void Spawn( void );
void Precache( void );
int iItemSlot( void ) { return 5; }
int GetItemInfo(ItemInfo *p);
void PrimaryAttack( void );
void SecondaryAttack( void );
BOOL Deploy( void );
void Holster( int skiplocal = 0 );
void WeaponIdle( void );
int m_fJustThrown;
virtual BOOL UseDecrement( void )
{
#if defined( CLIENT_WEAPONS )
return TRUE;
#else
return FALSE;
#endif
}
private:
unsigned short m_usSnarkFire;
};
#endif // WEAPONS_H