ReGameDLL_CS/regamedll/dlls/weapons.h
s1lentq 48ec89893a Reverse Hostages cs 1.6, SV_StudioSetupBones
Added project build mp.dll/cs.so
work final the reverse-engineering for CS 1.6
2015-12-06 01:58:53 +06:00

2174 lines
50 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#ifndef WEAPONS_H
#define WEAPONS_H
#ifdef _WIN32
#pragma once
#endif
#include "weapontype.h"
class CBasePlayer;
#define MAX_WEAPONS 32
#define MAX_NORMAL_BATTERY 100.0f
#define ITEM_FLAG_SELECTONEMPTY 1
#define ITEM_FLAG_NOAUTORELOAD 2
#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
#define ITEM_FLAG_LIMITINWORLD 8
#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
#define WEAPON_IS_ONTARGET 0x40
#define ARMOR_TYPE_EMPTY 0
#define ARMOR_TYPE_KEVLAR 1 // Armor
#define ARMOR_TYPE_HELMET 2 // Armor and helmet
// the maximum amount of ammo each weapon's clip can hold
#define WEAPON_NOCLIP -1
#define LOUD_GUN_VOLUME 1000
#define NORMAL_GUN_VOLUME 600
#define QUIET_GUN_VOLUME 200
#define BRIGHT_GUN_FLASH 512
#define NORMAL_GUN_FLASH 256
#define DIM_GUN_FLASH 128
#define BIG_EXPLOSION_VOLUME 2048
#define NORMAL_EXPLOSION_VOLUME 1024
#define SMALL_EXPLOSION_VOLUME 512
#define WEAPON_ACTIVITY_VOLUME 64
// spawn flags
#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
// custom enum
enum ArmouryItemPack
{
ARMOURY_MP5NAVY,
ARMOURY_TMP,
ARMOURY_P90,
ARMOURY_MAC10,
ARMOURY_AK47,
ARMOURY_SG552,
ARMOURY_M4A1,
ARMOURY_AUG,
ARMOURY_SCOUT,
ARMOURY_G3SG1,
ARMOURY_AWP,
ARMOURY_M3,
ARMOURY_XM1014,
ARMOURY_M249,
ARMOURY_FLASHBANG,
ARMOURY_HEGRENADE,
ARMOURY_KEVLAR,
ARMOURY_ASSAULT,
ARMOURY_SMOKEGRENADE,
};
struct BuyInfo
{
WeaponType type;
bool preferred;
char *buyAlias;
};/* size: 12, cachelines: 1, members: 3 */
struct ItemInfo
{
int iSlot;
int iPosition;
const char *pszAmmo1;
int iMaxAmmo1;
const char *pszAmmo2;
int iMaxAmmo2;
const char *pszName;
int iMaxClip;
int iId;
int iFlags;
int iWeight;
};/* size: 44, cachelines: 1, members: 11 */
struct AmmoInfo
{
const char *pszName;
int iId;
};/* size: 8, cachelines: 1, members: 2 */
struct MULTIDAMAGE
{
CBaseEntity *pEntity;
float amount;
int type;
};/* size: 12, cachelines: 1, members: 3 */
/* <1d04c6> ../cstrike/dlls/weapons.cpp:2156 */
class CArmoury: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void Restart(void);
virtual void KeyValue(KeyValueData *pkvd);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void Restart_(void);
void KeyValue_(KeyValueData *pkvd);
#endif // HOOK_GAMEDLL
public:
void EXPORT ArmouryTouch(CBaseEntity *pOther);
public:
int m_iItem;
int m_iCount;
int m_iInitialCount;
bool m_bAlreadyCounted;
};/* size: 168, cachelines: 3, members: 5 */
/* <14ed46> ../cstrike/dlls/weapons.h:56 */
class CGrenade: public CBaseMonster
{
public:
virtual void Spawn(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return m_bIsC4 ? FCAP_CONTINUOUS_USE : 0;
}
virtual void Killed(entvars_t *pevAttacker, int iGib);
virtual int BloodColor(void)
{
return DONT_BLEED;
}
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual void BounceSound(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Killed_(entvars_t *pevAttacker, int iGib);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void BounceSound_(void);
