//======== (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: AvHMarineWeapons.h $ // $Date: 2002/10/24 21:33:52 $ // //------------------------------------------------------------------------------- // $Log: AvHMarineWeapons.h,v $ // Revision 1.30 2002/10/24 21:33:52 Flayra // - Shotgun reloading fixes // // Revision 1.29 2002/10/16 20:55:04 Flayra // - Mine fixes // // Revision 1.28 2002/10/16 01:01:51 Flayra // - Fixed mines being resupplied from armory // // Revision 1.27 2002/10/03 18:58:51 Flayra // - Added heavy view models // // Revision 1.26 2002/09/23 22:22:52 Flayra // - HMG firing restrictions // // Revision 1.25 2002/08/16 02:44:11 Flayra // - New damage types // // Revision 1.24 2002/08/09 01:08:16 Flayra // - Support for new shotgun reload // - Regular update // // Revision 1.23 2002/07/26 23:06:09 Flayra // - New welder artwork // // Revision 1.22 2002/07/08 17:10:47 Flayra // - Bullet spread, new HMG artwork // // Revision 1.21 2002/07/01 21:38:09 Flayra // - Tweaks for new artwork // // Revision 1.20 2002/06/25 18:07:25 Flayra // - Refactoring, cleanup // // Revision 1.19 2002/06/10 19:59:04 Flayra // - Updated with new knife artwork // // Revision 1.18 2002/06/03 16:52:00 Flayra // - Constants and tweaks to make weapon anims and times correct with new artwork, added different deploy times (this should be refactored a bit more) // // Revision 1.17 2002/05/28 17:54:03 Flayra // - Started to add special animations for shotgun // // Revision 1.16 2002/05/23 02:33:42 Flayra // - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development. // //=============================================================================== #ifndef AVHMARINEWEAPONS_H #define AVHMARINEWEAPONS_H #include "../util/nowarnings.h" #include "../dlls/weapons.h" #include "AvHBasePlayerWeapon.h" #include "AvHConstants.h" #include "AvHMarineWeaponConstants.h" #include "AvHMarineWeapon.h" //extern "C" //{ // void EV_MachineGun( struct event_args_s *args ); // void EV_SonicGun( struct event_args_s *args ); // void EV_HeavyMachineGun( struct event_args_s *args ); // void EV_GrenadeGun( struct event_args_s *args ); // void EV_NukeGun( struct event_args_s *args ); // void EV_Jetpack( struct event_args_s *args ); //} class AvHKnife : public AvHMarineWeapon { public: AvHKnife() { this->Init(); } virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual int GetDeployAnimation() const; virtual char* GetDeploySound() const; virtual float GetDeployTime() const; virtual bool GetFiresUnderwater() const; virtual char* GetHeavyViewModel() const; virtual int GetIdleAnimation() const; virtual bool GetIsDroppable() const; int GetItemInfo(ItemInfo *p) const; bool GetMustPressTriggerForEachShot() const; int GetShootAnimation() const; virtual char* GetPlayerModel() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; virtual int iItemSlot(void); virtual BOOL IsUseable(void); virtual void Precache(void); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual BOOL UseDecrement(void); protected: virtual void FireProjectiles(void); virtual void Init(); }; //#ifdef AVH_SERVER //class AvHGrenadeProjectile : public CGrenade //{ //public: // virtual void Precache(void); // // virtual void Spawn(void); // // void EXPORT GrenThink(); // //private: // float mTimeCreated; //}; //#endif class AvHMachineGun : public AvHMarineWeapon { public: AvHMachineGun() { this->Init(); } virtual int GetBarrelLength() const; virtual int GetDamageType() const; virtual char* GetDeploySound() const; virtual float GetDeployTime() const; virtual bool GetHasMuzzleFlash() const; virtual char* GetHeavyViewModel() const; int GetItemInfo(ItemInfo *p) const; virtual char* GetPlayerModel() const; virtual Vector GetProjectileSpread() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; float GetReloadTime(void) const; virtual int iItemSlot(void); virtual