mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-25 05:51:15 +00:00
1f82525502
New cvar to enable and disable launching projectiles from the weapon's world model barrel joint and also towards the crosshair's position. launchfrombarrel must be set to 0 in projectile def files to use. Done incase a weapon doesn't need it or has issues using it in the future. none currently do.
613 lines
19 KiB
C++
613 lines
19 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 GPL Source Code
|
|
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
|
|
|
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
|
|
|
|
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Doom 3 Source Code is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
|
|
|
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
#ifndef __GAME_WEAPON_H__
|
|
#define __GAME_WEAPON_H__
|
|
|
|
#include "script/Script_Thread.h"
|
|
#include "Entity.h"
|
|
#include "Light.h"
|
|
#include "Actor.h"
|
|
#include "Grabber.h"
|
|
|
|
//ivan - uncomment this to create other test trails that are not removed and don't fade out
|
|
//#define TEST_TRAIL
|
|
|
|
//uncomment this to enable aim fix based on camera pos
|
|
#define USE_AIM_DIR_FIX
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Player Weapon
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
typedef enum {
|
|
WP_READY,
|
|
WP_OUTOFAMMO,
|
|
WP_RELOAD,
|
|
WP_HOLSTERED,
|
|
WP_RISING,
|
|
WP_LOWERING
|
|
} weaponStatus_t;
|
|
|
|
//ivan start - values must match the ones in the defs!
|
|
enum {
|
|
WP_SPREADMODE_DEFAULT = 0, //default: 3D spread
|
|
WP_SPREADMODE_2D_STEP = 1, //turrican style spread
|
|
WP_SPREADMODE_2D_PARALLEL = 2, //parallel projs. Spread is the offset
|
|
WP_SPREADMODE_2D_RANDOM = 3 //similar to default, but spread is 2D
|
|
};
|
|
//ivan end
|
|
|
|
typedef int ammo_t;
|
|
static const int AMMO_NUMTYPES = 16;
|
|
static const int TRAIL_NONE = -1; //ivan
|
|
|
|
class idPlayer;
|
|
|
|
static const int LIGHTID_WORLD_MUZZLE_FLASH = 1;
|
|
static const int LIGHTID_VIEW_MUZZLE_FLASH = 100;
|
|
|
|
class idMoveableItem;
|
|
|
|
//---------------------------------------- New Particle and light support
|
|
|
|
#ifdef _DENTONMOD
|
|
|
|
struct particleFlags_s {
|
|
bool isActive : 1; // Is the particle active
|
|
bool isSmoke : 1; // Is this a smoke particle
|
|
bool isContinuous : 1; // Is the effect continuous
|
|
bool isOffset : 1; // Is new Offset needed
|
|
bool isDir : 1; // Is new Direction needed
|
|
bool isOnWorldModel : 1; // Is this effect intended for world model only
|
|
bool isUpdateJoint : 1;
|
|
bool isViewDir : 1; //ivan - use player view dir even if it's using a joint. Thas can be still rotated by the usual "dir" key.
|
|
};
|
|
|
|
typedef struct {
|
|
char name[64];
|
|
char particlename[128];
|
|
int startTime;
|
|
idVec3 offset; //Sometimes you cant find proper joint, then use offset along with muzzle bone
|
|
idVec3 dir;
|
|
jointHandle_t joint; //The joint on which to attach the particle
|
|
|
|
particleFlags_s particleFlags; // flags
|
|
|
|
const idDeclParticle* particle; //Used for smoke particles
|
|
renderEntity_t renderEntity;
|
|
qhandle_t modelDefHandle;
|
|
//idFuncEmitter* emitter; //Used for non-smoke particles
|
|
} WeaponParticle_t;
|
|
|
|
|
|
struct lightFlags_s {
|
|
bool isActive : 1; // Is the particle active
|
|
bool isAlwaysOn : 1; // Is this light always on
|
|
bool isOffset : 1; // Is new Offset needed
|
|
bool isDir : 1; // Is new Direction needed
|
|
bool isOnWorldModel : 1; // Is this light intended for world model only
|
|
};
|
|
|
|
typedef struct {
|
|
char name[64];
|
|
int startTime;
|
|
int endTime;
|
|
int lightHandle;
|
|
idVec3 offset; //If weapons does not have bones in proper places for some effect use this
|
|
idVec3 dir; //If the desired bone is not pointing in proper direction use this to fix it.