#endif // HOOK_GAMEDLL
public:
enum SATCHELCODE
{
SATCHEL_DETONATE,
SATCHEL_RELEASE
};
public:
static CGrenade *ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time);
static CGrenade *ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent);
NOXREF static CGrenade *ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
static CGrenade *ShootSmokeGrenade(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent);
static CGrenade *ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
NOXREF static void UseSatchelCharges(entvars_t *pevOwner, SATCHELCODE code);
public:
void Explode(Vector vecSrc, Vector vecAim);
void Explode(TraceResult *pTrace, int bitsDamageType);
void Explode2(TraceResult *pTrace, int bitsDamageType);
void Explode3(TraceResult *pTrace, int bitsDamageType);
NOXREF void SG_Explode(TraceResult *pTrace, int bitsDamageType);
void EXPORT Smoke(void);
void EXPORT Smoke2(void);
void EXPORT Smoke3_A(void);
void EXPORT Smoke3_B(void);
void EXPORT Smoke3_C(void);
void EXPORT SG_Smoke(void);
void EXPORT BounceTouch(CBaseEntity *pOther);
void EXPORT SlideTouch(CBaseEntity *pOther);
void EXPORT C4Touch(CBaseEntity *pOther);
void EXPORT ExplodeTouch(CBaseEntity *pOther);
void EXPORT DangerSoundThink(void);
void EXPORT PreDetonate(void);
void EXPORT Detonate(void);
void EXPORT SG_Detonate(void);
void EXPORT Detonate2(void);
void EXPORT Detonate3(void);
void EXPORT DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT TumbleThink(void);
void EXPORT SG_TumbleThink(void);
void EXPORT C4Think(void);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[15];
bool m_bStartDefuse;
bool m_bIsC4;
EHANDLE m_pBombDefuser;
float m_flDefuseCountDown;
float m_flC4Blow;
float m_flNextFreqInterval;
float m_flNextBeep;
float m_flNextFreq;
char *m_sBeepName;
float m_fAttenu;
float m_flNextBlink;
float m_fNextDefuse;
bool m_bJustBlew;
int m_iTeam;
int m_iCurWave;
edict_t *m_pentCurBombTarget;
int m_SGSmoke;
int m_angle;
unsigned short m_usEvent;
bool m_bLightSmoke;
bool m_bDetonated;
Vector m_vSmokeDetonate;
int m_iBounceCount;
BOOL m_fRegisteredSound;
};/* size: 500, cachelines: 8, members: 26 */
/* <2c9f2c> ../cstrike/dlls/weapons.h:238 */
class CBasePlayerItem: public CBaseAnimating
{
public:
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void SetObjectCollisionBox(void);
virtual CBaseEntity *Respawn(void);
virtual int AddToPlayer(CBasePlayer *pPlayer);
virtual int AddDuplicate(CBasePlayerItem *pItem)
{
return FALSE;
}
virtual int GetItemInfo(ItemInfo *p)
{
return 0;
}
virtual BOOL CanDeploy(void)
{
return TRUE;
}
virtual BOOL CanDrop(void)
{
return TRUE;
}
virtual BOOL Deploy(void)
{
return TRUE;
}
virtual BOOL IsWeapon(void)
{
return FALSE;
}
virtual BOOL CanHolster(void)
{
return TRUE;
}
virtual void Holster(int skiplocal = 0);
virtual void UpdateItemInfo(void) {}
virtual void ItemPreFrame(void) {}
virtual void ItemPostFrame(void) {}
virtual void Drop(void);
virtual void Kill(void);
virtual void AttachToPlayer(CBasePlayer *pPlayer);
virtual int PrimaryAmmoIndex(void)
{
return -1;
}
virtual int SecondaryAmmoIndex(void)
{
return -1;
}
