forked from valve/halflife-sdk
1361 lines
No EOL
33 KiB
C++
1361 lines
No EOL
33 KiB
C++
/***
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*
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* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
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*
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* This product contains software technology from Valve Software, LLC,
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* Copyright © 1996-2001, Valve LLC, 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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* The Wastes Project. All other use, distribution, or modification is prohibited
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* without written permission from The Wastes Project.
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*
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***/
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#ifndef __THEWASTES_H_
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#define __THEWASTES_H_
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/*
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This header file contains our unique stuff about The Wastes.
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Include this and the matching .cpp file in the dll you need.
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*/
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#include "tw_common.h"
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class CWasteWeapon;
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class CWasteAmmo;
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// Damage Modifiers for various locations.
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// Multiply these by the weapons base damage
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// for easy damage calculation!
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#define HEAD_DAMAGE 2
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#define CHEST_DAMAGE 1
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#define GUT_DAMAGE 1.1
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#define ARM_DAMAGE 0.6
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#define LEG_DAMAGE 0.65
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/***
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*
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*
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* Weapons / Ammo
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*
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*
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***/
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// Baseline damages... these are the damages as
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// if you hit someone in the chest. extremeties
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// and the head uses modifiers to get a slightly
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// different value from this.
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#define BERETTA_DMG_WHIP 15
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#define COLT_DMG_WHIP 15
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#define DEAGLE_DMG_WHIP 20
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#define MOSSBERG_DMG_WHIP 25
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#define BOLTRIFLE_DMG_WHIP 25
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// Cant have more than 32(for now) :)
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#define WEAPON_BERETTA 1
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#define WEAPON_COLT 2
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#define WEAPON_DEAGLE 3
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#define WEAPON_RUGER 4
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#define WEAPON_HANDCANNON 5
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#define WEAPON_SAWEDOFF 6
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#define WEAPON_MOSSBERG 7
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#define WEAPON_WINCHESTER 8
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#define WEAPON_SMG9 9
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#define WEAPON_FNFAL 10
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#define WEAPON_TOMMYGUN 11
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#define WEAPON_JACKHAMMER 12
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#define WEAPON_G11 13
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#define WEAPON_BOLTRIFLE 14
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#define WEAPON_STEN 15
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#define WEAPON_MOLOTOVCOCKTAIL 16
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#define WEAPON_FRAGGRENADE 17
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#define WEAPON_PIPEBOMB 18
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#define WEAPON_COMBATKNIFE 19
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#define WEAPON_THROWINGKNIFE 20
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#define WEAPON_BASEBALLBAT 21
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#define WEAPON_SLEDGEHAMMER 22
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#define WEAPON_KATANA 23
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#define WEAPON_SPEAR 24
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#define WEAPON_CATTLEPROD 25
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#define WEAPON_AKIMBOBERETTAS 26
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#define WEAPON_AKIMBOCOLTS 27
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#define WEAPON_AKIMBODEAGLES 28
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#define WEAPON_AKIMBOSAWEDOFFS 29
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#define WEIGHT_BERETTA 10
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#define WEIGHT_COLT 10
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#define WEIGHT_DEAGLE 12
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#define WEIGHT_RUGER 15
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#define WEIGHT_HANDCANNON 20
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#define WEIGHT_SAWEDOFF 22
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#define WEIGHT_MOSSBERG 30
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#define WEIGHT_WINCHESTER 30
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#define WEIGHT_SMG9 20
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#define WEIGHT_BOLTRIFLE 30
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#define WEIGHT_STEN 22
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#define WEIGHT_UNIQUE 35
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#define WEIGHT_MOLOTOVCOCKTAIL 5
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#define WEIGHT_FRAGGRENADE 5
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#define WEIGHT_PIPEBOMB 5
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#define WEIGHT_COMBATKNIFE 5
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#define WEIGHT_THROWINGKNIFE 5
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#define WEIGHT_BASEBALLBAT 5
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#define WEIGHT_SLEDGEHAMMER 5
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#define WEIGHT_KATANA 5
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#define WEIGHT_SPEAR 5
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#define WEIGHT_CATTLEPROD 10
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// Weapon Death Messages.
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// Format: %s(killer) %s(victim)
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#define DEATH_BERETTA_1 "%s perforated %s with a Beretta 92FS"
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#define DEATH_COLT_1 "%s punctured %s's stomach with a Colt Enforcer"
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#define DEATH_DEAGLE_1 "%s ripped a hole in %s's chest with a .50AE slug"
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#define DEATH_RUGER_1 "%s gave %s just desserts with a .454 Casull round"
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#define DEATH_HANDCANNON_1 "%s drove a 5.6mm round into %s like a freight train"
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#define DEATH_SAWEDOFF_1 "%s blew away %s. twice."
