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https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-23 21:12:19 +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++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_WEAPON_H__
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#define __GAME_WEAPON_H__
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#include "script/Script_Thread.h"
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#include "Entity.h"
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#include "Light.h"
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#include "Actor.h"
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#include "Grabber.h"
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//ivan - uncomment this to create other test trails that are not removed and don't fade out
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//#define TEST_TRAIL
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//uncomment this to enable aim fix based on camera pos
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#define USE_AIM_DIR_FIX
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/*
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===============================================================================
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Player Weapon
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===============================================================================
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*/
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typedef enum {
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WP_READY,
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WP_OUTOFAMMO,
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WP_RELOAD,
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WP_HOLSTERED,
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WP_RISING,
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WP_LOWERING
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} weaponStatus_t;
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//ivan start - values must match the ones in the defs!
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enum {
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WP_SPREADMODE_DEFAULT = 0, //default: 3D spread
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WP_SPREADMODE_2D_STEP = 1, //turrican style spread
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WP_SPREADMODE_2D_PARALLEL = 2, //parallel projs. Spread is the offset
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WP_SPREADMODE_2D_RANDOM = 3 //similar to default, but spread is 2D
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};
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//ivan end
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typedef int ammo_t;
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static const int AMMO_NUMTYPES = 16;
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static const int TRAIL_NONE = -1; //ivan
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class idPlayer;
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static const int LIGHTID_WORLD_MUZZLE_FLASH = 1;
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static const int LIGHTID_VIEW_MUZZLE_FLASH = 100;
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class idMoveableItem;
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//---------------------------------------- New Particle and light support
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#ifdef _DENTONMOD
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struct particleFlags_s {
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bool isActive : 1; // Is the particle active
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bool isSmoke : 1; // Is this a smoke particle
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bool isContinuous : 1; // Is the effect continuous
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bool isOffset : 1; // Is new Offset needed
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bool isDir : 1; // Is new Direction needed
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bool isOnWorldModel : 1; // Is this effect intended for world model only
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bool isUpdateJoint : 1;
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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.
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};
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typedef struct {
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char name[64];
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char particlename[128];
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int startTime;
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idVec3 offset; //Sometimes you cant find proper joint, then use offset along with muzzle bone
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idVec3 dir;
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jointHandle_t joint; //The joint on which to attach the particle
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particleFlags_s particleFlags; // flags
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const idDeclParticle* particle; //Used for smoke particles
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renderEntity_t renderEntity;
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qhandle_t modelDefHandle;
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//idFuncEmitter* emitter; //Used for non-smoke particles
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} WeaponParticle_t;
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struct lightFlags_s {
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bool isActive : 1; // Is the particle active
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bool isAlwaysOn : 1; // Is this light always on
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bool isOffset : 1; // Is new Offset needed
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bool isDir : 1; // Is new Direction needed
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bool isOnWorldModel : 1; // Is this light intended for world model only
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};
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typedef struct {
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char name[64];
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int startTime;
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int endTime;
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int lightHandle;
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idVec3 offset; //If weapons does not have bones in proper places for some effect use this
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idVec3 dir; //If the desired bone is not pointing in proper direction use this to fix it.
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// Note that the dir should be vector representing X-axis of the bone.
