ReGameDLL_CS/regamedll/dlls/weapons.cpp

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#include "precompiled.h"
/*
* Globals initialization
*/
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#ifndef HOOK_GAMEDLL
ItemInfo CBasePlayerItem::ItemInfoArray[32];
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AmmoInfo CBasePlayerItem::AmmoInfoArray[32];
TYPEDESCRIPTION CBasePlayerItem::m_SaveData[] =
{
DEFINE_FIELD(CBasePlayerItem, m_pPlayer, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_pNext, FIELD_CLASSPTR),
DEFINE_FIELD(CBasePlayerItem, m_iId, FIELD_INTEGER),
};
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TYPEDESCRIPTION CBasePlayerWeapon::m_SaveData[] =
{
DEFINE_FIELD(CBasePlayerWeapon, m_flNextPrimaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flNextSecondaryAttack, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_flTimeWeaponIdle, FIELD_TIME),
DEFINE_FIELD(CBasePlayerWeapon, m_iPrimaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iSecondaryAmmoType, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iClip, FIELD_INTEGER),
DEFINE_FIELD(CBasePlayerWeapon, m_iDefaultAmmo, FIELD_INTEGER),
};
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TYPEDESCRIPTION CWeaponBox::m_SaveData[] =
{
DEFINE_ARRAY(CWeaponBox, m_rgAmmo, FIELD_INTEGER, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgiszAmmo, FIELD_STRING, MAX_AMMO_SLOTS),
DEFINE_ARRAY(CWeaponBox, m_rgpPlayerItems, FIELD_CLASSPTR, MAX_ITEM_TYPES),
DEFINE_FIELD(CWeaponBox, m_cAmmoTypes, FIELD_INTEGER),
};
const char *g_pModelNameLaser = "sprites/laserbeam.spr";
#else // HOOK_GAMEDLL
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ItemInfo (*CBasePlayerItem::pItemInfoArray)[32];
AmmoInfo (*CBasePlayerItem::pAmmoInfoArray)[32];
TYPEDESCRIPTION (*CBasePlayerItem::pm_SaveData)[3];
TYPEDESCRIPTION (*CBasePlayerWeapon::pm_SaveData)[7];
TYPEDESCRIPTION (*CWeaponBox::pm_SaveData)[4];
const char *g_pModelNameLaser;
#endif // HOOK_GAMEDLL
short g_sModelIndexLaser;
short g_sModelIndexLaserDot;
short g_sModelIndexFireball;
short g_sModelIndexSmoke;
short g_sModelIndexWExplosion;
short g_sModelIndexBubbles;
short g_sModelIndexBloodDrop;
short g_sModelIndexBloodSpray;
short g_sModelIndexSmokePuff;
short g_sModelIndexFireball2;
short g_sModelIndexFireball3;
short g_sModelIndexFireball4;
short g_sModelIndexRadio;
short int g_sModelIndexCTGhost;
short int g_sModelIndexTGhost;
short int g_sModelIndexC4Glow;
int giAmmoIndex;
MULTIDAMAGE gMultiDamage;
/* <1d018e> ../cstrike/dlls/weapons.cpp:82 */
int MaxAmmoCarry(int iszName)
{
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for (int i = 0; i < MAX_WEAPONS; i++)
{
ItemInfo *pInfo = &IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, ItemInfoArray)[ i ];
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if (pInfo->pszAmmo1 && !Q_strcmp(STRING(iszName), pInfo->pszAmmo1))
return pInfo->iMaxAmmo1;
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if (pInfo->pszAmmo2 && !Q_strcmp(STRING(iszName), pInfo->pszAmmo2))
return pInfo->iMaxAmmo2;
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}
ALERT(at_console, "MaxAmmoCarry() doesn't recognize '%s'!\n", STRING(iszName));
return -1;
}
/* <1d2a29> ../cstrike/dlls/weapons.cpp:110 */
void ClearMultiDamage(void)
{
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gMultiDamage.pEntity = NULL;
gMultiDamage.amount = 0;
gMultiDamage.type = 0;
}
/* <1d2a41> ../cstrike/dlls/weapons.cpp:124 */
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker)
{
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if (gMultiDamage.pEntity)
gMultiDamage.pEntity->TakeDamage(pevInflictor, pevAttacker, gMultiDamage.amount, gMultiDamage.type);
}
/* <1d2ad3> ../cstrike/dlls/weapons.cpp:140 */
void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType)
{
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if (pEntity)
{
gMultiDamage.type |= bitsDamageType;
if (pEntity != gMultiDamage.pEntity)
{
ApplyMultiDamage(pevInflictor,pevInflictor);
gMultiDamage.pEntity = pEntity;
gMultiDamage.amount = flDamage;
}
else
gMultiDamage.amount += flDamage;
}
}
/* <1d2b6f> ../cstrike/dlls/weapons.cpp:162 */
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage)
{
UTIL_BloodDrips(vecSpot, g_vecAttackDir, bloodColor, flDamage);
}
/* <1d2bbb> ../cstrike/dlls/weapons.cpp:168 */
NOXREF int DamageDecal(CBaseEntity *pEntity, int bitsDamageType)
{
if (pEntity)
return pEntity->DamageDecal(bitsDamageType);
return RANDOM_LONG(3, 4);
}
/* <1d2bfa> ../cstrike/dlls/weapons.cpp:176 */
NOXREF void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal)
{
;
}
/* <1d07b3> ../cstrike/dlls/weapons.cpp:184 */
NOBODY void EjectBrass(Vector &vecOrigin, Vector &vecLeft, Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex)
{
// {
// class CBaseEntity *ent; // 188
// bool useNewBehavior; // 190
// }
}
/* <1d2cfd> ../cstrike/dlls/weapons.cpp:220 */
NOBODY void EjectBrass2(Vector &vecOrigin, Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev)
{
// MESSAGE_BEGIN(int msg_dest,
// int msg_type,
// const float *pOrigin,
// entvars_t *ent); // 224
}
/* <1d020f> ../cstrike/dlls/weapons.cpp:242 */
NOXREF void AddAmmoNameToAmmoRegistry(const char *szAmmoname)
{
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for (int i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (!IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, AmmoInfoArray)[ i ].pszName)
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continue;
if (!Q_stricmp(IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, AmmoInfoArray)[ i ].pszName, szAmmoname))
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return;
}
giAmmoIndex++;
if (giAmmoIndex >= MAX_AMMO_SLOTS)
giAmmoIndex = 0;
IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, AmmoInfoArray)[ giAmmoIndex ].pszName = szAmmoname;
IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, AmmoInfoArray)[ giAmmoIndex ].iId = giAmmoIndex;
}
/* <1d2e01> ../cstrike/dlls/weapons.cpp:265 */
void UTIL_PrecacheOtherWeapon(const char *szClassname)
{
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edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
if (FNullEnt(pent))
{
ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
return;
}
CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent));
if (pEntity)
{
ItemInfo II;
pEntity->Precache();
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Q_memset(&II, 0, sizeof(II));
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if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II))
{
IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, ItemInfoArray)[ II.iId ] = II;
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if (II.pszAmmo1 && *II.pszAmmo1)
AddAmmoNameToAmmoRegistry(II.pszAmmo1);
if (II.pszAmmo2 && *II.pszAmmo2)
AddAmmoNameToAmmoRegistry(II.pszAmmo2);
}
}
REMOVE_ENTITY(pent);
}
/* <1d2fc9> ../cstrike/dlls/weapons.cpp:304 */
NOXREF void UTIL_PrecacheOtherWeapon2(const char *szClassname)
{
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edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szClassname));
if (FNullEnt(pent))
{
ALERT(at_console, "NULL Ent in UTIL_PrecacheOtherWeapon\n");
return;
}
CBaseEntity *pEntity = CBaseEntity::Instance(VARS(pent));
if (pEntity)
{
ItemInfo II;
pEntity->Precache();
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Q_memset(&II, 0, sizeof(II));
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if (((CBasePlayerItem *)pEntity)->GetItemInfo(&II))
{
IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, ItemInfoArray)[ II.iId ] = II;
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if (II.pszAmmo1 && *II.pszAmmo1)
AddAmmoNameToAmmoRegistry(II.pszAmmo1);
if (II.pszAmmo2 && *II.pszAmmo2)
AddAmmoNameToAmmoRegistry(II.pszAmmo2);
}
}
REMOVE_ENTITY(pent);
}
/* <1d3191> ../cstrike/dlls/weapons.cpp:345 */
void W_Precache(void)
{
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Q_memset(IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, ItemInfoArray), 0, ARRAYSIZE(IMPLEMENT_ARRAY_CLASS(CBasePlayerItem, ItemInfoArray)));
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giAmmoIndex = 0;
UTIL_PrecacheOther("item_suit");
UTIL_PrecacheOther("item_battery");
UTIL_PrecacheOther("item_antidote");
UTIL_PrecacheOther("item_security");
UTIL_PrecacheOther("item_longjump");
UTIL_PrecacheOther("item_kevlar");
UTIL_PrecacheOther("item_assaultsuit");
UTIL_PrecacheOther("item_thighpack");
UTIL_PrecacheOtherWeapon("weapon_awp");
UTIL_PrecacheOther("ammo_338magnum");
UTIL_PrecacheOtherWeapon("weapon_g3sg1");
UTIL_PrecacheOtherWeapon("weapon_ak47");
UTIL_PrecacheOtherWeapon("weapon_scout");
UTIL_PrecacheOther("ammo_762nato");
UTIL_PrecacheOtherWeapon("weapon_m249");
UTIL_PrecacheOther("ammo_556natobox");
UTIL_PrecacheOtherWeapon("weapon_m4a1");
UTIL_PrecacheOtherWeapon("weapon_sg552");
UTIL_PrecacheOtherWeapon("weapon_aug");
UTIL_PrecacheOtherWeapon("weapon_sg550");
UTIL_PrecacheOther("ammo_556nato");
UTIL_PrecacheOtherWeapon("weapon_m3");
UTIL_PrecacheOtherWeapon("weapon_xm1014");
UTIL_PrecacheOther("ammo_buckshot");
UTIL_PrecacheOtherWeapon("weapon_usp");
UTIL_PrecacheOtherWeapon("weapon_mac10");
UTIL_PrecacheOtherWeapon("weapon_ump45");
UTIL_PrecacheOther("ammo_45acp");
UTIL_PrecacheOtherWeapon("weapon_fiveseven");
UTIL_PrecacheOtherWeapon("weapon_p90");
UTIL_PrecacheOther("ammo_57mm");
UTIL_PrecacheOtherWeapon("weapon_deagle");
UTIL_PrecacheOther("ammo_50ae");
UTIL_PrecacheOtherWeapon("weapon_p228");
UTIL_PrecacheOther("ammo_357sig");
UTIL_PrecacheOtherWeapon("weapon_knife");
UTIL_PrecacheOtherWeapon("weapon_glock18");
UTIL_PrecacheOtherWeapon("weapon_mp5navy");
UTIL_PrecacheOtherWeapon("weapon_tmp");
UTIL_PrecacheOtherWeapon("weapon_elite");
UTIL_PrecacheOther("ammo_9mm");
UTIL_PrecacheOtherWeapon("weapon_flashbang");
UTIL_PrecacheOtherWeapon("weapon_hegrenade");
UTIL_PrecacheOtherWeapon("weapon_smokegrenade");
UTIL_PrecacheOtherWeapon("weapon_c4");
UTIL_PrecacheOtherWeapon("weapon_galil");
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UTIL_PrecacheOtherWeapon("weapon_famas");
if (g_pGameRules->IsDeathmatch())
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{
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UTIL_PrecacheOther("weaponbox");
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}
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g_sModelIndexFireball = PRECACHE_MODEL("sprites/zerogxplode.spr");
g_sModelIndexWExplosion = PRECACHE_MODEL("sprites/WXplo1.spr");
g_sModelIndexSmoke = PRECACHE_MODEL("sprites/steam1.spr");
g_sModelIndexBubbles = PRECACHE_MODEL("sprites/bubble.spr");
g_sModelIndexBloodSpray = PRECACHE_MODEL("sprites/bloodspray.spr");
g_sModelIndexBloodDrop = PRECACHE_MODEL("sprites/blood.spr");
g_sModelIndexSmokePuff = PRECACHE_MODEL("sprites/smokepuff.spr");
g_sModelIndexFireball2 = PRECACHE_MODEL("sprites/eexplo.spr");
g_sModelIndexFireball3 = PRECACHE_MODEL("sprites/fexplo.spr");
g_sModelIndexFireball4 = PRECACHE_MODEL("sprites/fexplo1.spr");
g_sModelIndexRadio = PRECACHE_MODEL("sprites/radio.spr");
g_sModelIndexCTGhost = PRECACHE_MODEL("sprites/b-tele1.spr");
g_sModelIndexTGhost = PRECACHE_MODEL("sprites/c-tele1.spr");
g_sModelIndexC4Glow = PRECACHE_MODEL("sprites/ledglow.spr");
g_sModelIndexLaser = PRECACHE_MODEL((char *)g_pModelNameLaser);
g_sModelIndexLaserDot = PRECACHE_MODEL("sprites/laserdot.spr");
PRECACHE_MODEL("models/grenade.mdl");
PRECACHE_MODEL("sprites/explode1.spr");
PRECACHE_SOUND("weapons/debris1.wav");
PRECACHE_SOUND("weapons/debris2.wav");
PRECACHE_SOUND("weapons/debris3.wav");
PRECACHE_SOUND("weapons/grenade_hit1.wav");