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#define DEATH_MOSSBERG_1 "%s marries %s in hole-y matrimony"
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#define DEATH_WINCHESTER_1 "%s singlehandedly destroyed %s's will to terminate"
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#define DEATH_SMG9_1 "%s gave %s some heart burn"
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#define DEATH_FNFAL_1 "%s made %s wonder, \"Where the hell did that bullet come from?\""
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#define DEATH_TOMMYGUN_1 "%s made a wiseguy out of %s"
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#define DEATH_JACKHAMMER_1 "%s turned %s into buckshot hamburger"
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#define DEATH_G11_1 "%s gave %s some caseless loving"
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#define DEATH_BOLTRIFLE_1 "%s pinpointed %s's internal organs and pulled the trigger"
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#define DEATH_STEN_1 "%s showed %s that surrender is not an option"
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#define DEATH_MOLOTOVCOCKTAIL_1 "%s made %s crispy on the outside and gooey on the inside"
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#define DEATH_FRAGGRENADE_1 "%s turned %s into tiny little gibs"
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#define DEATH_PIPEBOMB_1 "%s taught %s about homemade explosives"
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#define DEATH_COMBATKNIFE_1 "%s gutted %s with his combat knife"
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#define DEATH_THROWINGKNIFE_1 "%s stuck his throwing knife in %s's side"
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#define DEATH_BASEBALLBAT_1 "%s smashed %s's face in with his bat"
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#define DEATH_SLEDGEHAMMER_1 "%s went to work on %s's skull"
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#define DEATH_KATANA_1 "%s sliced the belly of %s"
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#define DEATH_SPEAR_1 "%s bludgeoned %s with his spear"
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#define DEATH_CATTLEPROD_1 "%s roasted %s with 11 herbs and spices"
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#define DEATH_AKIMBOBERETTAS_1 "%s John Woo'd %s with his akimbo berettas"
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#define DEATH_AKIMBOCOLTS_1 "%s enforced his rules on %s with two colt enforcer rounds"
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#define DEATH_AKIMBODEAGLES_1 "%s put a big hole in %s's body courtesy of two .50AE slugs"
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#define DEATH_AKIMBOSAWEDOFFS_1 "%s gave %s double the pleasure from dual sawed off's"
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#define DEATH_BLEED_1 "%s bled %s, real slow"
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#define DEATH_BERETTA_2 "%s busts a cap on %s"
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#define DEATH_COLT_2 "%s capped %s with a 10mm slug"
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#define DEATH_DEAGLE_2 "%s drilled a 12.7mm diameter hole in %s's skull"
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#define DEATH_RUGER_2 "%s schooled %s with a well placed Ruger shot"
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#define DEATH_HANDCANNON_2 "%s made sure the last thing on %s's mind was a 5.56mm cartridge"
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#define DEATH_SAWEDOFF_2 "%s's twin barrels leave %s twitching in the dust"
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#define DEATH_MOSSBERG_2 "%s gives %s a buckshot enema"
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#define DEATH_WINCHESTER_2 "%s aerated %s's chest with his Winchester"
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#define DEATH_SMG9_2 "%s said to %s's corpse, \"Why yes, I guess it is whoring!\""
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#define DEATH_FNFAL_2 "%s showed %s even the FN-FAL loves fun and games!"
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#define DEATH_TOMMYGUN_2 "%s riddled %s, gangsta style"
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#define DEATH_JACKHAMMER_2 "%s didn't want to kill %s so much as remove him from the known universe"
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#define DEATH_G11_2 "%s found the G11 first. %s obviously didn't"
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#define DEATH_BOLTRIFLE_2 "%s put down %s with a well placed rifle round"
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#define DEATH_STEN_2 "%s gave %s a dishonorable discharge"
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#define DEATH_MOLOTOVCOCKTAIL_2 "%s burned %s at the stake and pissed on the ashes"
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#define DEATH_FRAGGRENADE_2 "%s taught %s the pin trick"
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#define DEATH_PIPEBOMB_2 "%s instructs %s not to play with explosives"
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#define DEATH_COMBATKNIFE_2 "%s sliced %s's neck"
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#define DEATH_THROWINGKNIFE_2 "%s put a throwing knife between the eyes of %s"
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#define DEATH_BASEBALLBAT_2 "%s hit a homerun with %s's body"
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#define DEATH_SLEDGEHAMMER_2 "%s beat %s to a pulp with his sledge"
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#define DEATH_KATANA_2 "%s showed %s what happens when you \'bring out the gimp\'"
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#define DEATH_SPEAR_2 "%s shoved his hand carved spear blade into %s's gut"
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#define DEATH_CATTLEPROD_2 "%s gave %s quite a shock"
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#define DEATH_AKIMBOBERETTAS_2 "%s riddles %s with several 9mm rounds from two berettas"
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#define DEATH_AKIMBOCOLTS_2 "%s put %s in his place using two colt enforcers"
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#define DEATH_AKIMBODEAGLES_2 "%s gave %s a lobotomy using two desert eagles as scalpels"
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#define DEATH_AKIMBOSAWEDOFFS_2 "%s made %s's insides his outsides using two sawed-off shotguns"
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#define DEATH_BLEED_2 "%s opened up %s like a leaky faucet"
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// Note, if the weapon can have an extra
