mirror of
https://github.com/ENSL/NS.git
synced 2024-11-15 09:21:54 +00:00
4f13237895
Change CRLF to LF in repo.
630 lines
13 KiB
C++
630 lines
13 KiB
C++
//======== (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 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 char* GetViewModel() const;
|
|
|
|
virtual char* GetWorldModel() const;
|
|
|
|
virtual int iItemSlot(void);
|
|
|
|
virtual void Precache(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
|
|
|
|
|