virtual int UpdateClientData(CBasePlayer *pPlayer)
{
return 0;
}
virtual CBasePlayerItem *GetWeaponPtr(void)
{
return NULL;
}
virtual float GetMaxSpeed(void)
{
return 260.0f;
}
virtual int iItemSlot(void)
{
return 0;
}
#ifdef HOOK_GAMEDLL
int Save_(CSave &save);
int Restore_(CRestore &restore);
void SetObjectCollisionBox_(void);
CBaseEntity *Respawn_(void);
int AddToPlayer_(CBasePlayer *pPlayer);
void Holster_(int skiplocal);
void Drop_(void);
void Kill_(void);
void AttachToPlayer_(CBasePlayer *pPlayer);
#endif // HOOK_GAMEDLL
public:
void EXPORT DestroyItem(void);
void EXPORT DefaultTouch(CBaseEntity *pOther);
void EXPORT FallThink(void);
void EXPORT Materialize(void);
void EXPORT AttemptToMaterialize(void);
void FallInit(void);
void CheckRespawn(void);
public:
inline int iItemPosition(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].iPosition;
}
inline const char *pszAmmo1(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].pszAmmo1;
}
inline int iMaxAmmo1(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].iMaxAmmo1;
}
inline const char *pszAmmo2(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].pszAmmo2;
}
inline int iMaxAmmo2(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].iMaxAmmo2;
}
inline const char *pszName(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].pszName;
}
inline int iMaxClip(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].iMaxClip;
}
inline int iWeight(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].iWeight;
}
inline int iFlags(void)
{
return IMPLEMENT_ARRAY(ItemInfoArray)[ m_iId ].iFlags;
}
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[3];
static ItemInfo IMPLEMENT_ARRAY(ItemInfoArray)[32];
static AmmoInfo IMPLEMENT_ARRAY(AmmoInfoArray)[32];
CBasePlayer *m_pPlayer;
CBasePlayerItem *m_pNext;
int m_iId;
};/* size: 192, cachelines: 3, members: 7 */
/* <2c9f52> ../cstrike/dlls/weapons.h:307 */
class CBasePlayerWeapon: public CBasePlayerItem
{
public:
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int AddToPlayer(CBasePlayer *pPlayer);
virtual int AddDuplicate(CBasePlayerItem *pItem);
virtual BOOL CanDeploy(void);
virtual BOOL IsWeapon(void)
{
return TRUE;
}
virtual void Holster(int skiplocal = 0);
virtual void UpdateItemInfo(void) {};
virtual void ItemPostFrame(void);
virtual int PrimaryAmmoIndex(void);
virtual int SecondaryAmmoIndex(void);
virtual int UpdateClientData(CBasePlayer *pPlayer);
virtual CBasePlayerItem *GetWeaponPtr(void)
{
return (CBasePlayerItem *)this;
}
virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon);
virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon);
virtual int AddWeapon(void)
{
ExtractAmmo(this);
return 1;
}
virtual BOOL PlayEmptySound(void);
virtual void ResetEmptySound(void);
virtual void SendWeaponAnim(int iAnim, int skiplocal = 0);
virtual BOOL IsUseable(void);
virtual void PrimaryAttack(void) {};
virtual void SecondaryAttack(void) {};
virtual void Reload(void) {};
virtual void WeaponIdle(void) {};
virtual void RetireWeapon(void);
virtual BOOL ShouldWeaponIdle(void)
{
return FALSE;
}
virtual BOOL UseDecrement(void)
{
return FALSE;
}
#ifdef HOOK_GAMEDLL
int Save_(CSave &save);