|
|
// Note that the dir should be vector representing X-axis of the bone.
|
|
lightFlags_s lightFlags;
|
|
jointHandle_t joint;
|
|
renderLight_t light;
|
|
} WeaponLight_t;
|
|
//----------------------------------------------
|
|
#endif
|
|
|
|
//
|
|
// events
|
|
//
|
|
//ivan start
|
|
extern const idEventDef EV_Weapon_StartAutoMelee;
|
|
extern const idEventDef EV_Weapon_StopAutoMelee;
|
|
extern const idEventDef EV_Weapon_StartMeleeBeam;
|
|
extern const idEventDef EV_Weapon_StopMeleeBeam;
|
|
extern const idEventDef EV_Weapon_StartParticle;
|
|
extern const idEventDef EV_Weapon_StopParticle;
|
|
//ivan end
|
|
|
|
//#define TRAIL_FX_CHAIN
|
|
|
|
class idWeapon : public idAnimatedEntity {
|
|
public:
|
|
CLASS_PROTOTYPE( idWeapon );
|
|
|
|
idWeapon();
|
|
virtual ~idWeapon();
|
|
|
|
// Init
|
|
void Spawn( void );
|
|
void SetOwner( idPlayer *owner );
|
|
idPlayer* GetOwner( void );
|
|
virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
|
|
|
|
static void CacheWeapon( const char *weaponName );
|
|
|
|
// save games
|
|
void Save( idSaveGame *savefile ) const; // archives object for save game file
|
|
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
|
|
|
|
// Weapon definition management
|
|
void Clear( void );
|
|
void GetWeaponDef( const char *objectname, int ammoinclip );
|
|
bool IsLinked( void );
|
|
bool IsWorldModelReady( void );
|
|
|
|
// GUIs
|
|
const char * Icon( void ) const;
|
|
void UpdateGUI( void );
|
|
|
|
virtual void SetModel( const char *modelname );
|
|
bool GetGlobalJointTransform( const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis ); //bool viewModel removed
|
|
void SetPushVelocity( const idVec3 &pushVelocity );
|
|
bool UpdateSkin( void );
|
|
|
|
// State control/player interface
|
|
void Think( void );
|
|
void Raise( void );
|
|
void PutAway( void );
|
|
void Reload( void );
|
|
void LowerWeapon( void );
|
|
void RaiseWeapon( void );
|
|
void HideWeapon( void );
|
|
void ShowWeapon( void );
|
|
void HideWorldModel( void );
|
|
void ShowWorldModel( void );
|
|
void OwnerDied( void );
|
|
void BeginAttack( void );
|
|
void EndAttack( void );
|
|
void BeginSpecialFunction( bool ); // Added by Clone JCD
|
|
void EndSpecialFunction( void ); // Added by Clone JCD
|
|
bool IsReady( void ) const;
|
|
bool IsReloading( void ) const;
|
|
bool IsHolstered( void ) const;
|
|
bool ShowCrosshair( void ) const;
|
|
idEntity * DropItem( const idVec3 &velocity, int activateDelay, int removeDelay, bool died );
|
|
bool CanDrop( void ) const;
|
|
void WeaponStolen( void );
|
|
|
|
// Script state management
|
|
virtual idThread * ConstructScriptObject( void );
|
|
virtual void DeconstructScriptObject( void );
