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https://github.com/UberGames/EF2GameSource.git
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73 lines
1.5 KiB
C
73 lines
1.5 KiB
C
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#ifndef EQUIPMENT_H
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#define EQUIPMENT_H
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#include "weapon.h"
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class Equipment : public Weapon
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{
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public:
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CLASS_PROTOTYPE(Equipment);
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Equipment();
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Equipment(const char* file);
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~Equipment();
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void airStrike(Event *ev);
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void scanStart(Event* ev);
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void scanEnd(Event* ev);
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void scan(Event* ev);
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void setScanner(Event* ev);
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void setRadar(Event* ev);
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void hasModes( Event *ev );
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void changeMode( Event *ev );
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void changeMode( int newMode );
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void updateMode( void );
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void resetMode( void );
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bool hasScanner() { return scanner; }
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bool hasRadar() { return radar; }
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bool isScanning() { return scanning; }
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void setTypeName( Event *ev );
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str getTypeName( void ) const { return _typeName; }
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/*virtual*/
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void PutAway(void);
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void ProcessTargetedEntity(EntityPtr entity);
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void AttachToOwner( weaponhand_t hand );
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void Archive( Archiver &arc );
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void Uninitialize( void );
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void init( void );
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/* virtual */ int getStat( int statNum );
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/* virtual */ void Think();
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private:
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bool scanner; //the equipment has scanning capabilities.
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bool scanning; //the equipment is scanning
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//THIS MUST BE TRUE FOR SCANNING TO BE SET
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int _scanEndFrame;
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int scanTime; //how long the player has been scanning.
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bool radar;
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Container<str> _modes;
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int _currentMode;
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int _lastMode;
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str _typeName;
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EntityPtr _scannedEntity;
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bool _active; //true when armed, false when put away
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float _nextUseTime;
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};
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#endif
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