PRECACHE_SOUND("weapons/grenade_hit2.wav");
PRECACHE_SOUND("weapons/grenade_hit3.wav");
PRECACHE_SOUND("weapons/bullet_hit1.wav");
PRECACHE_SOUND("weapons/bullet_hit2.wav");
PRECACHE_SOUND("items/weapondrop1.wav");
PRECACHE_SOUND("weapons/generic_reload.wav");
}
/* <1d31ab> ../cstrike/dlls/weapons.cpp:485 */
void CBasePlayerItem::FallInit(void)
{
pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_BBOX;
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(0,0,0), Vector(0,0,0));
SetTouch(&CBasePlayerItem::DefaultTouch);
SetThink(&CBasePlayerItem::FallThink);
pev->nextthink = gpGlobals->time + 0.1;
}
/* <1d20a8> ../cstrike/dlls/weapons.cpp:458 */
IMPLEMENT_SAVERESTORE(CBasePlayerItem, CBaseAnimating);
/* <1d27b2> ../cstrike/dlls/weapons.cpp:472 */
IMPLEMENT_SAVERESTORE(CBasePlayerWeapon, CBasePlayerItem);
/* <1d1730> ../cstrike/dlls/weapons.cpp:475 */
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NOBODY void CBasePlayerItem::__MAKE_VHOOK(SetObjectCollisionBox)(void)
{
// operator+(const Vector ::SetObjectCollisionBox(// const Vector &v); // 477
// operator+(const Vector *const this,
// const Vector &v); // 478
}
/* <1d32bc> ../cstrike/dlls/weapons.cpp:506 */
void CBasePlayerItem::FallThink(void)
{
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pev->nextthink = gpGlobals->time + 0.1;
if (pev->flags & FL_ONGROUND)
{
if (!FNullEnt(pev->owner))
{
int pitch = RANDOM_LONG(0, 29) + 95;
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "items/weapondrop1.wav", VOL_NORM, ATTN_NORM, 0, pitch);
}
pev->angles.x = 0.0f;
pev->angles.z = 0.0f;
Materialize();
}
}
/* <1d3252> ../cstrike/dlls/weapons.cpp:531 */
void CBasePlayerItem::Materialize(void)
{
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if (pev->effects & EF_NODRAW)
{
if (g_pGameRules->IsMultiplayer())
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
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}
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pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
pev->solid = SOLID_TRIGGER;
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerItem::DefaultTouch);
if (g_pGameRules->IsMultiplayer())
{
if (!CanDrop())
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 1.0f;
}
else
SetThink(NULL);
}
/* <1d327b> ../cstrike/dlls/weapons.cpp:567 */
NOBODY void CBasePlayerItem::AttemptToMaterialize(void)
{
// {
// float time; // 569
// }
}
/* <1d3348> ../cstrike/dlls/weapons.cpp:584 */
void CBasePlayerItem::CheckRespawn(void)
{
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switch (g_pGameRules->WeaponShouldRespawn(this))
{
case GR_WEAPON_RESPAWN_YES:
return;
case GR_WEAPON_RESPAWN_NO:
return;
}
}
/* <1d1e09> ../cstrike/dlls/weapons.cpp:616 */
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NOBODY CBaseEntity *CBasePlayerItem::__MAKE_VHOOK(Respawn)(void)
{
// {
// class CBaseEntity *pNewWeapon; // 620
// }
return NULL;
}
/* <1d26f0> ../cstrike/dlls/weapons.cpp:642 */
void CBasePlayerItem::DefaultTouch(CBaseEntity *pOther)
{
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// if it's not a player, ignore
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if (!pOther->IsPlayer())
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{
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return;
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}
CBasePlayer *pPlayer = reinterpret_cast<CBasePlayer *>(pOther);
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if (pPlayer->m_bIsVIP
&& m_iId != WEAPON_USP
&& m_iId != WEAPON_GLOCK18
&& m_iId != WEAPON_P228
&& m_iId != WEAPON_DEAGLE
&& m_iId != WEAPON_KNIFE)
{
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return;
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}
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// can I have this?
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if (!g_pGameRules->CanHavePlayerItem(pPlayer, this))
{
if (gEvilImpulse101)
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{
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UTIL_Remove(this);
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}
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return;
}
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if (pOther->AddPlayerItem(this))
{
AttachToPlayer(pPlayer);
SetThink(NULL);
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/gunpickup2.wav", VOL_NORM, ATTN_NORM);
}
SUB_UseTargets(pOther, USE_TOGGLE, 0);
}
/* <1d3371> ../cstrike/dlls/weapons.cpp:678 */
void CBasePlayerWeapon::SetPlayerShieldAnim(void)
{
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if (m_pPlayer->HasShield())
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
Q_strcpy(m_pPlayer->m_szAnimExtention, "shield");
else
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Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
}
}
/* <1d339a> ../cstrike/dlls/weapons.cpp:689 */
void CBasePlayerWeapon::ResetPlayerShieldAnim(void)
{
if (m_pPlayer->HasShield())
{
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
}
}
/* <1d33c3> ../cstrike/dlls/weapons.cpp:699 */
NOBODY void CBasePlayerWeapon::EjectBrassLate(void)
{
// {
// Vector vecShellVelocity; // 702
// int soundType; // 707
// operator+(const Vector *const this,
// const Vector &v); // 701
// operator*(const Vector *const this,
// float fl); // 705
// operator*(const Vector *const this,
// float fl); // 705
// operator*(const Vector *const this,
// float fl); // 705
// operator+(const Vector *const this,
// const Vector &v); // 705
// operator+(const Vector *const this,
// const Vector &v); // 705
// operator+(const Vector *const this,
// const Vector &v); // 705
// ENTINDEX(edict_t *pEdict); // 714
// operator*(const Vector *const this,
// float fl); // 714
// operator*(const Vector *const this,