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// round in the chamber, account for this
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// in this listing
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#define CLIP_BERETTA 15
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#define CLIP_COLT 12
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#define CLIP_DEAGLE 7
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#define CLIP_RUGER 5
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#define CLIP_HANDCANNON 5
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#define CLIP_SAWEDOFF 2
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#define CLIP_MOSSBERG 8
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#define CLIP_WINCHESTER 6
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#define CLIP_SMG9 24
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#define CLIP_FNFAL 20
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#define CLIP_TOMMYGUN 50
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#define CLIP_JACKHAMMER 10
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#define CLIP_G11 45
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#define CLIP_BOLTRIFLE 5
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#define CLIP_STEN 30
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#define GIVE_BERETTA CLIP_BERETTA*2
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#define GIVE_COLT CLIP_COLT*2
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#define GIVE_DEAGLE CLIP_DEAGLE*2
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#define GIVE_RUGER CLIP_RUGER*2
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#define GIVE_HANDCANNON CLIP_HANDCANNON*2
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#define GIVE_BUCKSHOT 8*2
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#define GIVE_SMG9 CLIP_SMG9*2
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#define GIVE_FNFAL CLIP_FNFAL*2
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#define GIVE_TOMMYGUN CLIP_TOMMYGUN*2
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#define GIVE_JACKHAMMER CLIP_JACKHAMMER*2
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#define GIVE_G11 CLIP_G11*2
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#define GIVE_BOLTRIFLE CLIP_BOLTRIFLE*2
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#define GIVE_STEN CLIP_STEN*2
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#define GIVE_WINCHESTER CLIP_WINCHESTER*2
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#define GIVE_JACKHAMMER CLIP_JACKHAMMER*2
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#define AMMO_MAX_BERETTA 120
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#define AMMO_MAX_COLT 96
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#define AMMO_MAX_DEAGLE 56
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#define AMMO_MAX_RUGER 25
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#define AMMO_MAX_HANDCANNON 20
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#define AMMO_MAX_BUCKSHOT 16
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#define AMMO_MAX_SMG9 100
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#define AMMO_MAX_FNFAL 80
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#define AMMO_MAX_TOMMYGUN 150
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#define AMMO_MAX_JACKHAMMER 30
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#define AMMO_MAX_G11 135
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#define AMMO_MAX_BOLTRIFLE 15
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#define AMMO_MAX_STEN 90
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#define AMMO_MAX_WINCHESTER 24
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#define AMMO_MAX_JACKHAMMER 30
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#define AMMO_MAX_MOLOTOVCOCKTAIL 5
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#define AMMO_MAX_FRAGGRENADE 5
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#define AMMO_MAX_PIPEBOMB 5
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#define AMMO_MAX_THROWINGKNIFE 10
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#define AMMO_MAX_SPEARS 5
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#define AMMO_GIVE_BERETTA CLIP_BERETTA
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#define AMMO_GIVE_COLT CLIP_COLT
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#define AMMO_GIVE_DEAGLE CLIP_DEAGLE
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#define AMMO_GIVE_RUGER CLIP_RUGER
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#define AMMO_GIVE_HANDCANNON CLIP_HANDCANNON
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#define AMMO_GIVE_BUCKSHOT 8
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#define AMMO_GIVE_SMG9 CLIP_SMG9
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#define AMMO_GIVE_FNFAL CLIP_FNFAL*2
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#define AMMO_GIVE_TOMMYGUN CLIP_TOMMYGUN
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#define AMMO_GIVE_JACKHAMMER CLIP_JACKHAMMER
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#define AMMO_GIVE_G11 CLIP_G11
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#define AMMO_GIVE_BOLTRIFLE CLIP_BOLTRIFLE
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#define AMMO_GIVE_STEN CLIP_STEN
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#define AMMO_GIVE_WINCHESTER CLIP_WINCHESTER
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#define AMMO_GIVE_JACKHAMMER CLIP_JACKHAMMER
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class CWasteWeapon : public CBasePlayerWeapon
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{
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public:
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void Spawn();
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void ItemPostFrame();
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// Extend in child classes
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virtual void SpecialMode();
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virtual BOOL UseDecrement( void );
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virtual char *szGetDeathNoticeString(){ return ""; }; // The death message to send to clients
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virtual float flGetTiltedDamage(){ return 0; }; // The weapon returns its own damage based on several variables, including state code
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virtual int iGetWeight(); // How heavy is this weapon?
