forked from valve/halflife-sdk
1019 lines
28 KiB
C++
1019 lines
28 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef WEAPONS_H
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#define WEAPONS_H
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#include "effects.h"
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class CBasePlayer;
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extern int gmsgWeapPickup;
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void DeactivateSatchels( CBasePlayer *pOwner );
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// Contact Grenade / Timed grenade / Satchel Charge
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class CGrenade : public CBaseMonster
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{
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public:
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void Spawn( void );
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typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE;
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static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time );
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static CGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
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static CGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
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static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code );
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void Explode( Vector vecSrc, Vector vecAim );
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void Explode( TraceResult *pTrace, int bitsDamageType );
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void EXPORT Smoke( void );
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void EXPORT BounceTouch( CBaseEntity *pOther );
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void EXPORT SlideTouch( CBaseEntity *pOther );
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void EXPORT ExplodeTouch( CBaseEntity *pOther );
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void EXPORT DangerSoundThink( void );
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void EXPORT PreDetonate( void );
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void EXPORT Detonate( void );
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void EXPORT DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void EXPORT TumbleThink( void );
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virtual void BounceSound( void );
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virtual int BloodColor( void ) { return DONT_BLEED; }
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virtual void Killed( entvars_t *pevAttacker, int iGib );
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BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet.
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};
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// constant items
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#define ITEM_HEALTHKIT 1
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#define ITEM_ANTIDOTE 2
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#define ITEM_SECURITY 3
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#define ITEM_BATTERY 4
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#define WEAPON_NONE 0
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#define WEAPON_CROWBAR 1
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#define WEAPON_GLOCK 2
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#define WEAPON_PYTHON 3
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#define WEAPON_MP5 4
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#define WEAPON_CHAINGUN 5
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#define WEAPON_CROSSBOW 6
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#define WEAPON_SHOTGUN 7
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#define WEAPON_RPG 8
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#define WEAPON_GAUSS 9
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#define WEAPON_EGON 10
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#define WEAPON_HORNETGUN 11
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#define WEAPON_HANDGRENADE 12
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#define WEAPON_TRIPMINE 13
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#define WEAPON_SATCHEL 14
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#define WEAPON_SNARK 15
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#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
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#define WEAPON_SUIT 31 // ?????
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#define MAX_WEAPONS 32
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#define MAX_NORMAL_BATTERY 100
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// weapon weight factors (for auto-switching) (-1 = noswitch)
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#define CROWBAR_WEIGHT 0
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#define GLOCK_WEIGHT 10
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#define PYTHON_WEIGHT 15
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#define MP5_WEIGHT 15
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#define SHOTGUN_WEIGHT 15
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#define CROSSBOW_WEIGHT 10
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#define RPG_WEIGHT 20
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#define GAUSS_WEIGHT 20
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#define EGON_WEIGHT 20
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#define HORNETGUN_WEIGHT 10
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#define HANDGRENADE_WEIGHT 5
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#define SNARK_WEIGHT 5
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#define SATCHEL_WEIGHT -10
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#define TRIPMINE_WEIGHT -10
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// weapon clip/carry ammo capacities
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#define URANIUM_MAX_CARRY 100
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#define _9MM_MAX_CARRY 250
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#define _357_MAX_CARRY 36
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#define BUCKSHOT_MAX_CARRY 125
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#define BOLT_MAX_CARRY 50
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#define ROCKET_MAX_CARRY 5
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#define HANDGRENADE_MAX_CARRY 10
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#define SATCHEL_MAX_CARRY 5
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#define TRIPMINE_MAX_CARRY 5
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#define SNARK_MAX_CARRY 15
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#define HORNET_MAX_CARRY 8
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#define M203_GRENADE_MAX_CARRY 10
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// the maximum amount of ammo each weapon's clip can hold
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#define WEAPON_NOCLIP -1
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//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP
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#define GLOCK_MAX_CLIP 17
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#define PYTHON_MAX_CLIP 6
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#define MP5_MAX_CLIP 50
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#define MP5_DEFAULT_AMMO 25
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#define SHOTGUN_MAX_CLIP 8
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#define CROSSBOW_MAX_CLIP 5
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#define RPG_MAX_CLIP 1
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#define GAUSS_MAX_CLIP WEAPON_NOCLIP
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#define EGON_MAX_CLIP WEAPON_NOCLIP
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#define HORNETGUN_MAX_CLIP WEAPON_NOCLIP
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#define HANDGRENADE_MAX_CLIP WEAPON_NOCLIP
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#define SATCHEL_MAX_CLIP WEAPON_NOCLIP
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#define TRIPMINE_MAX_CLIP WEAPON_NOCLIP
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#define SNARK_MAX_CLIP WEAPON_NOCLIP
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// the default amount of ammo that comes with each gun when it spawns
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#define GLOCK_DEFAULT_GIVE 17
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#define PYTHON_DEFAULT_GIVE 6
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#define MP5_DEFAULT_GIVE 25
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#define MP5_DEFAULT_AMMO 25
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#define MP5_M203_DEFAULT_GIVE 0
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#define SHOTGUN_DEFAULT_GIVE 12
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#define CROSSBOW_DEFAULT_GIVE 5
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#define RPG_DEFAULT_GIVE 1
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#define GAUSS_DEFAULT_GIVE 20
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#define EGON_DEFAULT_GIVE 20
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#define HANDGRENADE_DEFAULT_GIVE 5
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#define SATCHEL_DEFAULT_GIVE 1
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#define TRIPMINE_DEFAULT_GIVE 1
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#define SNARK_DEFAULT_GIVE 5
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#define HIVEHAND_DEFAULT_GIVE 8
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// The amount of ammo given to a player by an ammo item.