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lightFlags_s lightFlags;
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jointHandle_t joint;
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renderLight_t light;
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} WeaponLight_t;
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//----------------------------------------------
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#endif
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//
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// events
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//
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//ivan start
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extern const idEventDef EV_Weapon_StartAutoMelee;
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extern const idEventDef EV_Weapon_StopAutoMelee;
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extern const idEventDef EV_Weapon_StartMeleeBeam;
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extern const idEventDef EV_Weapon_StopMeleeBeam;
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extern const idEventDef EV_Weapon_StartParticle;
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extern const idEventDef EV_Weapon_StopParticle;
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//ivan end
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//#define TRAIL_FX_CHAIN
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class idWeapon : public idAnimatedEntity {
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public:
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CLASS_PROTOTYPE( idWeapon );
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idWeapon();
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virtual ~idWeapon();
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// Init
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void Spawn( void );
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void SetOwner( idPlayer *owner );
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idPlayer* GetOwner( void );
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virtual bool ShouldConstructScriptObjectAtSpawn( void ) const;
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static void CacheWeapon( const char *weaponName );
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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// Weapon definition management
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void Clear( void );
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void GetWeaponDef( const char *objectname, int ammoinclip );
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bool IsLinked( void );
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bool IsWorldModelReady( void );
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// GUIs
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const char * Icon( void ) const;
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void UpdateGUI( void );
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virtual void SetModel( const char *modelname );
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bool GetGlobalJointTransform( const jointHandle_t jointHandle, idVec3 &offset, idMat3 &axis ); //bool viewModel removed
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void SetPushVelocity( const idVec3 &pushVelocity );
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bool UpdateSkin( void );
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// State control/player interface
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void Think( void );
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void Raise( void );
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void PutAway( void );
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void Reload( void );
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void LowerWeapon( void );
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void RaiseWeapon( void );
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void HideWeapon( void );
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void ShowWeapon( void );
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void HideWorldModel( void );
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void ShowWorldModel( void );
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void OwnerDied( void );
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void BeginAttack( void );
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void EndAttack( void );
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void BeginSpecialFunction( bool ); // Added by Clone JCD
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void EndSpecialFunction( void ); // Added by Clone JCD
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bool IsReady( void ) const;
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bool IsReloading( void ) const;
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bool IsHolstered( void ) const;
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bool ShowCrosshair( void ) const;
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idEntity * DropItem( const idVec3 &velocity, int activateDelay, int removeDelay, bool died );
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bool CanDrop( void ) const;
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void WeaponStolen( void );
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// Script state management
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virtual idThread * ConstructScriptObject( void );
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virtual void DeconstructScriptObject( void );
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void SetState( const char *statename, int blendFrames );
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void UpdateScript( void );
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void EnterCinematic( void );
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void ExitCinematic( void );
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void NetCatchup( void );
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// Visual presentation
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void PresentWeapon( bool showViewModel );
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int GetZoomFov( void );
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void GetWeaponAngleOffsets( int *average, float *scale, float *max );
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void GetWeaponTimeOffsets( float *time, float *scale );
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bool BloodSplat( float size );
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// Ammo
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static ammo_t GetAmmoNumForName( const char *ammoname );
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static const char *GetAmmoNameForNum( ammo_t ammonum );
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static const char *GetAmmoPickupNameForNum( ammo_t ammonum );
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ammo_t GetAmmoType( void ) const;
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int AmmoAvailable( void ) const;
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int AmmoInClip( void ) const;
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int GetMaxAmmo( void ) const;
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void ResetAmmoClip( void );
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int ClipSize( void ) const;
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int LowAmmo( void ) const;
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int AmmoRequired( void ) const;
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//rev grab
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int GetGrabberState( void ) const;
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//rev grab
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int AmmoCount( void ) const; //new
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int projectileOrigin; //rev 2018
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//ivan start
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bool HasToWalk( void ) const;
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float GetWalkSpeedMult( void ) const;
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bool GetIsFiring( void ) const;
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bool GetIsSecFiring( void ) const;
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void StartWeaponParticle( const char* name );
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void StopWeaponParticle( const char* name );
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void StartAutoMelee( float dmgMult, int trailNum );
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void StopAutoMelee( void );
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//void StartMeleeBeam( int num );
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//void StopMeleeBeam( void );
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float GetDynamicSpread( void ) const;
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//ivan end
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
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enum {
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EVENT_RELOAD = idEntity::EVENT_MAXEVENTS,
