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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHBasePlayerWeapon.h $
// $Date: 2002/10/03 18:39:24 $
//
//-------------------------------------------------------------------------------
// $Log: AvHBasePlayerWeapon.h,v $
// Revision 1.24 2002/10/03 18:39:24 Flayra
// - Added heavy view models
//
// Revision 1.23 2002/09/23 22:10:46 Flayra
// - Weapons now stick around the way they should (forever when dropped by commander, weapon stay time when dropped by player)
//
// Revision 1.22 2002/08/16 02:33:12 Flayra
// - Added damage types
//
// Revision 1.21 2002/07/26 01:52:03 Flayra
// - Linux support for FindFirst/FindNext
//
// Revision 1.20 2002/07/08 16:47:31 Flayra
// - Reworked bullet firing to add random spread (bug #236), temporarily hacked shotty player animation, removed old adrenaline, don't allow using weapons when invulnerable
//
// Revision 1.19 2002/07/01 21:17:13 Flayra
// - Removed outdated adrenaline concept, made ROF generic for primal scream
//
// Revision 1.18 2002/06/25 17:41:13 Flayra
// - Reworking for correct player animations and new enable/disable state
//
// Revision 1.17 2002/06/10 19:50:37 Flayra
// - First-pass at level 1 animated view model (different anims when running and walking)
//
// Revision 1.16 2002/06/03 16:29:53 Flayra
// - Added resupply (from arsenal), better animation support (for both view model and player model)
//
// Revision 1.15 2002/05/28 17:37:33 Flayra
// - Max entities fix, added animation empty fire
//
// Revision 1.14 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
# ifndef AVHBASEPLAYERWEAPON_H
# define AVHBASEPLAYERWEAPON_H
# include "dlls/weapons.h"
# include "dlls/extdll.h"
# include "dlls/util.h"
# include "dlls/cbase.h"
# include "dlls/monsters.h"
# include "dlls/weapons.h"
# include "dlls/nodes.h"
# include "dlls/player.h"
# include "dlls/soundent.h"
# include "dlls/gamerules.h"
# include "util/CString.h"
# include "mod/AvHBasePlayerWeaponConstants.h"
# include "mod/AvHConstants.h"
# include "mod/AvHSpecials.h"
const int kIdleAnimationOne = 0 ;
const int kIdleAnimationTwo = 1 ;
const int kReloadAnimation = 2 ;
const int kShootAnimation = 3 ;
const int kShootEmptyAnimation = 4 ;
const int kDeployAnimation = 5 ;
Vector UTIL_GetRandomSpreadDir ( unsigned int inSeed , int inShotNumber , const Vector & inBaseDirection , const Vector & inRight , const Vector & inUp , const Vector & inSpread ) ;
Vector UTIL_GetRandomSpreadDirFrom ( unsigned int inSeed , int inShotNumber , const Vector & inBaseDirection , const Vector & inRight , const Vector & inUp , const Vector & inSpread , const Vector & inFromSpread ) ;
class AvHBasePlayerWeapon : public CBasePlayerWeapon
{
public :
AvHBasePlayerWeapon ( ) ;
virtual void PrintWeaponToClient ( CBaseEntity * theAvHPlayer ) ;
virtual int AddToPlayer ( CBasePlayer * pPlayer ) ;
virtual float ComputeAttackInterval ( ) const ;
virtual void DeductCostForShot ( void ) ;
virtual BOOL DefaultDeploy ( char * szViewModel , char * szWeaponModel , int iAnim , char * szAnimExt , int skiplocal = 0 , int body = 0 ) ;
virtual int DefaultReload ( int iClipSize , int iAnim , float fDelay , int body = 0 ) ;
virtual BOOL Deploy ( ) ;
virtual char * GetActiveViewModel ( ) const ;
virtual char * GetAnimationExtension ( ) const ;
virtual int GetBarrelLength ( ) const = 0 ;
virtual bool GetCanBeResupplied ( ) const ;
virtual int GetClipSize ( ) const ;
virtual bool GetIsGunPositionValid ( ) const ;
virtual int GetPrimaryAmmoAmount ( ) const ;
virtual int GetDamageType ( ) const ;
virtual int GetDeployAnimation ( ) const ;
virtual int GetEmptyShootAnimation ( ) const ;