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#define AMMO_URANIUMBOX_GIVE 20
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#define AMMO_GLOCKCLIP_GIVE GLOCK_MAX_CLIP
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#define AMMO_357BOX_GIVE PYTHON_MAX_CLIP
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#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP
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#define AMMO_CHAINBOX_GIVE 200
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#define AMMO_M203BOX_GIVE 2
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#define AMMO_BUCKSHOTBOX_GIVE 12
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#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP
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#define AMMO_RPGCLIP_GIVE RPG_MAX_CLIP
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#define AMMO_URANIUMBOX_GIVE 20
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#define AMMO_SNARKBOX_GIVE 5
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// bullet types
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typedef enum
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{
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BULLET_NONE = 0,
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BULLET_PLAYER_9MM, // glock
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BULLET_PLAYER_MP5, // mp5
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BULLET_PLAYER_357, // python
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BULLET_PLAYER_BUCKSHOT, // shotgun
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BULLET_PLAYER_CROWBAR, // crowbar swipe
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BULLET_MONSTER_9MM,
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BULLET_MONSTER_MP5,
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BULLET_MONSTER_12MM,
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} Bullet;
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#define ITEM_FLAG_SELECTONEMPTY 1
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#define ITEM_FLAG_NOAUTORELOAD 2
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
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#define ITEM_FLAG_LIMITINWORLD 8
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#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
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#define WEAPON_IS_ONTARGET 0x40
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typedef struct
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{
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int iSlot;
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int iPosition;
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const char *pszAmmo1; // ammo 1 type
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int iMaxAmmo1; // max ammo 1
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const char *pszAmmo2; // ammo 2 type
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int iMaxAmmo2; // max ammo 2
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const char *pszName;
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int iMaxClip;
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int iId;
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int iFlags;
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int iWeight;// this value used to determine this weapon's importance in autoselection.
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} ItemInfo;
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typedef struct
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{
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const char *pszName;
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int iId;
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} AmmoInfo;
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// Items that the player has in their inventory that they can use
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class CBasePlayerItem : public CBaseAnimating
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{
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public:
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virtual void SetObjectCollisionBox( void );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory
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virtual int AddDuplicate( CBasePlayerItem *pItem ) { return FALSE; } // return TRUE if you want your duplicate removed from world
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void EXPORT DestroyItem( void );
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void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch
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void EXPORT FallThink ( void );// when an item is first spawned, this think is run to determine when the object has hit the ground.
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void EXPORT Materialize( void );// make a weapon visible and tangible
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void EXPORT AttemptToMaterialize( void ); // the weapon desires to become visible and tangible, if the game rules allow for it
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CBaseEntity* Respawn ( void );// copy a weapon
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void FallInit( void );
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void CheckRespawn( void );
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virtual int GetItemInfo(ItemInfo *p) { return 0; }; // returns 0 if struct not filled out
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virtual BOOL CanDeploy( void ) { return TRUE; };
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virtual BOOL Deploy( ) // returns is deploy was successful
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{ return TRUE; };
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virtual BOOL CanHolster( void ) { return TRUE; };// can this weapon be put away right now?