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// Replication of member variables, if needed
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virtual void PackWeapon(void *weapon_data){}
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virtual void UnpackWeapon(void *weapon_data){}
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// Used server side
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virtual BOOL bLaserActive(){ return FALSE; }
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};
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class CWasteAmmo : public CBasePlayerAmmo
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{
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public:
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};
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/*************
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Sidearms - included in both client and game dll, tw_sidearms.cpp
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*************/
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#define SIDEARM_SHOOT 0
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#define SIDEARM_AIM 2
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#define SIDEARM_JUMPPENALTY 1.2 // Accuracy infraction for jumping shooters.
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#define SIDEARM_DUCKPENALTY 0.45 // Not really a penalty, increases accuracy if your duckin
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#define SIDEARM_AIMPENALTY 1.75 // Modifier for accuracy and rate of fire if your aiming.
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#define MOVING_AIMPENALTY 1.1
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class CSidearm : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int GetItemInfo(ItemInfo *p);
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void ItemPostFrame();
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void PrimaryAttack();
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void SecondaryAttack();
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void SpecialMode();
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virtual void SetState(int statenum);
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virtual void PistolFire(float spread,float rof);
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virtual void SwingWeapon();
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void Reload();
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void Holster( int skiplocal = 0 );
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virtual int GetWhipDmg(){ return 0; }
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BOOL Deploy();
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BOOL PlayEmptySound();
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void WeaponIdle();
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void Drop();
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// Replication
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virtual void PackWeapon(void *weapon_data);
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virtual void UnpackWeapon(void *weapon_data);
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// Global Vars
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unsigned short m_usFire1;
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int m_iExtraRound; // If true allows for an extra ammo in the gun.
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// damage values. these should vary from gun to gun.
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int m_iBulletType;
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int m_iClipSize;
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float m_fAccuracy;
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float m_fRateOfFire;
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int m_iAllowFire; // Semi-Auto mode(detect input)
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int m_iState; // Whip, Aim, or Shoot?
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int m_iOldState;
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virtual char *GetAnimPlayer(){return ""; } // Used so the player knows what weapon animation to play.
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virtual char *GetModelV() { return ""; }
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virtual char *GetModelP() { return ""; }
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virtual char *GetModelW() { return ""; }
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private:
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// hacks to handle aim mode (animations)
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BOOL m_bAimReload;
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};
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class CBeretta : public CSidearm
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot( void ){ return 1; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void AttachToPlayer( CBasePlayer *pPlayer );
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char *GetAnimPlayer(){ return "onehanded"; }
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char *GetModelV(){ return "models/v_beretta.mdl"; }
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char *GetModelP(){ return "models/p_beretta.mdl"; }
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char *GetModelW(){ return "models/w_beretta.mdl"; }
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char *GetSoundEmpty(){ return "weapons/beretta_fire_empty.wav"; }
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char *GetSoundReload1(){ return "weapons/beretta_reload1.wav"; }
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char *GetSoundReload2(){ return "weapons/beretta_reload2.wav"; }
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char *GetSoundReloadNotEmpty(){ return "weapons/beretta_reload_not_empty.wav"; }
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char *GetSoundDraw1(){ return "weapons/beretta_draw.wav"; }
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char *GetSoundDraw2(){ return GetSoundDraw1(); }
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int GetWhipDmg(){ return BERETTA_DMG_WHIP; }
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};
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class CBerettaAmmo : public CWasteAmmo
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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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BOOL AddAmmo( CBaseEntity *pOther );
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};
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class CColt : public CSidearm
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot( void ){ return 2; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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char *GetAnimPlayer(){ return "onehanded"; }
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char *GetModelV(){ return "models/v_colt.mdl"; }
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char *GetModelP(){ return "models/p_colt.mdl"; }
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char *GetModelW(){ return "models/w_colt.mdl"; }
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int GetWhipDmg(){ return COLT_DMG_WHIP; }
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};
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class CColtAmmo : public CWasteAmmo
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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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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CDesertEagle : public CSidearm
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot( void ){ return 3; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void SwingWeapon();
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char *GetAnimPlayer(){ return "onehanded"; }
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char *GetModelV(){ return "models/v_deagle.mdl"; }
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char *GetModelP(){ return "models/p_deagle.mdl"; }
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char *GetModelW(){ return "models/w_deagle.mdl"; }
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int GetWhipDmg(){ return DEAGLE_DMG_WHIP; }
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};
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class CDesertEagleAmmo : public CWasteAmmo
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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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BOOL AddAmmo(CBaseEntity *pOther);
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};
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// Accuracy and Rate of Fire modifications if a Ruger is zoomed in.