virtual char * GetDeploySound ( ) const ;
virtual float GetDeploySoundVolume ( ) const ;
virtual bool GetEnabledState ( ) const ;
virtual void GetEventOrigin ( Vector & outOrigin ) const ;
virtual void GetEventAngles ( Vector & outAngles ) const ;
virtual bool GetIsFiring ( ) const ;
virtual bool GetMustPressTriggerForEachShot ( ) const
{ return false ; }
virtual bool GetHasMuzzleFlash ( ) const ;
virtual bool GetIsCapableOfFiring ( ) const ;
virtual bool GetIsPlayerMoving ( ) const ;
virtual bool GetFiresUnderwater ( ) const ;
virtual int GetIdleAnimation ( ) const ;
virtual Vector GetProjectileSpread ( ) const ;
virtual float GetRateOfFire ( ) const ;
virtual char * GetPlayerModel ( ) const ;
virtual char * GetPrimeSound ( ) const ;
virtual float GetPrimeSoundVolume ( ) const ;
virtual int GetShootAnimation ( ) const ;
virtual char * GetViewModel ( ) const ;
virtual char * GetWorldModel ( ) const ;
virtual bool GetIsDroppable ( ) const ;
virtual int GetMaxClipsCouldReceive ( ) ;
// Priming functions
virtual float GetWeaponPrimeTime ( ) const ;
virtual void PrimeWeapon ( ) ;
virtual BOOL GetIsWeaponPrimed ( ) const ;
virtual BOOL GetIsWeaponPriming ( ) const ;
virtual int GetPrimeAnimation ( ) const ;
virtual float GetRange ( ) const ;
virtual int GetReloadAnimation ( ) const ;
virtual vec3_t GetWorldBarrelPoint ( ) const ;
virtual void Holster ( int skiplocal = 0 ) ;
virtual void ItemPostFrame ( void ) ; // called each frame by the player PostThink
virtual void Precache ( ) ;
virtual void PrimaryAttack ( ) ;
virtual void Reload ( ) ;
virtual bool Resupply ( ) ;
virtual void SendWeaponAnim ( int inAnimation , int skiplocal = 1 , int body = 0 ) ;
// Only to be used on server
# ifdef AVH_SERVER
virtual int GetGroundLifetime ( ) const ;
virtual void SetGroundLifetime ( int inGroundLifetime ) ;
virtual int GetResourceCost ( ) const ;
virtual void SetOverwatchState ( bool inState ) ;
virtual void UpdateInventoryEnabledState ( int inNumActiveHives ) ;
// Methods for placing in the map
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virtual void EXPORT VirtualDestroyItem ( void ) ;
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virtual int GetLifetime ( ) const ;
virtual bool GetIsPersistent ( ) const ;
virtual void SetPersistent ( ) ;
virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual void ResetEntity ( ) ;
virtual void VirtualMaterialize ( void ) ;
# endif
virtual void SecondaryAttack ( ) ;
virtual void Spawn ( ) ;
virtual bool UsesAmmo ( void ) const ;
virtual BOOL UseDecrement ( void ) ;
virtual void WeaponIdle ( ) ;
protected :
//BOOL Deploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, float inNextAttackTime, int skiplocal = 0);
virtual bool GetAllowedForUser3 ( AvHUser3 inUser3 ) = 0 ;
virtual int GetShotsInClip ( ) const ;
virtual AvHWeaponID GetPreviousWeaponID ( ) const ;
virtual bool ProcessValidAttack ( void ) ;
virtual float GetReloadTime ( void ) const ;
virtual float GetTimePassedThisTick ( ) const ;
virtual void PlaybackEvent ( unsigned short inEvent , int inIparam2 = 0 , int inFlags = FEV_NOTHOST ) const ;
virtual void SetAnimationAndSound ( void ) ;
virtual void FireProjectiles ( void ) ;
virtual void SetNextAttack ( void ) ;
virtual void SetNextIdle ( void ) ;
unsigned short mEvent ;
unsigned short mWeaponAnimationEvent ;
unsigned short mStartEvent ;
unsigned short mEndEvent ;
float mRange ;
float mDamage ;
bool mAttackButtonDownLastFrame ;
float mTimeOfLastResupply ;
float mTimeOfLastPrime ;
bool mWeaponPrimeStarted ;
# ifdef AVH_SERVER
bool mInOverwatch ;
bool mIsPersistent ;
int mLifetime ;
# endif
// sounds
CStringList mFireSounds ;
} ;
# endif