// float fl); // 714
// operator*(const Vector *const this,
// float fl); // 714
// operator+(const Vector *const this,
// const Vector &v); // 714
// operator+(const Vector *const this,
// const Vector &v); // 714
// operator+(const Vector *const this,
// const Vector &v); // 714
// EjectBrass(Vector &vecOrigin,
// const Vector &vecLeft,
// const Vector &vecVelocity,
// float rotation,
// int model,
// int soundtype,
// int entityIndex); // 714
// }
}
/* <1d372a> ../cstrike/dlls/weapons.cpp:717 */
bool CBasePlayerWeapon::ShieldSecondaryFire(int iUpAnim, int iDownAnim)
{
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if (!m_pPlayer->HasShield())
return false;
if (m_iWeaponState & WPNSTATE_SHIELD_DRAWN)
{
m_iWeaponState &= ~WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(iDownAnim, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "shieldgun");
m_fMaxSpeed = 250.0f;
m_pPlayer->m_bShieldDrawn = false;
}
else
{
m_iWeaponState |= WPNSTATE_SHIELD_DRAWN;
SendWeaponAnim(iUpAnim, UseDecrement() != FALSE);
Q_strcpy(m_pPlayer->m_szAnimExtention, "shielded");
m_fMaxSpeed = 180.0f;
m_pPlayer->m_bShieldDrawn = true;
}
m_pPlayer->UpdateShieldCrosshair((m_iWeaponState & WPNSTATE_SHIELD_DRAWN) == 0);
m_pPlayer->ResetMaxSpeed();
m_flNextSecondaryAttack = 0.4f;
m_flNextPrimaryAttack = 0.4f;
m_flTimeWeaponIdle = 0.6f;
return true;
}
/* <1d3773> ../cstrike/dlls/weapons.cpp:752 */
NOBODY void CBasePlayerWeapon::KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change)
{
// {
// float flKickUp; // 754
// float flKickLateral; // 755
// }
}
/* <1d242e> ../cstrike/dlls/weapons.cpp:792 */
NOBODY void CBasePlayerWeapon::FireRemaining(int &shotsFired, float &shootTime, BOOL bIsGlock)
{
// {
// float nexttime; // 794
// Vector vecSrc; // 810
// int flag; // 828
// Vector vecAiming; // 811
// Vector vecDir; // 814
// operator+(const Vector *const this,
// const Vector &v); // 808
// Vector(Vector *const this,
// const Vector &v); // 818
// Vector(Vector *const this,
// const Vector &v); // 818
// Vector(Vector *const this,
// const Vector &v); // 824
// Vector(Vector *const this,
// const Vector &v); // 824
// }
}
/* <1d389e> ../cstrike/dlls/weapons.cpp:876 */
NOXREF BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted)
{
if (isPredicted)
{
if (attack_time > 0.0)
return FALSE;
}
else
{
if (attack_time > curtime)
return FALSE;
}
return TRUE;
}
/* <1d38f0> ../cstrike/dlls/weapons.cpp:890 */
NOBODY bool CBasePlayerWeapon::HasSecondaryAttack(void)
{
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if (m_pPlayer->HasShield())
return true;
if (m_iId != WEAPON_AK47
&& m_iId != WEAPON_XM1014
&& m_iId != WEAPON_MAC10
&& m_iId != WEAPON_ELITE
&& m_iId != WEAPON_FIVESEVEN
&& m_iId != WEAPON_MP5N
&& m_iId != WEAPON_M249
&& m_iId != WEAPON_M3
&& m_iId != WEAPON_TMP
&& m_iId != WEAPON_DEAGLE
&& m_iId != WEAPON_P228
&& m_iId != WEAPON_P90
&& m_iId != WEAPON_C4
&& m_iId != WEAPON_GALIL)
return true;
return false;
}
/* <1d3919> ../cstrike/dlls/weapons.cpp:915 */
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NOBODY void CBasePlayerWeapon::__MAKE_VHOOK(ItemPostFrame)(void)
{
// {
// int usableButtons; // 918
// pszAmmo2(CBasePlayerItem *const this); // 982
// pszAmmo1(CBasePlayerItem *const this); // 992
// iMaxClip(CBasePlayerItem *const this); // 1006
// {
// int j; // 969
// iMaxClip(CBasePlayerItem *const this); // 969
// }
// FireRemaining(CBasePlayerWeapon *const this,
// int &shotsFired,
// float &shootTime,
// BOOL bIsGlock); // 923
// FireRemaining(CBasePlayerWeapon *const this,
// int &shotsFired,
// float &shootTime,
// BOOL bIsGlock); // 925
// iFlags(CBasePlayerItem *const this); // 1051
// iMaxClip(CBasePlayerItem *const this); // 992
// }
}
/* <1d3aac> ../cstrike/dlls/weapons.cpp:1069 */
NOBODY void CBasePlayerItem::DestroyItem(void)
{
}
/* <1d17d4> ../cstrike/dlls/weapons.cpp:1081 */
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NOXREF int CBasePlayerItem::__MAKE_VHOOK(AddToPlayer)(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return 1;
}
/* <1d183d> ../cstrike/dlls/weapons.cpp:1092 */
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void CBasePlayerItem::__MAKE_VHOOK(Drop)(void)
{
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SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
/* <1d1866> ../cstrike/dlls/weapons.cpp:1099 */
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void CBasePlayerItem::__MAKE_VHOOK(Kill)(void)
{
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SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1;
}
/* <1d188f> ../cstrike/dlls/weapons.cpp:1106 */
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void CBasePlayerItem::__MAKE_VHOOK(Holster)(int skiplocal)
{
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m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
/* <1d18c7> ../cstrike/dlls/weapons.cpp:1112 */
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void CBasePlayerItem::__MAKE_VHOOK(AttachToPlayer)(CBasePlayer *pPlayer)
{
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pev->movetype = MOVETYPE_FOLLOW;
pev->solid = SOLID_NOT;
pev->aiment = pPlayer->edict();
pev->effects = EF_NODRAW;
pev->modelindex = 0;
pev->model = 0;
pev->owner = pPlayer->edict();
pev->nextthink = gpGlobals->time + 0.1;
SetTouch(NULL);
}
/* <1d1e4a> ../cstrike/dlls/weapons.cpp:1126 */
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int CBasePlayerWeapon::__MAKE_VHOOK(AddDuplicate)(CBasePlayerItem *pOriginal)
{
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if (m_iDefaultAmmo)
return ExtractAmmo((CBasePlayerWeapon *)pOriginal);
else
return ExtractClipAmmo((CBasePlayerWeapon *)pOriginal);
}
/* <1d237f> ../cstrike/dlls/weapons.cpp:1140 */
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int CBasePlayerWeapon::__MAKE_VHOOK(AddToPlayer)(CBasePlayer *pPlayer)