void Precache(void); virtual void Spawn(); virtual float GetRateOfFire() const; protected: virtual void Init(); }; class AvHPistol : public AvHMarineWeapon { public: AvHPistol() { this->Init(); } virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual int GetDeployAnimation() const; virtual char* GetDeploySound() const; virtual float GetDeployTime() const; virtual int GetEmptyShootAnimation() const; virtual bool GetHasMuzzleFlash() const; virtual char* GetHeavyViewModel() const; int GetItemInfo(ItemInfo *p) const; bool GetMustPressTriggerForEachShot() const; virtual char* GetPlayerModel() const; virtual Vector GetProjectileSpread() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; virtual int GetReloadAnimation() const; virtual int GetShootAnimation() const; virtual int iItemSlot(void); virtual void Precache(void); virtual void PrimaryAttack(); virtual void QueueAttack(void); virtual void Spawn(); protected: virtual void Init(); virtual float GetReloadTime(void) const; }; class AvHSonicGun : public AvHReloadableMarineWeapon { public: AvHSonicGun() { this->Init(); } virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual int GetDamageType() const; virtual int GetDeployAnimation() const; virtual char* GetDeploySound() const; virtual float GetDeployTime() const; virtual int GetEmptyShootAnimation() const; virtual bool GetHasMuzzleFlash() const; virtual char* GetHeavyViewModel() const; int GetIdleAnimation() const; int GetItemInfo(ItemInfo *p) const; virtual Vector GetProjectileSpread() const; virtual char* GetPlayerModel() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; virtual int GetReloadAnimation() const; virtual int GetShootAnimation() const; virtual int iItemSlot(void); virtual void Precache(void); virtual void Spawn(); // pure functions from AvHReloadableMarineWeapon virtual int GetGotoReloadAnimation() const; virtual float GetGotoReloadAnimationTime() const; virtual int GetShellReloadAnimation() const; virtual float GetShellReloadAnimationTime() const; virtual int GetEndReloadAnimation() const; virtual float GetEndReloadAnimationTime() const; protected: virtual void FireProjectiles(void); virtual float GetReloadTime(void) const; virtual void Init(); }; class AvHHeavyMachineGun : public AvHMarineWeapon { public: AvHHeavyMachineGun() { this->Init(); } virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual int GetDamageType() const; virtual int GetDeployAnimation() const; virtual char* GetDeploySound() const; virtual float GetDeployTime() const; virtual int GetEmptyShootAnimation() const; virtual bool GetHasMuzzleFlash() const; virtual char* GetHeavyViewModel() const; virtual int GetIdleAnimation() const; int GetItemInfo(ItemInfo *p) const; virtual char* GetPlayerModel() const; virtual Vector GetProjectileSpread() const; virtual int GetReloadAnimation() const; virtual int GetShootAnimation() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; virtual int iItemSlot(void); virtual void Precache(void); virtual void Spawn(); protected: virtual float GetReloadTime(void) const; virtual void FireProjectiles(void); virtual void Init(); virtual bool ProcessValidAttack(void); }; class AvHGrenadeGun : public AvHMarineWeapon { public: AvHGrenadeGun() { this->Init(); } virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual int GetDeployAnimation() const; virtual char* GetDeploySound() const; virtual int GetEmptyShootAnimation() const; virtual void GetEventOrigin(Vector& outOrigin) const; virtual void GetEventAngles(Vector& outAngles) const; virtual bool GetHasMuzzleFlash() const; virtual char* GetHeavyViewModel() const; virtual int GetIdleAnimation() const; int GetItemInfo(ItemInfo *p) const; virtual char* GetPlayerModel() const; virtual int GetReloadAnimation() const; virtual int GetShootAnimation() const; virtual int