int Restore_(CRestore &restore);
int AddToPlayer_(CBasePlayer *pPlayer);
int AddDuplicate_(CBasePlayerItem *pItem);
BOOL CanDeploy_(void);
void Holster_(int skiplocal = 0);
void ItemPostFrame_(void);
int PrimaryAmmoIndex_(void);
int SecondaryAmmoIndex_(void);
int UpdateClientData_(CBasePlayer *pPlayer);
int ExtractAmmo_(CBasePlayerWeapon *pWeapon);
int ExtractClipAmmo_(CBasePlayerWeapon *pWeapon);
BOOL PlayEmptySound_(void);
void ResetEmptySound_(void);
void SendWeaponAnim_(int iAnim, int skiplocal = 0);
BOOL IsUseable_(void);
void RetireWeapon_(void);
#endif // HOOK_GAMEDLL
public:
BOOL AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry);
BOOL AddSecondaryAmmo(int iCount, char *szName, int iMaxCarry);
BOOL DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0);
int DefaultReload(int iClipSize, int iAnim, float fDelay);
void FireRemaining(int &shotsFired, float &shootTime, BOOL isGlock18);
void KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change);
void EjectBrassLate(void);
NOXREF void MakeBeam(void);
NOXREF void BeamUpdate(void);
void ReloadSound(void);
float GetNextAttackDelay(float delay);
float GetNextAttackDelay2(float delay);
bool HasSecondaryAttack(void);
BOOL IsPistol(void)
{
return FALSE;
}
void SetPlayerShieldAnim(void);
void ResetPlayerShieldAnim(void);
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[7];
int m_iPlayEmptySound;
int m_fFireOnEmpty;
float m_flNextPrimaryAttack;
float m_flNextSecondaryAttack;
float m_flTimeWeaponIdle;
int m_iPrimaryAmmoType;
int m_iSecondaryAmmoType;
int m_iClip;
int m_iClientClip;
int m_iClientWeaponState;
int m_fInReload;
int m_fInSpecialReload;
int m_iDefaultAmmo;
int m_iShellId;
float m_fMaxSpeed;
bool m_bDelayFire;
int m_iDirection;
bool m_bSecondarySilencerOn;
float m_flAccuracy;
float m_flLastFire;
int m_iShotsFired;
Vector m_vVecAiming;
string_t model_name;
float m_flGlock18Shoot;
int m_iGlock18ShotsFired;
float m_flFamasShoot;
int m_iFamasShotsFired;
float m_fBurstSpread;
int m_iWeaponState;
float m_flNextReload;
float m_flDecreaseShotsFired;
unsigned short m_usFireGlock18;
unsigned short m_usFireFamas;
float m_flPrevPrimaryAttack;
float m_flLastFireTime;
};/* size: 336, cachelines: 6, members: 37 */
/* <9716> ../cstrike/dlls/weapons.h:429 */
class CBasePlayerAmmo: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual BOOL AddAmmo(CBaseEntity *pOther)
{
return TRUE;
}
virtual CBaseEntity *Respawn(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
CBaseEntity *Respawn_(void);
#endif // HOOK_GAMEDLL
public:
void EXPORT DefaultTouch(CBaseEntity *pOther);
void EXPORT Materialize(void);
};/* size: 152, cachelines: 3, members: 1 */
/* <1d03c1> ../cstrike/dlls/weapons.h:508 */
class CWeaponBox: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void SetObjectCollisionBox(void);
virtual void Touch(CBaseEntity *pOther);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void SetObjectCollisionBox_(void);
void Touch_(CBaseEntity *pOther);
#endif // HOOK_GAMEDLL
public:
BOOL IsEmpty(void);
int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = NULL);
void EXPORT Kill(void);
void EXPORT BombThink(void);