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EVENT_ENDRELOAD,
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EVENT_CHANGESKIN,
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EVENT_MAXEVENTS
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};
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virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
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virtual void ClientPredictionThink( void );
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private:
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// script control
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idScriptBool WEAPON_ATTACK;
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idScriptBool WEAPON_RELOAD;
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idScriptBool WEAPON_SPECIAL; // For weapon special function, added by clone JCD
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idScriptBool WEAPON_SPECIAL_HOLD; // For weapon special function, added by clone JCD idScriptBool WEAPON_RELOAD;
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idScriptBool WEAPON_NETRELOAD;
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idScriptBool WEAPON_NETENDRELOAD;
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idScriptBool WEAPON_NETFIRING;
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idScriptBool WEAPON_RAISEWEAPON;
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idScriptBool WEAPON_LOWERWEAPON;
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weaponStatus_t status;
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idThread * thread;
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idStr state;
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idStr idealState;
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int animBlendFrames;
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int animDoneTime;
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int lastFiredTime; //ivan
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bool isLinked;
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// precreated projectile
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idEntity *projectileEnt;
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idPlayer * owner;
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//idEntityPtr<idAnimatedEntity> worldModel;
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// hiding (for GUIs and NPCs)
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int hideTime;
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float hideDistance;
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int hideStartTime;
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float hideStart;
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float hideEnd;
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//float hideOffset;
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bool hide;
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bool disabled;
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// berserk
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int berserk;
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// these are the player render view parms, which include bobbing
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idVec3 playerViewOrigin;
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idMat3 playerViewAxis;
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/*
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// the view weapon render entity parms
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idVec3 viewWeaponOrigin;
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idMat3 viewWeaponAxis;
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*/
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// the muzzle bone's position, used for launching projectiles and trailing smoke
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idVec3 muzzleOrigin;
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idMat3 muzzleAxis;
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//ivan start
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// the melee bone's position, used for launching projectiles and trailing smoke
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idVec3 meleeJointOrigin;
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idMat3 meleeJointAxis;
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idEntity *lastMeleeEnt;
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idBounds meleebox;
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bool autoMeleeEnabled;
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bool useMeleeBox;
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float comboMultiplier;
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float firingWalkSpeedMult;
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int nextMeleeSnd; // used for autoMelee sound
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//spread
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float dynamicSpreadValue; //current value
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float spreadBaseValue;
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float spreadVelocityFactor;
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float spreadCrouchFactor;
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#ifdef TRAIL_FX_CHAIN
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idEntityPtr<idBeam> lastBeamInChain;
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#else
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idTrailGenerator* trailGen;
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#ifdef TEST_TRAIL
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idTrailGenerator* testGen;
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#endif
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#endif
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int trailNumType;
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int trailLowOffset;
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int trailHighOffset;
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//ivan end
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idVec3 pushVelocity;
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// weapon definition
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// we maintain local copies of the projectile and brass dictionaries so they
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// do not have to be copied across the DLL boundary when entities are spawned
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const idDeclEntityDef * weaponDef;
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const idDeclEntityDef * meleeDef;
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idDict projectileDict;
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float meleeDistance;
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idStr meleeDefName;
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idDict brassDict;
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int brassDelay;
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idStr icon;
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/*
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// view weapon gui light
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renderLight_t guiLight;
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int guiLightHandle;
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*/
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/*
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// muzzle flash
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renderLight_t muzzleFlash; //ivan: now it's positioned on world weapon bone!
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int muzzleFlashHandle;
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*/
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renderLight_t worldMuzzleFlash; // positioned on world weapon bone
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int worldMuzzleFlashHandle;
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idVec3 flashColor;
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int muzzleFlashEnd;
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int flashTime;
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bool lightOn;
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bool silent_fire;
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bool allowDrop;
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// effects
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bool hasBloodSplat;
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/*
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// weapon kick
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int kick_endtime;
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int muzzle_kick_time;
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int muzzle_kick_maxtime;
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idAngles muzzle_kick_angles;
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idVec3 muzzle_kick_offset;
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*/
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// ammo management
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ammo_t ammoType;
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int ammoRequired; // amount of ammo to use each shot. 0 means weapon doesn't need ammo.