{
m_pPlayer = pPlayer;
pPlayer->pev->weapons |= (1 << m_iId);
if (!m_iPrimaryAmmoType)
{
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m_iPrimaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo1());
m_iSecondaryAmmoType = pPlayer->GetAmmoIndex(pszAmmo2());
}
if (AddWeapon())
{
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MESSAGE_BEGIN(MSG_ONE, gmsgWeapPickup, NULL, pPlayer->pev);
WRITE_BYTE(m_iId);
MESSAGE_END();
return 1;
}
return 0;
}
/* <1d24a3> ../cstrike/dlls/weapons.cpp:1164 */
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int CBasePlayerWeapon::__MAKE_VHOOK(UpdateClientData)(CBasePlayer *pPlayer)
{
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BOOL bSend = FALSE;
int state = 0;
if (pPlayer->m_pActiveItem == this)
{
if (pPlayer->m_fOnTarget)
state = WEAPON_IS_ONTARGET;
else
state = 1;
}
if (!pPlayer->m_fWeapon)
bSend = TRUE;
if (this == pPlayer->m_pActiveItem || this == pPlayer->m_pClientActiveItem)
{
if (pPlayer->m_pActiveItem != pPlayer->m_pClientActiveItem)
bSend = TRUE;
}
if (m_iClip != m_iClientClip || state != m_iClientWeaponState || pPlayer->m_iFOV != pPlayer->m_iClientFOV)
bSend = TRUE;
if (bSend)
{
MESSAGE_BEGIN(MSG_ONE, gmsgCurWeapon, NULL, pPlayer->pev);
WRITE_BYTE(state);
WRITE_BYTE(m_iId);
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WRITE_BYTE(m_iClip);
MESSAGE_END();
m_iClientWeaponState = state;
m_iClientClip = m_iClip;
pPlayer->m_fWeapon = TRUE;
}
if (m_pNext)
m_pNext->UpdateClientData(pPlayer);
return 1;
}
/* <1d22c7> ../cstrike/dlls/weapons.cpp:1218 */
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void CBasePlayerWeapon::__MAKE_VHOOK(SendWeaponAnim)(int iAnim, int skiplocal)
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{
m_pPlayer->pev->weaponanim = iAnim;
if (!skiplocal || !ENGINE_CANSKIP(ENT(m_pPlayer->pev)))
{
MESSAGE_BEGIN(MSG_ONE, SVC_WEAPONANIM, NULL, m_pPlayer->pev);
WRITE_BYTE(iAnim);
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WRITE_BYTE(pev->body);
MESSAGE_END();
}
}
/* <1d3ad5> ../cstrike/dlls/weapons.cpp:1231 */
BOOL CBasePlayerWeapon::AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry)
{
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int iIdAmmo;
if (iMaxClip < 1)
{
m_iClip = -1;
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
}
else if (m_iClip)
iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMaxCarry);
else
{
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int i = _min(m_iClip + iCount, iMaxClip);
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m_iClip = i;
iIdAmmo = m_pPlayer->GiveAmmo(iCount - i, szName, iMaxCarry);
}
if (iIdAmmo > 0)
{
m_iPrimaryAmmoType = iIdAmmo;
if (m_pPlayer->HasPlayerItem(this))
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
/* <1d3cd7> ../cstrike/dlls/weapons.cpp:1267 */
NOXREF BOOL CBasePlayerWeapon::AddSecondaryAmmo(int iCount, char *szName, int iMax)
{
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int iIdAmmo = m_pPlayer->GiveAmmo(iCount, szName, iMax);
if (iIdAmmo > 0)
{
m_iSecondaryAmmoType = iIdAmmo;
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/9mmclip1.wav", VOL_NORM, ATTN_NORM);
}
return iIdAmmo > 0 ? TRUE : FALSE;
}
/* <1d19ba> ../cstrike/dlls/weapons.cpp:1287 */
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NOBODY BOOL CBasePlayerWeapon::__MAKE_VHOOK(IsUseable)(void)
{
// iMaxAmmo1(CBasePlayerItem *const this); // 1291
return FALSE;
}
/* <1d19f4> ../cstrike/dlls/weapons.cpp:1301 */
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NOBODY BOOL CBasePlayerWeapon::__MAKE_VHOOK(CanDeploy)(void)
{
return FALSE;
}
/* <1d3d7a> ../cstrike/dlls/weapons.cpp:1306 */
BOOL CBasePlayerWeapon::DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal)
{
if (!CanDeploy())
return FALSE;
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m_pPlayer->TabulateAmmo();
m_pPlayer->pev->viewmodel = MAKE_STRING(szViewModel);
m_pPlayer->pev->weaponmodel = MAKE_STRING(szWeaponModel);
model_name = m_pPlayer->pev->viewmodel;
Q_strcpy(m_pPlayer->m_szAnimExtention, szAnimExt);
SendWeaponAnim(iAnim, skiplocal);
m_pPlayer->m_flNextAttack = 0.75f;
m_flTimeWeaponIdle = 1.5f;
m_flLastFireTime = 0.0f;
m_flDecreaseShotsFired = gpGlobals->time;
m_pPlayer->m_iFOV = 90;
m_pPlayer->pev->fov = 90.0f;
m_pPlayer->m_bResumeZoom = false;
m_pPlayer->m_iLastZoom = 90;
return TRUE;
}
/* <1d3df3> ../cstrike/dlls/weapons.cpp:1333 */
void CBasePlayerWeapon::ReloadSound(void)
{
Vector newVector;
Vector origin;
CBaseEntity *pPlayer = NULL;
float distance;
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m_pPlayer->pev->origin.CopyToArray(origin);
while ((pPlayer = (CBasePlayer *)UTIL_FindEntityByClassname(pPlayer, "player")) != NULL)
{
if (pPlayer->IsDormant())
break;
if (pPlayer == m_pPlayer)
continue;
newVector = origin - pPlayer->pev->origin;
distance = newVector.Length();
if (distance <= 512.0f)
{
MESSAGE_BEGIN(MSG_ONE, gmsgReloadSound, NULL, pPlayer->pev);
WRITE_BYTE((int)((1.0f - (distance / 512.0f)) * 255.0f));
if (!Q_memcmp(STRING(pev->classname), "weapon_m3", 10) || !Q_memcmp(STRING(pev->classname), "weapon_xm1014", 14))
WRITE_BYTE(0);
else
WRITE_BYTE(1);
MESSAGE_END();
}
}
}
/* <1d3f0c> ../cstrike/dlls/weapons.cpp:1366 */
int CBasePlayerWeapon::DefaultReload(int iClipSize, int iAnim, float fDelay)
{
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
return FALSE;
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int j = _min(iClipSize - m_iClip, m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]);
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if (!j)
return FALSE;
m_pPlayer->m_flNextAttack = fDelay;
ReloadSound();
SendWeaponAnim(iAnim, UseDecrement() != FALSE);
m_fInReload = TRUE;
m_flTimeWeaponIdle = fDelay + 0.5f;
return TRUE;