GetEndAnimation() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; virtual int iItemSlot(void); virtual void Precache(void); virtual void Reload(void); virtual int DefaultReload(int iClipSize, int iAnim, float fDelay); virtual void Holster(int skiplocal); virtual void WeaponIdle(void); virtual void DeductCostForShot(void); virtual void Spawn(); protected: virtual void FireProjectiles(void); virtual float GetReloadTime(void) const; virtual void Init(); }; class AvHWelder : public AvHMarineWeapon { public: AvHWelder() { this->Init(); } virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; int GetItemInfo(ItemInfo *p) const; virtual void Holster( int skiplocal = 0 ); virtual int GetDeployAnimation() const; virtual float GetDeployTime() const; virtual char* GetHeavyViewModel() const; virtual char* GetPlayerModel() const; virtual int GetShootAnimation() const; virtual char* GetViewModel() const; virtual char* GetWorldModel() const; virtual int iItemSlot(void); virtual BOOL IsUseable(void); virtual void Precache(void); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual void WeaponIdle(); bool GetIsWelding() { return mIsWelding; } void SetIsWelding(bool bWelding) { mIsWelding = bWelding;} protected: bool mIsWelding; virtual void Init(); virtual void FireProjectiles(void); #ifdef AVH_SERVER bool RepairTarget(CBaseEntity* inEntity, float inROF); #endif void EXPORT WelderThink(); }; class AvHMine : public AvHMarineWeapon { public: AvHMine() { this->Init(); } virtual void DeductCostForShot(void); virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual bool GetCanBeResupplied() const; virtual int GetDeployAnimation() const; virtual bool GetFiresUnderwater() const; virtual char* GetHeavyViewModel() const; int GetItemInfo(ItemInfo *p) const; virtual char* GetPlayerModel() const; virtual char* GetWorldModel() const; virtual char* GetViewModel() const; virtual int GetShootAnimation() const; virtual void Holster(int skiplocal = 0); virtual int iItemSlot(void); virtual BOOL PlayEmptySound(void); virtual void Precache(void); virtual bool Resupply(); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual BOOL UseDecrement(void); protected: virtual void FireProjectiles(void); virtual void Init(); virtual bool ProcessValidAttack(void); #ifdef AVH_SERVER bool GetDropLocation(Vector& outLocation, Vector* outAngles = NULL) const; #endif }; class AvHGrenade : public AvHMarineWeapon { public: AvHGrenade() { this->Init(); } virtual BOOL Deploy(); virtual int GetBarrelLength() const; virtual float GetRateOfFire() const; virtual bool GetCanBeResupplied() const; virtual int GetDeployAnimation() const; virtual char* GetDeploySound() const; virtual float GetDeployTime() const; virtual int GetEmptyShootAnimation() const; virtual bool GetFiresUnderwater() const; virtual char* GetHeavyViewModel() const; virtual int GetIdleAnimation() const; virtual bool GetIsDroppable() const; virtual BOOL GetIsWeaponPrimed() const; virtual BOOL GetIsWeaponPriming() const; int GetItemInfo(ItemInfo *p) const; bool GetMustPressTriggerForEachShot() const; int GetShootAnimation() const; virtual char* GetPlayerModel() const; virtual int GetPrimeAnimation() const; virtual char* GetPrimeSound() const; virtual char* GetViewModel() const; virtual float GetWeaponPrimeTime() const; virtual char* GetWorldModel() const; virtual void Holster(int skiplocal = 0); virtual int iItemSlot(void); virtual BOOL IsUseable(void); virtual void ItemPostFrame(void); virtual BOOL PlayEmptySound(void); virtual void Precache(void); virtual bool Resupply(); virtual void Spawn(); virtual bool UsesAmmo(void) const; virtual BOOL UseDecrement(void); virtual void WeaponIdle(); virtual void PrimaryAttack(void); protected: void CreateProjectile(void); virtual void FireProjectiles(void); virtual void Init(); virtual void SetNextIdle(void); bool ShouldRollGrenade(void) const; }; #endif