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virtual void Holster( int skiplocal = 0 );
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virtual void UpdateItemInfo( void ) { return; };
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virtual void ItemPreFrame( void ) { return; } // called each frame by the player PreThink
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virtual void ItemPostFrame( void ) { return; } // called each frame by the player PostThink
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virtual void Drop( void );
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virtual void Kill( void );
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virtual void AttachToPlayer ( CBasePlayer *pPlayer );
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virtual int PrimaryAmmoIndex() { return -1; };
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virtual int SecondaryAmmoIndex() { return -1; };
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virtual int UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
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virtual CBasePlayerItem *GetWeaponPtr( void ) { return NULL; };
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static ItemInfo ItemInfoArray[ MAX_WEAPONS ];
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static AmmoInfo AmmoInfoArray[ MAX_AMMO_SLOTS ];
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CBasePlayer *m_pPlayer;
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CBasePlayerItem *m_pNext;
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int m_iId; // WEAPON_???
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virtual int iItemSlot( void ) { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud
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int iItemPosition( void ) { return ItemInfoArray[ m_iId ].iPosition; }
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const char *pszAmmo1( void ) { return ItemInfoArray[ m_iId ].pszAmmo1; }
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int iMaxAmmo1( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo1; }
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const char *pszAmmo2( void ) { return ItemInfoArray[ m_iId ].pszAmmo2; }
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int iMaxAmmo2( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo2; }
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const char *pszName( void ) { return ItemInfoArray[ m_iId ].pszName; }
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int iMaxClip( void ) { return ItemInfoArray[ m_iId ].iMaxClip; }
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int iWeight( void ) { return ItemInfoArray[ m_iId ].iWeight; }
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int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; }
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// int m_iIdPrimary; // Unique Id for primary ammo
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// int m_iIdSecondary; // Unique Id for secondary ammo
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};
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// inventory items that
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class CBasePlayerWeapon : public CBasePlayerItem
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{
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public:
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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// generic weapon versions of CBasePlayerItem calls
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virtual int AddToPlayer( CBasePlayer *pPlayer );
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virtual int AddDuplicate( CBasePlayerItem *pItem );
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virtual int ExtractAmmo( CBasePlayerWeapon *pWeapon ); //{ return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up
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virtual int ExtractClipAmmo( CBasePlayerWeapon *pWeapon );// { return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up
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virtual int AddWeapon( void ) { ExtractAmmo( this ); return TRUE; }; // Return TRUE if you want to add yourself to the player
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// generic "shared" ammo handlers
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BOOL AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry );
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BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry );
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virtual void UpdateItemInfo( void ) {}; // updates HUD state
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int m_iPlayEmptySound;
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int m_fFireOnEmpty; // True when the gun is empty and the player is still holding down the
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// attack key(s)
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virtual BOOL PlayEmptySound( void );
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virtual void ResetEmptySound( void );
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virtual void SendWeaponAnim( int iAnim, int skiplocal = 1, int body = 0 ); // skiplocal is 1 if client is predicting weapon animations
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virtual BOOL CanDeploy( void );
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virtual BOOL IsUseable( void );
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BOOL DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0, int body = 0 );
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int DefaultReload( int iClipSize, int iAnim, float fDelay, int body = 0 );
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virtual void ItemPostFrame( void ); // called each frame by the player PostThink
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// called by CBasePlayerWeapons ItemPostFrame()
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virtual void PrimaryAttack( void ) { return; } // do "+ATTACK"
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virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
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virtual void Reload( void ) { return; } // do "+RELOAD"
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virtual void WeaponIdle( void ) { return; } // called when no buttons pressed
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virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed
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virtual void RetireWeapon( void );
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virtual BOOL ShouldWeaponIdle( void ) {return FALSE; };
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virtual void Holster( int skiplocal = 0 );
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virtual BOOL UseDecrement( void ) { return FALSE; };
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int PrimaryAmmoIndex();
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int SecondaryAmmoIndex();
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void PrintState( void );
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virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; };
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float GetNextAttackDelay( float delay );
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float m_flPumpTime;
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int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns
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float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack
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float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack
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float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle
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int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[]
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int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[]
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int m_iClip; // number of shots left in the primary weapon clip, -1 it not used
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int m_iClientClip; // the last version of m_iClip sent to hud dll
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int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target)
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int m_fInReload; // Are we in the middle of a reload;
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int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer.