}
/* <1d2607> ../cstrike/dlls/weapons.cpp:1389 */
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BOOL CBasePlayerWeapon::__MAKE_VHOOK(PlayEmptySound)(void)
{
if (m_iPlayEmptySound)
{
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if (m_iId == WEAPON_USP || m_iId == WEAPON_GLOCK18 || m_iId == WEAPON_P228 || m_iId == WEAPON_DEAGLE || m_iId == WEAPON_ELITE || m_iId == WEAPON_FIVESEVEN)
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_pistol.wav", 0.8, ATTN_NORM);
else
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/dryfire_rifle.wav", 0.8, ATTN_NORM);
}
return FALSE;
}
/* <1d1a1c> ../cstrike/dlls/weapons.cpp:1414 */
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void CBasePlayerWeapon::__MAKE_VHOOK(ResetEmptySound)(void)
{
m_iPlayEmptySound = 1;
}
/* <1d1a44> ../cstrike/dlls/weapons.cpp:1421 */
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NOBODY int CBasePlayerWeapon::__MAKE_VHOOK(PrimaryAmmoIndex)(void)
{
return 0;
}
/* <1d1a6c> ../cstrike/dlls/weapons.cpp:1428 */
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NOBODY int CBasePlayerWeapon::__MAKE_VHOOK(SecondaryAmmoIndex)(void)
{
return 0;
}
/* <1d1a94> ../cstrike/dlls/weapons.cpp:1433 */
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void CBasePlayerWeapon::__MAKE_VHOOK(Holster)(int skiplocal)
{
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m_fInReload = 0;
m_pPlayer->pev->viewmodel = 0;
m_pPlayer->pev->weaponmodel = 0;
}
/* <1d20fb> ../cstrike/dlls/weapons.cpp:1440 */
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void CBasePlayerAmmo::__MAKE_VHOOK(Spawn)(void)
{
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pev->movetype = MOVETYPE_TOSS;
pev->solid = SOLID_TRIGGER;
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerAmmo::DefaultTouch);
if (g_pGameRules->IsMultiplayer())
{
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 2.0f;
}
}
/* <1d1d10> ../cstrike/dlls/weapons.cpp:1458 */
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CBaseEntity *CBasePlayerAmmo::__MAKE_VHOOK(Respawn)(void)
{
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pev->effects |= EF_NODRAW;
SetTouch(NULL);
UTIL_SetOrigin(pev, g_pGameRules->VecAmmoRespawnSpot(this));
SetThink(&CBasePlayerAmmo::Materialize);
pev->nextthink = g_pGameRules->FlAmmoRespawnTime(this);
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return this;
}
/* <1d1de0> ../cstrike/dlls/weapons.cpp:1471 */
void CBasePlayerAmmo::Materialize(void)
{
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if (pev->effects & EF_NODRAW)
{
if (g_pGameRules->IsMultiplayer())
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{
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", VOL_NORM, ATTN_NORM, 0, 150);
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}
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pev->effects &= ~EF_NODRAW;
pev->effects |= EF_MUZZLEFLASH;
}
SetTouch(&CBasePlayerAmmo::DefaultTouch);
}
/* <1d1e94> ../cstrike/dlls/weapons.cpp:1488 */
void CBasePlayerAmmo::DefaultTouch(CBaseEntity *pOther)
{
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if (!pOther->IsPlayer())
return;
if (AddAmmo(pOther))
{
if (g_pGameRules->AmmoShouldRespawn(this) == GR_AMMO_RESPAWN_YES)
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{
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Respawn();
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}
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else
{
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1f;
}
}
else if (gEvilImpulse101)
{
SetTouch(NULL);
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 0.1f;
}
}
/* <1d3bc3> ../cstrike/dlls/weapons.cpp:1525 */
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int CBasePlayerWeapon::__MAKE_VHOOK(ExtractAmmo)(CBasePlayerWeapon *pWeapon)
{
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int iReturn = 0;
if (pszAmmo1())
{
iReturn = pWeapon->AddPrimaryAmmo(m_iDefaultAmmo, (char *)pszAmmo1(), iMaxClip(), iMaxAmmo1());
m_iDefaultAmmo = 0;
}
if (pszAmmo2())
iReturn = AddSecondaryAmmo(0, (char *)pszAmmo2(), iMaxAmmo2());
return iReturn;
}
/* <1d1acc> ../cstrike/dlls/weapons.cpp:1548 */
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int CBasePlayerWeapon::__MAKE_VHOOK(ExtractClipAmmo)(CBasePlayerWeapon *pWeapon)
{
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int iAmmo;
if (m_iClip == WEAPON_NOCLIP)
iAmmo = 0;
else
iAmmo = m_iClip;
return pWeapon->m_pPlayer->GiveAmmo(iAmmo, (char *)pszAmmo1(), iMaxAmmo1());
}
/* <1d1b2e> ../cstrike/dlls/weapons.cpp:1567 */
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NOBODY void CBasePlayerWeapon::__MAKE_VHOOK(RetireWeapon)(void)
{
}
// GetNextAttackDelay - An accurate way of calcualting the next attack time.
/* <1d3f76> ../cstrike/dlls/weapons.cpp:1580 */
float CBasePlayerWeapon::GetNextAttackDelay(float delay)
{
if (m_flLastFireTime == 0.0f || m_flNextPrimaryAttack == -1.0f)
{
// At this point, we are assuming that the client has stopped firing
// and we are going to reset our book keeping variables.
m_flPrevPrimaryAttack = delay;
m_flLastFireTime = gpGlobals->time;
}
#ifdef REGAMEDLL_BUILD_6153
// TODO: Build 6xxx
// at build 6153 beta this removed
// maybe it was initiated due to the delay of the shot
// calculate the time between this shot and the previous
float flTimeBetweenFires = gpGlobals->time - m_flLastFireTime;
float flCreep = 0.0f;
if (flTimeBetweenFires > 0.0f)
flCreep = flTimeBetweenFires - m_flPrevPrimaryAttack;
float flNextAttack = delay - flCreep + 0.0f;
#else
float flNextAttack = delay + 0.0f;
#endif // REGAMEDLL_BUILD_6153
// save the last fire time
m_flLastFireTime = gpGlobals->time;
// we need to remember what the m_flNextPrimaryAttack time is set to for each shot,
// store it as m_flPrevPrimaryAttack.