|
|
void SetState( const char *statename, int blendFrames );
|
|
void UpdateScript( void );
|
|
void EnterCinematic( void );
|
|
void ExitCinematic( void );
|
|
void NetCatchup( void );
|
|
|
|
// Visual presentation
|
|
void PresentWeapon( bool showViewModel );
|
|
int GetZoomFov( void );
|
|
void GetWeaponAngleOffsets( int *average, float *scale, float *max );
|
|
void GetWeaponTimeOffsets( float *time, float *scale );
|
|
bool BloodSplat( float size );
|
|
|
|
// Ammo
|
|
static ammo_t GetAmmoNumForName( const char *ammoname );
|
|
static const char *GetAmmoNameForNum( ammo_t ammonum );
|
|
static const char *GetAmmoPickupNameForNum( ammo_t ammonum );
|
|
ammo_t GetAmmoType( void ) const;
|
|
int AmmoAvailable( void ) const;
|
|
int AmmoInClip( void ) const;
|
|
int GetMaxAmmo( void ) const;
|
|
void ResetAmmoClip( void );
|
|
int ClipSize( void ) const;
|
|
int LowAmmo( void ) const;
|
|
int AmmoRequired( void ) const;
|
|
//rev grab
|
|
int GetGrabberState( void ) const;
|
|
//rev grab
|
|
int AmmoCount( void ) const; //new
|
|
|
|
int projectileOrigin; //rev 2018
|
|
|
|
//ivan start
|
|
bool HasToWalk( void ) const;
|
|
float GetWalkSpeedMult( void ) const;
|
|
bool GetIsFiring( void ) const;
|
|
bool GetIsSecFiring( void ) const;
|
|
void StartWeaponParticle( const char* name );
|
|
void StopWeaponParticle( const char* name );
|
|
void StartAutoMelee( float dmgMult, int trailNum );
|
|
void StopAutoMelee( void );
|
|
//void StartMeleeBeam( int num );
|
|
//void StopMeleeBeam( void );
|
|
|
|
float GetDynamicSpread( void ) const;
|
|
//ivan end
|
|
|
|
|
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
|
|
|
enum {
|
|
EVENT_RELOAD = idEntity::EVENT_MAXEVENTS,
|
|
EVENT_ENDRELOAD,
|
|
EVENT_CHANGESKIN,
|
|
EVENT_MAXEVENTS
|
|
};
|
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
|
|
|
virtual void ClientPredictionThink( void );
|
|
|
|
private:
|
|
// script control
|
|
idScriptBool WEAPON_ATTACK;
|
|
idScriptBool WEAPON_RELOAD;
|
|
idScriptBool WEAPON_SPECIAL; // For weapon special function, added by clone JCD
|
|
idScriptBool WEAPON_SPECIAL_HOLD; // For weapon special function, added by clone JCD idScriptBool WEAPON_RELOAD;
|
|
idScriptBool WEAPON_NETRELOAD;
|
|
idScriptBool WEAPON_NETENDRELOAD;
|
|
idScriptBool WEAPON_NETFIRING;
|
|
idScriptBool WEAPON_RAISEWEAPON;
|
|
idScriptBool WEAPON_LOWERWEAPON;
|
|
weaponStatus_t status;
|
|
idThread * thread;
|
|
idStr state;
|
|
idStr idealState;
|
|
int animBlendFrames;
|
|
int animDoneTime;
|
|
int lastFiredTime; //ivan
|
|
bool isLinked;
|
|
|
|
// precreated projectile
|
|
idEntity *projectileEnt;
|
|
|
|
idPlayer * owner;
|
|
//idEntityPtr<idAnimatedEntity> worldModel;
|
|
|
|