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#define RUGER_AIMACC 2.50
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#define RUGER_AIMROF 2.00
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class CRuger : public CSidearm
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot( void ){ return 4; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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void ItemPostFrame();
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void PistolFire(float spread,float rof);
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void SwingWeapon();
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void SpecialMode();
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void SecondaryAttack();
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void Reload();
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void WeaponIdle();
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void Holster(int skiplocal = 0);
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BOOL Deploy();
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void SetState(int statenum);
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char *GetAnimPlayer(){ return "onehanded"; }
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char *GetModelV(){ return "models/v_ruger.mdl"; }
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char *GetModelP(){ return "models/p_ruger.mdl"; }
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char *GetModelW(){ return "models/w_ruger.mdl"; }
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int GetWhipDmg(){ return 0; }
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// vars
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BOOL m_bInZoom;
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BOOL m_bStartZoom;
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private:
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void ClientSway();
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};
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class CRugerAmmo : public CWasteAmmo
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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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BOOL AddAmmo(CBaseEntity *pOther);
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};
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#define HANDCANNON_JUMPPENALTY 2.5 // Accuracy infraction for jumping shooters.
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#define HANDCANNON_DUCKPENALTY 0.45 // Not really a penalty, increases accuracy if your duckin
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#define HANDCANNON_LASERPENALTY 1.75 // Modifier for accuracy and rate of fire if your aiming.
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// Granted this is a sidearm, however
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// The code for it is much different.
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// Code reuse here wouldnt be that smart
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// methinks. :)
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class CHandcannon : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 5; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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void PrimaryAttack();
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void SecondaryAttack();
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void ItemPostFrame();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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void WeaponIdle();
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void Holster(int skiplocal = 0);
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// Used server side
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virtual BOOL bLaserActive();
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private:
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unsigned short m_usFire1;
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// damage values. these should vary from gun to gun.
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int m_iBulletType;
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int m_iClipSize;
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float m_fAccuracy;
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float m_fRateOfFire;
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int m_iAllowFire; // Semi-Auto mode(detect input)
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BOOL m_bLaserVisible;
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};
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class CHandcannonAmmo : public CWasteAmmo
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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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BOOL AddAmmo(CBaseEntity *pOther);
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};
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/*************
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Shotguns - included in both client and game dll, tw_shotguns.cpp
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*************/
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class CShotgun : public CWasteWeapon // Pump shotgun
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{
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public:
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int GetItemInfo(ItemInfo *p);
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void ItemPostFrame();
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void WeaponIdle();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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// vars
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int m_iBulletType;
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int m_iClipSize;
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int m_iAllowFire;
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int m_iState;
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int m_iReloadState;
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unsigned int m_usFire1;
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};
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class CShotgunAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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#define MOSSBERG_SHOTCOUNT 8
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#define MOSSBERG_SPREAD 0.055
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class CMossberg : public CShotgun
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 1; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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void WeaponIdle();
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void Holster(int skiplocal = 0);
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};
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#define WINCHESTER_SPREAD 0.030
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class CWinchester : public CShotgun
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 2; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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};
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class CWinchesterAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CSawedOff : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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int iItemSlot(){ return 6; }
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char *szGetDeathNoticeString();
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void FireShotgun(int barrels);
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void PrimaryAttack();
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void SecondaryAttack();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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void ItemPostFrame();
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private:
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// vars
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int m_iBulletType;
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int m_iClipSize;
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int m_iAllowFire;
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float m_flEjectShell;
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unsigned int m_usFire1;
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};
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class CJackHammer : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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int iItemSlot(){ return 3; }
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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private:
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int m_iClipSize;
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unsigned int m_usFire1;
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};
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class CJackHammerAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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/*************
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Automatic Weapons
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*************/
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class CAutomatic : public CWasteWeapon
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{
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public:
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int GetItemInfo(ItemInfo *p);
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void ItemPostFrame();
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void Holster(int skiplocal = 0);
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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protected:
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unsigned int m_usFire1;
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int m_iBulletType;
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int m_iClipSize;
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int m_iState;
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int m_iAllowFire;