BOOL HasWeapon(CBasePlayerItem *pCheckItem);
BOOL PackWeapon(CBasePlayerItem *pWeapon);
BOOL PackAmmo(int iszName, int iCount);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[4];
CBasePlayerItem *m_rgpPlayerItems[ MAX_ITEM_TYPES ];
int m_rgiszAmmo[ MAX_AMMO_SLOTS ];
int m_rgAmmo[ MAX_AMMO_SLOTS ];
int m_cAmmoTypes;
bool m_bIsBomb;
};/* size: 440, cachelines: 7, members: 7 */
/* <2ba15a> ../cstrike/dlls/weapons.h:573 */
class CUSP: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return PISTOL_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void USPFire(float flSpread, float flCycleTime, BOOL fUseSemi);
NOXREF void MakeBeam(void);
NOXREF void BeamUpdate(void);
public:
int m_iShell;
private:
unsigned short m_usFireUSP;
};/* size: 344, cachelines: 6, members: 3 */
/* <28adc9> ../cstrike/dlls/weapons.h:599 */
class CMP5N: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 250.0f;
}
int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireMP5N;
};/* size: 348, cachelines: 6, members: 4 */
/* <2a553c> ../cstrike/dlls/weapons.h:624 */
class CSG552: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void SG552Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireSG552;
};/* size: 348, cachelines: 6, members: 4 */
/* <234730> ../cstrike/dlls/weapons.h:648 */
class CAK47: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 221.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void AK47Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireAK47;
};/* size: 348, cachelines: 6, members: 4 */
/* <239b82> ../cstrike/dlls/weapons.h:672 */
class CAUG: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 240.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireAug;
};/* size: 348, cachelines: 6, members: 4 */
/* <23ef02> ../cstrike/dlls/weapons.h:697 */
class CAWP: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void AWPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
private:
unsigned short m_usFireAWP;
};/* size: 344, cachelines: 6, members: 3 */
/* <245949> ../cstrike/dlls/weapons.h:721 */
class CC4: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return C4_SLOT;
}
virtual void PrimaryAttack(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void Holster_(int skiplocal);
void PrimaryAttack_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
bool m_bStartedArming;
bool m_bBombPlacedAnimation;
float m_fArmedTime;
private:
bool m_bHasShield;
};/* size: 348, cachelines: 6, members: 5 */
/* <24afee> ../cstrike/dlls/weapons.h:750 */
class CDEAGLE: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return PISTOL_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi);
public:
int m_iShell;
private:
unsigned short m_usFireDeagle;
};/* size: 344, cachelines: 6, members: 3 */
/* <25ab17> ../cstrike/dlls/weapons.h:778 */
class CFlashbang: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDeploy(void);
virtual BOOL CanDrop(void)
{
return FALSE;
}
virtual BOOL Deploy(void);
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return GRENADE_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
#ifdef REGAMEDLL_FIXES
return FALSE;
#else
// TODO: why the object flashbang is IsPistol?