// hiding (for GUIs and NPCs)
|
|
int hideTime;
|
|
float hideDistance;
|
|
int hideStartTime;
|
|
float hideStart;
|
|
float hideEnd;
|
|
//float hideOffset;
|
|
bool hide;
|
|
bool disabled;
|
|
|
|
// berserk
|
|
int berserk;
|
|
|
|
// these are the player render view parms, which include bobbing
|
|
idVec3 playerViewOrigin;
|
|
idMat3 playerViewAxis;
|
|
|
|
/*
|
|
// the view weapon render entity parms
|
|
idVec3 viewWeaponOrigin;
|
|
idMat3 viewWeaponAxis;
|
|
*/
|
|
|
|
// the muzzle bone's position, used for launching projectiles and trailing smoke
|
|
idVec3 muzzleOrigin;
|
|
idMat3 muzzleAxis;
|
|
|
|
//ivan start
|
|
// the melee bone's position, used for launching projectiles and trailing smoke
|
|
idVec3 meleeJointOrigin;
|
|
idMat3 meleeJointAxis;
|
|
idEntity *lastMeleeEnt;
|
|
idBounds meleebox;
|
|
bool autoMeleeEnabled;
|
|
bool useMeleeBox;
|
|
float comboMultiplier;
|
|
float firingWalkSpeedMult;
|
|
int nextMeleeSnd; // used for autoMelee sound
|
|
|
|
//spread
|
|
float dynamicSpreadValue; //current value
|
|
float spreadBaseValue;
|
|
float spreadVelocityFactor;
|
|
float spreadCrouchFactor;
|
|
|
|
#ifdef TRAIL_FX_CHAIN
|
|
idEntityPtr<idBeam> lastBeamInChain;
|
|
#else
|
|
idTrailGenerator* trailGen;
|
|
#ifdef TEST_TRAIL
|
|
idTrailGenerator* testGen;
|
|
#endif
|
|
#endif
|
|
|
|
|
|
|
|
int trailNumType;
|
|
int trailLowOffset;
|
|
int trailHighOffset;
|
|
|
|
//ivan end
|
|
|
|
idVec3 pushVelocity;
|
|
|
|
// weapon definition
|
|
// we maintain local copies of the projectile and brass dictionaries so they
|
|
// do not have to be copied across the DLL boundary when entities are spawned
|
|
const idDeclEntityDef * weaponDef;
|
|
const idDeclEntityDef * meleeDef;
|
|
idDict projectileDict;
|
|
float meleeDistance;
|
|
idStr meleeDefName;
|
|
idDict brassDict;
|
|
int brassDelay;
|
|
idStr icon;
|
|
|
|
/*
|
|
// view weapon gui light
|
|
renderLight_t guiLight;
|
|
int guiLightHandle;
|
|
*/
|
|
|
|
/*
|
|
// muzzle flash
|
|
renderLight_t muzzleFlash; //ivan: now it's positioned on world weapon bone!
|
|
int muzzleFlashHandle;
|
|
*/
|
|
|
|
renderLight_t worldMuzzleFlash; // positioned on world weapon bone
|
|
int worldMuzzleFlashHandle;
|
|
|
|
idVec3 flashColor;
|
|
int muzzleFlashEnd;
|
|
int flashTime;
|
|
bool lightOn;
|
|
bool silent_fire;
|
|
bool allowDrop;
|
|
|
|
// effects
|
|
bool hasBloodSplat;
|
|
|
|
/*
|
|
// weapon kick
|
|
int kick_endtime;
|
|
int muzzle_kick_time;
|
|
int muzzle_kick_maxtime;
|
|
idAngles muzzle_kick_angles;
|
|
idVec3 muzzle_kick_offset;
|
|
*/
|
|
|
|
// ammo management
|
|
ammo_t ammoType;
|
|
int ammoRequired; // amount of ammo to use each shot. 0 means weapon doesn't need ammo.