m_flPrevPrimaryAttack = flNextAttack;
return flNextAttack;
}
/* <1d3fe8> ../cstrike/dlls/weapons.cpp:1614 */
LINK_ENTITY_TO_CLASS(weaponbox, CWeaponBox);
/* <1d2002> ../cstrike/dlls/weapons.cpp:1624 */
IMPLEMENT_SAVERESTORE(CWeaponBox, CBaseEntity);
/* <1d1b57> ../cstrike/dlls/weapons.cpp:1629 */
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NOBODY void CWeaponBox::__MAKE_VHOOK(Precache)(void)
{
}
/* <1d2978> ../cstrike/dlls/weapons.cpp:1636 */
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NOBODY void CWeaponBox::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
{
// KeyValue(CWeaponBox *const this,
// KeyValueData *pkvd); // 1636
}
/* <1d48ba> ../cstrike/dlls/weapons.cpp:1652 */
void CWeaponBox::BombThink(void)
{
if (!m_bIsBomb)
return;
CBaseEntity *pEntity = NULL;
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while ((pEntity = UTIL_FindEntityByClassname(pEntity, "player")) != NULL)
{
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if (FNullEnt(pEntity->edict()))
break;
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if (!pEntity->IsPlayer() || pEntity->IsDormant())
continue;
CBasePlayer *pTempPlayer = GetClassPtr((CBasePlayer *)pEntity->pev);
if (pTempPlayer->pev->deadflag == DEAD_NO && pTempPlayer->m_iTeam == TERRORIST)
{
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MESSAGE_BEGIN(MSG_ONE, gmsgBombDrop, NULL, pTempPlayer->edict());
WRITE_COORD(pev->origin.x);
WRITE_COORD(pev->origin.y);
WRITE_COORD(pev->origin.z);
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WRITE_BYTE(0);
MESSAGE_END();
}
}
pev->nextthink = gpGlobals->time + 1;
}
/* <1d1ce7> ../cstrike/dlls/weapons.cpp:1687 */
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NOBODY void CWeaponBox::__MAKE_VHOOK(Spawn)(void)
{
}
/* <1d40c4> ../cstrike/dlls/weapons.cpp:1704 */
void CWeaponBox::Kill(void)
{
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for (int i = 0; i < MAX_ITEM_TYPES; i++)
{
CBasePlayerItem *pWeapon = m_rgpPlayerItems[i];
while (pWeapon != NULL)
{
pWeapon->SetThink(&CBaseEntity::SUB_Remove);
pWeapon->pev->nextthink = gpGlobals->time + 0.1;
pWeapon = pWeapon->m_pNext;
}
}
UTIL_Remove(this);
}
/* <1d0640> ../cstrike/dlls/weapons.cpp:1732 */
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NOBODY void CWeaponBox::__MAKE_VHOOK(Touch)(CBaseEntity *pOther)
{
// {
// class CBasePlayer *pPlayer; // 1751
// int i; // 1769
// bool bRemove; // 1770
// bool bEmitSound; // 1771
// {
// class CBasePlayerItem *pItem; // 1779
// {
// class CCSBotManager *ctrl; // 1795
// }
// {
// class CBaseEntity *pEntity; // 1839
// class CBasePlayer *pTempPlayer; // 1840
// class CCSBotManager *csBots; // 1864
// }
// {
// class CBasePlayerWeapon *pGrenade; // 1881
// int playerGrenades; // 1889
// int maxGrenades; // 1890
// const char *grenadeName; // 1891
// }
// }
// {
// int n; // 1951
// }
// }
}
/* <1d4148> ../cstrike/dlls/weapons.cpp:1981 */
BOOL CWeaponBox::PackWeapon(CBasePlayerItem *pWeapon)
{
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if (HasWeapon(pWeapon))
return FALSE;
if (pWeapon->m_pPlayer)
{
if (pWeapon->m_pPlayer->m_pActiveItem == pWeapon)
pWeapon->Holster();
if (!pWeapon->m_pPlayer->RemovePlayerItem(pWeapon))
return FALSE;
}
int iWeaponSlot = pWeapon->iItemSlot();
if (m_rgpPlayerItems[iWeaponSlot])
{
pWeapon->m_pNext = m_rgpPlayerItems[iWeaponSlot];
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
}
else
{
m_rgpPlayerItems[iWeaponSlot] = pWeapon;
pWeapon->m_pNext = NULL;
}
pWeapon->pev->spawnflags |= SF_NORESPAWN;
pWeapon->pev->movetype = MOVETYPE_NONE;
pWeapon->pev->solid = SOLID_NOT;
pWeapon->pev->effects = EF_NODRAW;
pWeapon->pev->modelindex = 0;
pWeapon->pev->model = NULL;
pWeapon->pev->owner = ENT(pev);
pWeapon->SetThink(NULL);
pWeapon->SetTouch(NULL);
pWeapon->m_pPlayer = NULL;
return TRUE;
}
/* <1d4224> ../cstrike/dlls/weapons.cpp:2036 */
int CWeaponBox::PackAmmo(int iszName, int iCount)
{
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if (!iszName)
{
ALERT(at_console, "NULL String in PackAmmo!\n");
return FALSE;
}
int iMaxCarry = MaxAmmoCarry(iszName);
if (iMaxCarry != -1 && iCount > 0)
{
GiveAmmo(iCount, (char *)STRING(iszName), iMaxCarry);
return TRUE;
}
return FALSE;
}
/* <1d426b> ../cstrike/dlls/weapons.cpp:2061 */
int CWeaponBox::GiveAmmo(int iCount, char *szName, int iMax, int *pIndex)
{
int i = 1;
for (; i < MAX_AMMO_SLOTS && m_rgiszAmmo[i] != 0; i++)
{
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if (!Q_stricmp(szName, STRING(m_rgiszAmmo[i])))
{
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if (pIndex)
*pIndex = i;
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int iAdd = _min(iCount, iMax - m_rgAmmo[i]);
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if (iCount <= 0 || iAdd > 0)
{
m_rgAmmo[i] += iAdd;
return i;
}
return -1;
}
}
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if (i < MAX_AMMO_SLOTS)
{
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if (pIndex)
*pIndex = i;
m_rgiszAmmo[i] = MAKE_STRING(szName);
m_rgAmmo[i] = iCount;
return i;
}