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// hle time creep vars
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float m_flPrevPrimaryAttack;
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float m_flLastFireTime;
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};
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class CBasePlayerAmmo : public CBaseEntity
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{
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public:
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virtual void Spawn( void );
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void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch
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virtual BOOL AddAmmo( CBaseEntity *pOther ) { return TRUE; };
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CBaseEntity* Respawn( void );
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void EXPORT Materialize( void );
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};
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extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
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extern DLL_GLOBAL const char *g_pModelNameLaser;
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extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
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extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
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extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
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extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
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extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
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extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops
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extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger)
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extern void ClearMultiDamage(void);
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extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker );
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extern void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType);
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extern void DecalGunshot( TraceResult *pTrace, int iBulletType );
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extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage);
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extern int DamageDecal( CBaseEntity *pEntity, int bitsDamageType );
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extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType );
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typedef struct
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{
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CBaseEntity *pEntity;
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float amount;
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int type;
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} MULTIDAMAGE;
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extern MULTIDAMAGE gMultiDamage;
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#define LOUD_GUN_VOLUME 1000
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#define NORMAL_GUN_VOLUME 600
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#define QUIET_GUN_VOLUME 200
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#define BRIGHT_GUN_FLASH 512
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#define NORMAL_GUN_FLASH 256
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#define DIM_GUN_FLASH 128
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#define BIG_EXPLOSION_VOLUME 2048
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#define NORMAL_EXPLOSION_VOLUME 1024
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#define SMALL_EXPLOSION_VOLUME 512
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#define WEAPON_ACTIVITY_VOLUME 64
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#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
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#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
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#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
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#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
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#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
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#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
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#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
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#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
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#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
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#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
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#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
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#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
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//=========================================================
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// CWeaponBox - a single entity that can store weapons
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// and ammo.
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//=========================================================
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class CWeaponBox : public CBaseEntity
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{
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void Precache( void );
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void Spawn( void );
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void Touch( CBaseEntity *pOther );
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void KeyValue( KeyValueData *pkvd );
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BOOL IsEmpty( void );
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int GiveAmmo( int iCount, char *szName, int iMax, int *pIndex = NULL );
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void SetObjectCollisionBox( void );
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public:
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void EXPORT Kill ( void );
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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BOOL HasWeapon( CBasePlayerItem *pCheckItem );
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BOOL PackWeapon( CBasePlayerItem *pWeapon );
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BOOL PackAmmo( int iszName, int iCount );
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CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];// one slot for each
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int m_rgiszAmmo[MAX_AMMO_SLOTS];// ammo names
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int m_rgAmmo[MAX_AMMO_SLOTS];// ammo quantities
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int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer)
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};
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#ifdef CLIENT_DLL
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bool bIsMultiplayer ( void );
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void LoadVModel ( char *szViewModel, CBasePlayer *m_pPlayer );
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#endif
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class CGlock : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 2; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void GlockFire( float flSpread, float flCycleTime, BOOL fUseAutoAim );
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BOOL Deploy( void );
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void Reload( void );
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void WeaponIdle( void );
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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int m_iShell;
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unsigned short m_usFireGlock1;
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unsigned short m_usFireGlock2;
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};
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class CCrowbar : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 1; }
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void EXPORT SwingAgain( void );
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void EXPORT Smack( void );
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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int Swing( int fFirst );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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int m_iSwing;
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TraceResult m_trHit;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usCrowbar;
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};
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class CPython : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 2; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void Reload( void );
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void WeaponIdle( void );
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BOOL m_fInZoom;// don't save this.
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usFirePython;
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};
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class CMP5 : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 3; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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int SecondaryAmmoIndex( void );
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BOOL Deploy( void );
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void Reload( void );
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void WeaponIdle( void );
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float m_flNextAnimTime;
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int m_iShell;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usMP5;
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unsigned short m_usMP52;
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};
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class CCrossbow : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( ) { return 3; }
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int GetItemInfo(ItemInfo *p);
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void FireBolt( void );
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void FireSniperBolt( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( );
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void Holster( int skiplocal = 0 );
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void Reload( void );
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void WeaponIdle( void );
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int m_fInZoom; // don't save this
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usCrossbow;
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unsigned short m_usCrossbow2;
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};
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class CShotgun : public CBasePlayerWeapon
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{
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public:
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#ifndef CLIENT_DLL
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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#endif
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void Spawn( void );
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void Precache( void );
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int iItemSlot( ) { return 3; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( );
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void Reload( void );
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void WeaponIdle( void );
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int m_fInReload;
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float m_flNextReload;
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int m_iShell;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usDoubleFire;
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unsigned short m_usSingleFire;
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};
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class CLaserSpot : public CBaseEntity
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{
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void Spawn( void );
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void Precache( void );
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int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
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public:
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void Suspend( float flSuspendTime );
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void EXPORT Revive( void );
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static CLaserSpot *CreateSpot( void );
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};
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class CRpg : public CBasePlayerWeapon
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{
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public:
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#ifndef CLIENT_DLL
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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#endif
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void Spawn( void );
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void Precache( void );
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void Reload( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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BOOL CanHolster( void );
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void Holster( int skiplocal = 0 );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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void UpdateSpot( void );
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BOOL ShouldWeaponIdle( void ) { return TRUE; };
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CLaserSpot *m_pSpot;
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int m_fSpotActive;
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int m_cActiveRockets;// how many missiles in flight from this launcher right now?