|
|
int clipSize; // 0 means no reload
|
|
int ammoClip;
|
|
int lowAmmo; // if ammo in clip hits this threshold, snd_
|
|
bool powerAmmo; // true if the clip reduction is a factor of the power setting when
|
|
// a projectile is launched
|
|
// mp client //ivan: also used for dynamic walkspeed
|
|
bool isFiring;
|
|
bool isSecFiring; //ivan
|
|
|
|
// zoom
|
|
int zoomFov; // variable zoom fov per weapon
|
|
|
|
|
|
// joints from models
|
|
/*
|
|
jointHandle_t barrelJointView;
|
|
jointHandle_t flashJointView;
|
|
jointHandle_t ejectJointView;
|
|
jointHandle_t guiLightJointView;
|
|
jointHandle_t ventLightJointView;
|
|
*/
|
|
|
|
jointHandle_t flashJointWorld;
|
|
jointHandle_t barrelJointWorld;
|
|
jointHandle_t ejectJointWorld;
|
|
jointHandle_t meleeJointWorld; //ivan
|
|
|
|
//ivan start
|
|
int maxAmmo;
|
|
int spreadMode;
|
|
//ivan end
|
|
|
|
|
|
#ifdef _DENTONMOD
|
|
|
|
/* typedef struct {
|
|
char name[64];
|
|
jointHandle_t joint;
|
|
}WeaponJoint_t;
|
|
|
|
idHashTable<WeaponJoint_t> weaponJoints;
|
|
*/
|
|
idHashTable<WeaponParticle_t> weaponParticles;
|
|
idHashTable<WeaponLight_t> weaponLights;
|
|
|
|
#endif //_DENTONMOD
|
|
|
|
// sound
|
|
const idSoundShader * sndHum;
|
|
|
|
// new style muzzle smokes
|
|
const idDeclParticle * weaponSmoke; // null if it doesn't smoke
|
|
int weaponSmokeStartTime; // set to gameLocal.time every weapon fire
|
|
bool continuousSmoke; // if smoke is continuous ( chainsaw )
|
|
const idDeclParticle * strikeSmoke; // striking something in melee
|
|
int strikeSmokeStartTime; // timing
|
|
idVec3 strikePos; // position of last melee strike
|
|
idMat3 strikeAxis; // axis of last melee strike
|
|
int nextStrikeFx; // used for sound and decal ( may use for strike smoke too )
|
|
|
|
//ivan note: all nozzleGlow stuff is currently not used because ventLightJointView no longer exists + was only for first person.
|
|
//TODO: remove nozzleGlow stuff or enable it for 3th person.
|
|
// nozzle effects
|
|
bool nozzleFx; // does this use nozzle effects ( parm5 at rest, parm6 firing )
|
|
// this also assumes a nozzle light atm
|
|
int nozzleFxFade; // time it takes to fade between the effects
|
|
int lastAttack; // last time an attack occured
|
|
renderLight_t nozzleGlow; // nozzle light
|
|
int nozzleGlowHandle; // handle for nozzle light
|
|
|
|
idVec3 nozzleGlowColor; // color of the nozzle glow
|
|
const idMaterial * nozzleGlowShader; // shader for glow light
|
|
float nozzleGlowRadius; // radius of glow light
|
|
|
|
// weighting for viewmodel angles
|
|
int weaponAngleOffsetAverages;
|
|
float weaponAngleOffsetScale;
|
|
float weaponAngleOffsetMax;
|
|
float weaponOffsetTime;
|
|
float weaponOffsetScale;
|
|
|
|
// flashlight
|
|
void AlertMonsters( void );
|
|
|
|
// Visual presentation
|
|
void InitWorldModel( const idDeclEntityDef *def );
|
|
void MuzzleFlashLight( void );
|
|
//void MuzzleRise( idVec3 &origin, idMat3 &axis );
|
|
void UpdateNozzleFx( void );
|
|
#ifdef _DENTONMOD
|
|
void InitWeaponFx( void );
|
|
void StopWeaponFx( void );
|
|
void UpdateWeaponFx( void );
|
|
|
|
bool ChangeProjectileDef( int number );// New
|
|
#endif
|
|
|
|
void UpdateFlashPosition( void );
|
|
|
|
//ivan start
|
|
bool EvaluateMelee( void );
|
|
#ifdef TRAIL_FX_CHAIN
|
|
idBeam * SpawnMeleeBeam( const idVec3 &pos );
|
|
#else
|
|
void UpdateTrailVerts( void );