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int clipSize; // 0 means no reload
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int ammoClip;
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int lowAmmo; // if ammo in clip hits this threshold, snd_
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bool powerAmmo; // true if the clip reduction is a factor of the power setting when
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// a projectile is launched
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// mp client //ivan: also used for dynamic walkspeed
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bool isFiring;
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bool isSecFiring; //ivan
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// zoom
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int zoomFov; // variable zoom fov per weapon
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// joints from models
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/*
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jointHandle_t barrelJointView;
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jointHandle_t flashJointView;
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jointHandle_t ejectJointView;
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jointHandle_t guiLightJointView;
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jointHandle_t ventLightJointView;
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*/
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jointHandle_t flashJointWorld;
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jointHandle_t barrelJointWorld;
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jointHandle_t ejectJointWorld;
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jointHandle_t meleeJointWorld; //ivan
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//ivan start
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int maxAmmo;
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int spreadMode;
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//ivan end
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#ifdef _DENTONMOD
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/* typedef struct {
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char name[64];
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jointHandle_t joint;
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}WeaponJoint_t;
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idHashTable<WeaponJoint_t> weaponJoints;
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*/
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idHashTable<WeaponParticle_t> weaponParticles;
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idHashTable<WeaponLight_t> weaponLights;
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#endif //_DENTONMOD
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// sound
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const idSoundShader * sndHum;
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// new style muzzle smokes
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const idDeclParticle * weaponSmoke; // null if it doesn't smoke
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int weaponSmokeStartTime; // set to gameLocal.time every weapon fire
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bool continuousSmoke; // if smoke is continuous ( chainsaw )
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const idDeclParticle * strikeSmoke; // striking something in melee
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int strikeSmokeStartTime; // timing
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idVec3 strikePos; // position of last melee strike
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idMat3 strikeAxis; // axis of last melee strike
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int nextStrikeFx; // used for sound and decal ( may use for strike smoke too )
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//ivan note: all nozzleGlow stuff is currently not used because ventLightJointView no longer exists + was only for first person.
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//TODO: remove nozzleGlow stuff or enable it for 3th person.
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// nozzle effects
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bool nozzleFx; // does this use nozzle effects ( parm5 at rest, parm6 firing )
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// this also assumes a nozzle light atm
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int nozzleFxFade; // time it takes to fade between the effects
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int lastAttack; // last time an attack occured
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renderLight_t nozzleGlow; // nozzle light
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int nozzleGlowHandle; // handle for nozzle light
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idVec3 nozzleGlowColor; // color of the nozzle glow
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const idMaterial * nozzleGlowShader; // shader for glow light
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float nozzleGlowRadius; // radius of glow light
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// weighting for viewmodel angles
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int weaponAngleOffsetAverages;
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float weaponAngleOffsetScale;
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float weaponAngleOffsetMax;
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float weaponOffsetTime;
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float weaponOffsetScale;
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// flashlight
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void AlertMonsters( void );
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// Visual presentation
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void InitWorldModel( const idDeclEntityDef *def );
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void MuzzleFlashLight( void );
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//void MuzzleRise( idVec3 &origin, idMat3 &axis );
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void UpdateNozzleFx( void );
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#ifdef _DENTONMOD
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void InitWeaponFx( void );
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void StopWeaponFx( void );
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void UpdateWeaponFx( void );
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bool ChangeProjectileDef( int number );// New
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#endif
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void UpdateFlashPosition( void );
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//ivan start
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bool EvaluateMelee( void );
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#ifdef TRAIL_FX_CHAIN
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idBeam * SpawnMeleeBeam( const idVec3 &pos );
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#else
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void UpdateTrailVerts( void );
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#endif
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void UpdSpreadSettings( void );
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void CalculateDynamicSpread( void );
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//ivan end
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// script events
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void Event_Clear( void );
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void Event_GetOwner( void );
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void Event_WeaponState( const char *statename, int blendFrames );
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void Event_WeaponReady( void );
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void Event_WeaponOutOfAmmo( void );
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void Event_WeaponReloading( void );
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void Event_WeaponHolstered( void );
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void Event_WeaponRising( void );
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void Event_WeaponLowering( void );
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void Event_UseAmmo( int amount );
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void Event_AddToClip( int amount );
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void Event_AmmoInClip( void );
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void Event_AmmoAvailable( void );
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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
|
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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__ */
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