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usRpg;
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};
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class CRpgRocket : public CGrenade
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{
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public:
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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void Spawn( void );
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void Precache( void );
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void EXPORT FollowThink( void );
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void EXPORT IgniteThink( void );
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void EXPORT RocketTouch( CBaseEntity *pOther );
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static CRpgRocket *CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher );
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int m_iTrail;
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float m_flIgniteTime;
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CRpg *m_pLauncher;// pointer back to the launcher that fired me.
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};
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class CGauss : public CBasePlayerWeapon
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{
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public:
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#ifndef CLIENT_DLL
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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#endif
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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void StartFire( void );
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void Fire( Vector vecOrigSrc, Vector vecDirShooting, float flDamage );
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float GetFullChargeTime( void );
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int m_iBalls;
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int m_iGlow;
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int m_iBeam;
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int m_iSoundState; // don't save this
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// was this weapon just fired primary or secondary?
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// we need to know so we can pick the right set of effects.
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BOOL m_fPrimaryFire;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usGaussFire;
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unsigned short m_usGaussSpin;
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};
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class CEgon : public CBasePlayerWeapon
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{
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public:
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#ifndef CLIENT_DLL
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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#endif
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void UpdateEffect( const Vector &startPoint, const Vector &endPoint, float timeBlend );
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void CreateEffect ( void );
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void DestroyEffect ( void );
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void EndAttack( void );
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void Attack( void );
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void PrimaryAttack( void );
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void WeaponIdle( void );
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float m_flAmmoUseTime;// since we use < 1 point of ammo per update, we subtract ammo on a timer.
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float GetPulseInterval( void );
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float GetDischargeInterval( void );
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void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
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BOOL HasAmmo( void );
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void UseAmmo( int count );
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enum EGON_FIREMODE { FIRE_NARROW, FIRE_WIDE};
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CBeam *m_pBeam;
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CBeam *m_pNoise;
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CSprite *m_pSprite;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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unsigned short m_usEgonStop;
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private:
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float m_shootTime;
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EGON_FIREMODE m_fireMode;
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float m_shakeTime;
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BOOL m_deployed;
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unsigned short m_usEgonFire;
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};
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class CHgun : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 4; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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BOOL IsUseable( void );
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void Holster( int skiplocal = 0 );
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void Reload( void );
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void WeaponIdle( void );
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float m_flNextAnimTime;
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float m_flRechargeTime;
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int m_iFirePhase;// don't save me.
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usHornetFire;
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};
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class CHandGrenade : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 5; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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BOOL Deploy( void );
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BOOL CanHolster( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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};
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class CSatchel : public CBasePlayerWeapon
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{
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public:
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#ifndef CLIENT_DLL
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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#endif
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 5; }
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int GetItemInfo(ItemInfo *p);
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int AddToPlayer( CBasePlayer *pPlayer );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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int AddDuplicate( CBasePlayerItem *pOriginal );
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BOOL CanDeploy( void );
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BOOL Deploy( void );
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BOOL IsUseable( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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void Throw( void );
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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};
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class CTripmine : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 5; }
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int GetItemInfo(ItemInfo *p);
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void SetObjectCollisionBox( void )
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{
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//!!!BUGBUG - fix the model!
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pev->absmin = pev->origin + Vector(-16, -16, -5);
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pev->absmax = pev->origin + Vector(16, 16, 28);
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}
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void PrimaryAttack( void );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usTripFire;
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};
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class CSqueak : public CBasePlayerWeapon
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{
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public:
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void Spawn( void );
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void Precache( void );
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int iItemSlot( void ) { return 5; }
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int GetItemInfo(ItemInfo *p);
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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BOOL Deploy( void );
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void Holster( int skiplocal = 0 );
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void WeaponIdle( void );
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int m_fJustThrown;
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virtual BOOL UseDecrement( void )
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{
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#if defined( CLIENT_WEAPONS )
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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private:
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unsigned short m_usSnarkFire;
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};
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#endif // WEAPONS_H
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