|
|
#endif
|
|
|
|
void UpdSpreadSettings( void );
|
|
void CalculateDynamicSpread( void );
|
|
//ivan end
|
|
|
|
// script events
|
|
void Event_Clear( void );
|
|
void Event_GetOwner( void );
|
|
void Event_WeaponState( const char *statename, int blendFrames );
|
|
void Event_WeaponReady( void );
|
|
void Event_WeaponOutOfAmmo( void );
|
|
void Event_WeaponReloading( void );
|
|
void Event_WeaponHolstered( void );
|
|
void Event_WeaponRising( void );
|
|
void Event_WeaponLowering( void );
|
|
void Event_UseAmmo( int amount );
|
|
void Event_AddToClip( int amount );
|
|
void Event_AmmoInClip( void );
|
|
void Event_AmmoAvailable( void );
|
|
void Event_TotalAmmoCount( void );
|
|
void Event_ClipSize( void );
|
|
void Event_PlayAnim( int channel, const char *animname );
|
|
void Event_PlayCycle( int channel, const char *animname );
|
|
void Event_AnimDone( int channel, int blendFrames );
|
|
void Event_SetBlendFrames( int channel, int blendFrames );
|
|
void Event_GetBlendFrames( int channel );
|
|
void Event_Next( void );
|
|
void Event_SetSkin( const char *skinname );
|
|
void Event_Flashlight( int enable );
|
|
void Event_GetLightParm( int parmnum );
|
|
void Event_SetLightParm( int parmnum, float value );
|
|
void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
|
|
void Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower , int projtype, int useBarrelDir ); //ivan: projtype, useBarrelDir added
|
|
void Event_CreateProjectile( int projtype ); //ivan: projtype added
|
|
void Event_EjectBrass( void );
|
|
void Event_Melee( void );
|
|
void Event_GetWorldModel( void );
|
|
void Event_AllowDrop( int allow );
|
|
void Event_AutoReload( void );
|
|
void Event_NetReload( void );
|
|
void Event_IsInvisible( void );
|
|
void Event_NetEndReload( void );
|
|
//rev grab
|
|
idGrabber grabber;
|
|
int grabberState;
|
|
|
|
void Event_Grabber( int enable );
|
|
void Event_GrabberHasTarget( void );
|
|
void Event_GrabberSetGrabDistance( float dist );
|
|
//rev grab
|
|
void Event_SetZoom( int status ); //New
|
|
|
|
void Event_GetProjectileType( void );// New
|
|
void Event_ChangeProjectileDef( int number );// New
|
|
void Event_StartWeaponParticle( const char* name ); // New
|
|
void Event_StopWeaponParticle( const char* name );// New
|
|
|
|
void Event_StartWeaponLight( const char* name );// New
|
|
void Event_StopWeaponLight( const char* name );// New
|
|
|
|
//Ivan start
|
|
void Event_StartAutoMelee( float dmgMult, int trailNum );
|
|
void Event_StopAutoMelee( void );
|
|
//void Event_StartMeleeBeam( int num );
|
|
//void Event_StopMeleeBeam( void );
|
|
void Event_SetWeaponMode( int value );
|
|
void Event_GetWeaponMode( void );
|
|
//Ivan end
|
|
};
|
|
|
|
ID_INLINE bool idWeapon::IsLinked( void ) {
|
|
return isLinked;
|
|
}
|
|
|
|
ID_INLINE bool idWeapon::IsWorldModelReady( void ) {
|
|
return true; //ivan - was: ( worldModel.GetEntity() != NULL );
|
|
}
|
|
|
|
ID_INLINE idPlayer* idWeapon::GetOwner( void ) {
|
|
return owner;
|
|
}
|
|
|
|
//ivan start
|
|
ID_INLINE bool idWeapon::GetIsFiring( void ) const {
|
|
return isFiring;
|
|
}
|
|
|
|
ID_INLINE float idWeapon::GetDynamicSpread( void ) const {
|
|
return dynamicSpreadValue;
|
|
}
|
|
|
|
ID_INLINE bool idWeapon::GetIsSecFiring( void ) const {
|
|
return isSecFiring;
|
|
}
|
|
//ivan end
|
|
|
|
#endif /* !__GAME_WEAPON_H__ */
|