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float m_flAccuracy;
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float m_flRateOfFire;
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};
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class CSmg9 : public CAutomatic
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 3; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void ItemPostFrame();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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void Holster(int skiplocal = 0);
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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// Used server side
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virtual BOOL bLaserActive();
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private:
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BOOL m_bBurstFire;
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BOOL m_bLaserVisible;
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};
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class CSmg9Ammo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CFnFal : public CAutomatic
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 1; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void SpecialMode();
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void ItemPostFrame();
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void Reload();
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BOOL Deploy();
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void Holster(int skiplocal = 0);
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BOOL PlayEmptySound();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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private:
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BOOL m_iAim; // Currently in aim mode
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};
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class CFnFalAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CTommyGun : public CAutomatic
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 2; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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};
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class CTommyGunAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CG11 : public CAutomatic
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 4; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void SpecialMode();
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void ItemPostFrame();
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void ClientSway();
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void Reload();
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BOOL Deploy();
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void Holster( int skiplocal = 0 );
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BOOL PlayEmptySound();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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private:
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int m_iWeaponState;
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float m_flBurstAccuracy;
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BOOL m_bThermal;
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BOOL m_bActivateThermal; // Delay thermal activation
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};
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class CG11Ammo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CBoltRifle : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 4; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void PrimaryAttack();
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void SecondaryAttack();
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void SpecialMode();
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void ClientSway();
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void ItemPostFrame();
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void Reload();
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BOOL Deploy();
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void Holster(int skiplocal = 0);
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BOOL PlayEmptySound();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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private:
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int m_iBulletType;
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int m_iClipSize;
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int m_iAllowFire;
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int m_iState;
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unsigned int m_usFire1;
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BOOL m_bReZoom;
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};
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class CBoltRifleAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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class CSten : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 5; }
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int GetItemInfo(ItemInfo *p);
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float flGetTiltedDamage();
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char *szGetDeathNoticeString();
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void ItemPostFrame();
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void PrimaryAttack();
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void SecondaryAttack();
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void Reload();
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BOOL Deploy();
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BOOL PlayEmptySound();
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// Replication
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void PackWeapon(void *weapon_data);
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void UnpackWeapon(void *weapon_data);
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private:
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int m_iClipSize;
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int m_iBulletType;
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int m_iState;
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int m_iAllowFire;
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unsigned int m_usFire1;
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BOOL m_bOverheated;
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};
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class CStenAmmo : public CWasteAmmo
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{
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public:
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void Spawn();
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void Precache();
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BOOL AddAmmo(CBaseEntity *pOther);
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};
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/*************
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Explosives
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*************/
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class CMolotovCocktail : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int iItemSlot(){ return 1; }
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int GetItemInfo(ItemInfo *p);
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char *szGetDeathNoticeString();
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void AttachToPlayer(CBasePlayer *pPlayer);
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int AddDuplicate(CBasePlayerItem *pItem);
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float flGetTiltedDamage();
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|
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void PrimaryAttack();
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void ItemPostFrame();
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void ThrowMolotov();
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BOOL Deploy();
|
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BOOL CanHolster();
|
|
void Holster(int skiplocal = 0);
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private:
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float m_flStartAttack;
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unsigned short m_usFire1;
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BOOL m_bJustThrown;
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};
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|
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class CTimedExplosiveWeapon : public CWasteWeapon
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{
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public:
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void Spawn();
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void Precache();
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int GetItemInfo( ItemInfo *p );
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float flGetTiltedDamage();
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|
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void ItemPostFrame();
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void PrimaryAttack();
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void SecondaryAttack();
|
|
virtual void ThrowExplosive(float flFuse);
|
|
BOOL CanHolster();
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void Holster( int skiplocal = 0 );
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|
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float m_flStartAttack;
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float m_flFuseTimer; // How long does the fuse last on this explosive?
|
|
float m_flDamage; // How much damage do our explosives dish out ?
|
|
float m_flResistance; // Air resistance
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char *m_pszExplosiveModel; // What does our explosive look like ?
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BOOL m_bFusePrimed; // TRUE if the bomb we are holding is ticking!
