//======== (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old adrenaline, don't allow using weapons when invulnerable // // Revision 1.19 2002/07/01 21:17:13 Flayra // - Removed outdated adrenaline concept, made ROF generic for primal scream // // Revision 1.18 2002/06/25 17:41:13 Flayra // - Reworking for correct player animations and new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 "AvHBasePlayerWeaponConstants.h" #include "AvHConstants.h" #include "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 float GetResupplyTimer() 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 void EXPORT VirtualDestroyItem(void); 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