ns/releases/3.1.2/source/mod/AvHBasePlayerWeapon.h

266 lines
7.9 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: 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// - Removed outdated adrenaline concept, made ROF generic for primal scream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 "mod/AvHBasePlayerWeaponConstants.h"
#include "mod/AvHConstants.h"
#include "mod/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 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