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int m_iExplosiveType; // Explosive class to use
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|
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unsigned short m_usExplosive;
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BOOL m_bJustThrown;
|
|
};
|
|
|
|
class CFragGrenade : public CTimedExplosiveWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int iItemSlot(){ return 2; }
|
|
int GetItemInfo(ItemInfo *p);
|
|
void AttachToPlayer(CBasePlayer *pPlayer);
|
|
int AddDuplicate(CBasePlayerItem *pItem);
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
void ItemPostFrame();
|
|
void ThrowExplosive(float flFuse);
|
|
BOOL Deploy();
|
|
};
|
|
|
|
class CPipebomb : public CTimedExplosiveWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int iItemSlot(){ return 3; }
|
|
int GetItemInfo(ItemInfo *p);
|
|
void AttachToPlayer(CBasePlayer *pPlayer);
|
|
int AddDuplicate(CBasePlayerItem *pItem);
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
void ItemPostFrame();
|
|
void ThrowExplosive(float flFuse);
|
|
BOOL Deploy();
|
|
};
|
|
|
|
/*************
|
|
Melee Weapons
|
|
*************/
|
|
class CMeleeWeapon : public CWasteWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
float flGetAngleDamage(float flDamage,CBaseEntity *pEntity);
|
|
|
|
virtual CBaseEntity *SwingWeapon( float flKickback = 0.0f );
|
|
virtual void PlayHitSound();
|
|
BOOL PlayEmptySound();
|
|
|
|
virtual char *pszGetViewModel() = 0;
|
|
virtual char *pszGetPlayerModel() = 0;
|
|
virtual char *pszGetWorldModel() = 0;
|
|
|
|
virtual int iGetDamageType() = 0;
|
|
|
|
virtual float flGetRange() = 0;
|
|
|
|
unsigned short m_usFire1;
|
|
};
|
|
|
|
class CThrowingWeapon : public CWasteWeapon
|
|
{
|
|
public:
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
void AttachToPlayer(CBasePlayer *pPlayer);
|
|
int AddDuplicate(CBasePlayerItem *pItem);
|
|
|
|
void ItemPostFrame();
|
|
BOOL CanHolster();
|
|
void Holster( int skiplocal = 0 );
|
|
|
|
virtual void ThrowObject() = 0;
|
|
|
|
virtual int iGetMaxAmmo() = 0;
|
|
virtual char *pszGetAmmoName() = 0;
|
|
|
|
float m_flStartAttack;
|
|
BOOL m_bJustThrown;
|
|
};
|
|
|
|
class CCombatKnife : public CMeleeWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 1; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
BOOL Deploy();
|
|
void WeaponIdle();
|
|
|
|
char *pszGetViewModel(){ return "models/v_combatknife.mdl"; }
|
|
char *pszGetPlayerModel(){ return "models/p_combatknife.mdl"; }
|
|
char *pszGetWorldModel(){ return "models/w_combatknife.mdl"; }
|
|
|
|
int iGetDamageType(){ return DMG_CLUB|DMG_NEVERGIB; }
|
|
|
|
float flGetRange(){ return 32.0f; }
|
|
private:
|
|
BOOL m_bSecondaryAttack; // set for flGetTiltedDamage
|
|
};
|
|
|
|
class CBaseballBat : public CMeleeWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 3; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
BOOL Deploy();
|
|
void WeaponIdle();
|
|
|
|
char *pszGetViewModel(){ return "models/v_baseballbat.mdl"; }
|
|
char *pszGetPlayerModel(){ return "models/p_baseballbat.mdl"; }
|
|
char *pszGetWorldModel(){ return "models/w_baseballbat.mdl"; }
|
|
|
|
int iGetDamageType(){ return DMG_CLUB|DMG_NEVERGIB; }
|
|
|
|
float flGetRange(){ return 48.0f; }
|
|
};
|
|
|
|
class CSledgeHammer : public CMeleeWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 4; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
BOOL Deploy();
|
|
void WeaponIdle();
|
|
|
|
char *pszGetViewModel(){ return "models/v_sledge.mdl"; }
|
|
char *pszGetPlayerModel(){ return "models/p_sledge.mdl"; }
|
|
char *pszGetWorldModel(){ return "models/w_sledge.mdl"; }
|
|
|
|
int iGetDamageType(){ return DMG_CLUB; }
|
|
|
|
float flGetRange(){ return 48.0f; }
|
|
};
|
|
|
|
class CKatana : public CMeleeWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 5; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
BOOL Deploy();
|
|
void Holster(int skiplocal = 0);
|
|
void WeaponIdle();
|
|
|
|
char *pszGetViewModel(){ return "models/v_katana.mdl"; }
|
|
char *pszGetPlayerModel(){ return "models/p_katana.mdl"; }
|
|
char *pszGetWorldModel(){ return "models/w_katana.mdl"; }
|
|
|
|
int iGetDamageType(){ return DMG_CLUB|DMG_NEVERGIB; }
|
|
|
|
float flGetRange();
|
|
|
|
// Replication
|
|
void PackWeapon(void *weapon_data);
|
|
void UnpackWeapon(void *weapon_data);