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ALERT(at_console, "out of named ammo slots\n");
return i;
}
/* <1d42d5> ../cstrike/dlls/weapons.cpp:2100 */
BOOL CWeaponBox::HasWeapon(CBasePlayerItem *pCheckItem)
{
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CBasePlayerItem *pItem = m_rgpPlayerItems[pCheckItem->iItemSlot()];
while (pItem)
{
if (FClassnameIs(pItem->pev, STRING(pCheckItem->pev->classname)))
return TRUE;
pItem = pItem->m_pNext;
}
return FALSE;
}
/* <1d4354> ../cstrike/dlls/weapons.cpp:2119 */
BOOL CWeaponBox::IsEmpty(void)
{
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int i;
for (i = 0; i < MAX_ITEM_TYPES; i++)
{
if (m_rgpPlayerItems[i])
return FALSE;
}
for (i = 0; i < MAX_AMMO_SLOTS; i++)
{
if (m_rgiszAmmo[i])
return FALSE;
}
return TRUE;
}
/* <1d1b7f> ../cstrike/dlls/weapons.cpp:2145 */
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NOBODY void CWeaponBox::__MAKE_VHOOK(SetObjectCollisionBox)(void)
{
// operator+(const Vector ::SetObjectCollisionBox(// const Vector &v); // 2147
// operator+(const Vector *const this,
// const Vector &v); // 2148
}
/* <1d1d39> ../cstrike/dlls/weapons.cpp:2167 */
NOBODY void CArmoury::Spawn(void)
{
// Vector(Vector::Spawn(// float X,
// float Y,
// float Z); // 2172
// Vector(Vector *const this,
// float X,
// float Y,
// float Z); // 2172
}
/* <1d1bfb> ../cstrike/dlls/weapons.cpp:2207 */
NOBODY void CArmoury::Restart(void)
{
// {
// class CHalfLifeMultiplay *mp; // 2209
// {
// float flRatio; // 2257
// }
// {
// float flRatio; // 2239
// }
// {
// float flRatio; // 2221
// }
// }
}
/* <1d1ee9> ../cstrike/dlls/weapons.cpp:2268 */
NOBODY void CArmoury::Precache(void)
{
// Precache(CArmoury *const this); // 2268
}
/* <1d1f2f> ../cstrike/dlls/weapons.cpp:2294 */
NOBODY void CArmoury::ArmouryTouch(CBaseEntity *pOther)
{
// {
// class CBasePlayer *p; // 2299
// }
// ArmouryTouch(CArmoury *const this,
// class CBaseEntity *pOther); // 2294
}
/* <1d21bd> ../cstrike/dlls/weapons.cpp:2352 */
NOBODY void CArmoury::KeyValue(KeyValueData *pkvd)
{
// FStrEq(const char *sz1,
// const char *sz2); // 2354
// FStrEq(const char *sz1,
// const char *sz2); // 2359
// KeyValue(CBaseEntity *const this,
// KeyValueData *pkvd); // 2364
// atoi(const char *__nptr); // 2356
// KeyValue(CArmoury *const this,
// KeyValueData *pkvd); // 2352
}
/* <1d4392> ../cstrike/dlls/weapons.cpp:2368 */
LINK_ENTITY_TO_CLASS(armoury_entity, CArmoury);
#ifdef HOOK_GAMEDLL
void CBasePlayerAmmo::Spawn(void)
{
Spawn_();
}
CBaseEntity *CBasePlayerAmmo::Respawn(void)
{
return Respawn_();
}
int CBasePlayerWeapon::Save(CSave &save)
{
return Save_(save);
}
int CBasePlayerWeapon::Restore(CRestore &restore)
{
return Restore_(restore);
}
int CBasePlayerWeapon::AddToPlayer(CBasePlayer *pPlayer)
{
return AddToPlayer_(pPlayer);
}
int CBasePlayerWeapon::AddDuplicate(CBasePlayerItem *pItem)
{
return AddDuplicate_(pItem);
}
BOOL CBasePlayerWeapon::CanDeploy(void)
{
return CanDeploy_();
}
void CBasePlayerWeapon::Holster(int skiplocal)
{
Holster_(skiplocal);
}
void CBasePlayerWeapon::ItemPostFrame(void)
{
ItemPostFrame_();
}
int CBasePlayerWeapon::PrimaryAmmoIndex(void)
{
return PrimaryAmmoIndex_();
}
int CBasePlayerWeapon::SecondaryAmmoIndex(void)
{
return SecondaryAmmoIndex_();
}
int CBasePlayerWeapon::UpdateClientData(CBasePlayer *pPlayer)
{
return UpdateClientData_(pPlayer);
}
int CBasePlayerWeapon::ExtractAmmo(CBasePlayerWeapon *pWeapon)
{
return ExtractAmmo_(pWeapon);
}
int CBasePlayerWeapon::ExtractClipAmmo(CBasePlayerWeapon *pWeapon)
{
return ExtractClipAmmo_(pWeapon);
}
BOOL CBasePlayerWeapon::PlayEmptySound(void)
{
return PlayEmptySound_();
}
void CBasePlayerWeapon::ResetEmptySound(void)
{
ResetEmptySound_();
}
void CBasePlayerWeapon::SendWeaponAnim(int iAnim,int skiplocal)
{
SendWeaponAnim_(iAnim,skiplocal);
}
BOOL CBasePlayerWeapon::IsUseable(void)
{
return IsUseable_();
}
void CBasePlayerWeapon::RetireWeapon(void)
{
RetireWeapon_();
}
int CBasePlayerItem::Save(CSave &save)
{
return Save_(save);
}
int CBasePlayerItem::Restore(CRestore &restore)
{
return Restore_(restore);
}
void CBasePlayerItem::SetObjectCollisionBox(void)
{
SetObjectCollisionBox_();
}
CBaseEntity *CBasePlayerItem::Respawn(void)
{
return Respawn_();
}
int CBasePlayerItem::AddToPlayer(CBasePlayer *pPlayer)
{
return AddToPlayer_(pPlayer);
}
void CBasePlayerItem::Holster(int skiplocal)
{
Holster_(skiplocal);
}
void CBasePlayerItem::Drop(void)
{
Drop_();
}
void CBasePlayerItem::Kill(void)
{
Kill_();
}
void CBasePlayerItem::AttachToPlayer(CBasePlayer *pPlayer)
{
AttachToPlayer_(pPlayer);
}
void CWeaponBox::Spawn(void)
{
Spawn_();
}
void CWeaponBox::Precache(void)
{
Precache_();
}
void CWeaponBox::KeyValue(KeyValueData *pkvd)
{
KeyValue_(pkvd);
}
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int CWeaponBox::Save(CSave &save)
{
return Save_(save);
}
int CWeaponBox::Restore(CRestore &restore)
{
return Restore_(restore);
}
void CWeaponBox::SetObjectCollisionBox(void)
{
SetObjectCollisionBox_();
}
void CWeaponBox::Touch(CBaseEntity *pOther)
{
Touch_(pOther);
}
#endif // HOOK_GAMEDLL