|
|
private:
|
|
int m_iState;
|
|
};
|
|
|
|
class CThrowingKnife : public CThrowingWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 2; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PrimaryAttack();
|
|
void ItemPostFrame();
|
|
void ThrowObject();
|
|
BOOL Deploy();
|
|
void WeaponIdle();
|
|
|
|
int iGetMaxAmmo(){ return AMMO_MAX_THROWINGKNIFE; }
|
|
char *pszGetAmmoName(){ return "ThrowingKnives"; }
|
|
};
|
|
|
|
class CSpear : public CThrowingWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 6; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void SwingWeapon();
|
|
void ThrowObject();
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
void ItemPostFrame();
|
|
BOOL Deploy();
|
|
void WeaponIdle();
|
|
|
|
int iGetMaxAmmo(){ return AMMO_MAX_SPEARS; }
|
|
char *pszGetAmmoName(){ return "Spears"; }
|
|
private:
|
|
unsigned short m_usFire1;
|
|
};
|
|
|
|
class CCattleProd : public CMeleeWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo(ItemInfo *p);
|
|
int iItemSlot(){ return 7; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void PlayHitSound();
|
|
void PrimaryAttack();
|
|
BOOL Deploy();
|
|
void WeaponIdle();
|
|
|
|
char *pszGetViewModel(){ return "models/v_cattleprod.mdl"; }
|
|
char *pszGetPlayerModel(){ return "models/p_cattleprod.mdl"; }
|
|
char *pszGetWorldModel(){ return "models/w_cattleprod.mdl"; }
|
|
|
|
int iGetDamageType(){ return DMG_SHOCK|DMG_CLUB|DMG_NEVERGIB; }
|
|
|
|
float flGetRange();
|
|
};
|
|
|
|
/*************
|
|
Akimbo Weapons
|
|
*************/
|
|
class CAkimboWeapon : public CWasteWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
int GetItemInfo(ItemInfo *p);
|
|
|
|
void PackWeapon(void *weapon_data);
|
|
void UnpackWeapon(void *weapon_data);
|
|
|
|
void ItemPostFrame();
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
void Reload();
|
|
BOOL PlayEmptySound();
|
|
void WeaponIdle();
|
|
|
|
unsigned short m_usFire1;
|
|
|
|
int m_iBulletType;
|
|
int m_iClipSize;
|
|
float m_fAccuracy;
|
|
float m_fRateOfFire;
|
|
BOOL m_bSlowFire;
|
|
|
|
int m_iCurrentHand; // which hand is firing ?
|
|
};
|
|
|
|
class CAkimboBerettas : public CAkimboWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo( ItemInfo *p );
|
|
int iItemSlot(){ return 1; };
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
BOOL Deploy();
|
|
};
|
|
|
|
class CAkimboColts : public CAkimboWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo( ItemInfo *p );
|
|
int iItemSlot(){ return 2; };
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
BOOL Deploy();
|
|
};
|
|
|
|
class CAkimboDeagles : public CAkimboWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo( ItemInfo *p );
|
|
int iItemSlot(){ return 3; };
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
BOOL Deploy();
|
|
};
|
|
|
|
class CAkimboSawedOffs : public CAkimboWeapon
|
|
{
|
|
public:
|
|
void Spawn();
|
|
void Precache();
|
|
int GetItemInfo( ItemInfo *p );
|
|
int iItemSlot(){ return 4; }
|
|
float flGetTiltedDamage();
|
|
char *szGetDeathNoticeString();
|
|
|
|
void ItemPostFrame();
|
|
void FireSawedOffs( int iShellsFired );
|
|
void PrimaryAttack();
|
|
void SecondaryAttack();
|
|
void Reload();
|
|
BOOL Deploy();
|
|
|
|
int m_iAllowFire;
|
|
};
|
|
|
|
/***
|
|
*
|
|
*
|
|
* Player - wasteplayer.cpp
|
|
*
|
|
*
|
|
***/
|
|
#define MODIFY_PLAYER_SPEED(pPlayer,fSpeed) pPlayer->pev->fuser1 = fSpeed
|
|
#define HALT_PLAYER(pPlayer,fPercent,fReductionFactor) pPlayer->pev->fuser3 = fReductionFactor; pPlayer->pev->fuser2 = fPercent
|
|
#define CRIPPLE_PLAYER(pPlayer,fPercent) HALT_PLAYER(pPlayer,fPercent,-0.3f)
|
|
|
|
/***
|
|
*
|
|
*
|
|
* Utility Code
|
|
*
|
|
*
|
|
***/
|
|
#ifdef CLIENT_DLL
|
|
// General event code
|
|
void CenterPrint(const char*); // Client side print to center
|
|
int GetLocalPlayerIndex(); // get local player index
|
|
|
|
extern int g_iClientLasersEnabled[32]; // Render client side laser dot
|
|
|
|
|
|
// Viewport
|
|
void V_SetSway(float scale);
|
|
void V_StopSway();
|
|
void V_DisableFade();
|
|
|
|
extern int ev_thermal; // Thermal Vision toggle
|
|
|
|
// Other
|
|
extern int g_runfuncs;
|
|
#else
|
|
// Server side only
|
|
extern int gmsgLaserInfo; // Used by some weapons with laser sites
|
|
#endif
|
|
|
|
void FindHullIntersection( const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity );
|
|
|
|
#endif |