return TRUE;
#endif // REGAMEDLL_FIXES
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL CanDeploy_(void);
BOOL Deploy_(void);
void Holster_(int skiplocal);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim(void);
void ResetPlayerShieldAnim(void);
};/* size: 336, cachelines: 6, members: 1 */
/* <26006d> ../cstrike/dlls/weapons.h:803 */
class CG3SG1: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
private:
unsigned short m_usFireG3SG1;
};/* size: 344, cachelines: 6, members: 3 */
/* <2655b2> ../cstrike/dlls/weapons.h:828 */
class CGLOCK18: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return PISTOL_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst);
public:
int m_iShell;
bool m_bBurstFire;
};/* size: 344, cachelines: 6, members: 3 */
/* <26a48a> ../cstrike/dlls/weapons.h:852 */
class CHEGrenade: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDeploy(void);
virtual BOOL CanDrop(void)
{
return FALSE;
}
virtual BOOL Deploy(void);
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return GRENADE_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL CanDeploy_(void);
BOOL Deploy_(void);
void Holster_(int skiplocal);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim(void);
void ResetPlayerShieldAnim(void);
public:
unsigned short m_usCreateExplosion;
};/* size: 340, cachelines: 6, members: 2 */
/* <26f804> ../cstrike/dlls/weapons.h:878 */
class CKnife: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDrop(void)
{
return FALSE;
}
virtual BOOL Deploy(void);
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return KNIFE_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual void WeaponIdle(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void Holster_(int skiplocal);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void EXPORT SwingAgain(void);
void EXPORT Smack(void);
public:
NOXREF void WeaponAnimation(int iAnimation);
int Stab(int fFirst);
int Swing(int fFirst);
public:
virtual bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
virtual void SetPlayerShieldAnim(void);
virtual void ResetPlayerShieldAnim(void);
public:
TraceResult m_trHit;
unsigned short m_usKnife;
};/* size: 396, cachelines: 7, members: 3 */
/* <275d5a> ../cstrike/dlls/weapons.h:910 */
class CM249: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 220.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireM249;
};/* size: 348, cachelines: 6, members: 4 */
/* <27b175> ../cstrike/dlls/weapons.h:934 */
class CM3: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 230.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
int m_iShell;
float m_flPumpTime;
private:
unsigned short m_usFireM3;
};/* size: 348, cachelines: 6, members: 4 */
/* <280488> ../cstrike/dlls/weapons.h:961 */
class CM4A1: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireM4A1;
};/* size: 348, cachelines: 6, members: 4 */
/* <285993> ../cstrike/dlls/weapons.h:987 */
class CMAC10: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 250.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireMAC10;
};/* size: 348, cachelines: 6, members: 4 */
/* <2902c1> ../cstrike/dlls/weapons.h:1011 */
class CP228: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return PISTOL_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi);
NOXREF void MakeBeam(void);
NOXREF void BeamUpdate(void);
public:
int m_iShell;
private:
unsigned short m_usFireP228;
};/* size: 344, cachelines: 6, members: 3 */
/* <295740> ../cstrike/dlls/weapons.h:1039 */
class CP90: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void P90Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireP90;
};/* size: 348, cachelines: 6, members: 4 */
/* <29abe0> ../cstrike/dlls/weapons.h:1063 */
class CSCOUT: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
private:
unsigned short m_usFireScout;
};/* size: 344, cachelines: 6, members: 3 */
/* <2aa3d5> ../cstrike/dlls/weapons.h:1089 */
class CSmokeGrenade: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDeploy(void);
virtual BOOL CanDrop(void)
{
return FALSE;
}
virtual BOOL Deploy(void);
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return GRENADE_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL CanDeploy_(void);
BOOL Deploy_(void);
void Holster_(int skiplocal);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim(void);
void ResetPlayerShieldAnim(void);
public:
unsigned short m_usCreateSmoke;
};/* size: 340, cachelines: 6, members: 2 */
/* <2af8c3> ../cstrike/dlls/weapons.h:1116 */
class CTMP: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 250.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireTMP;
};/* size: 348, cachelines: 6, members: 4 */
/* <2c9fce> ../cstrike/dlls/weapons.h:1141 */
class CXM1014: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 240.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
int m_iShell;
float m_flPumpTime;
private:
unsigned short m_usFireXM1014;
};/* size: 348, cachelines: 6, members: 4 */
/* <2503f9> ../cstrike/dlls/weapons.h:1167 */
class CELITE: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 250.0f;
}
virtual int iItemSlot(void)
{
return PISTOL_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi);
public:
int m_iShell;
unsigned short m_usFireELITE_LEFT;
unsigned short m_usFireELITE_RIGHT;
};/* size: 344, cachelines: 6, members: 4 */
/* <255b29> ../cstrike/dlls/weapons.h:1192 */
class CFiveSeven: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return m_fMaxSpeed;
}
virtual int iItemSlot(void)
{
return PISTOL_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
virtual BOOL IsPistol(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void FiveSevenFire(float flSpread, float flCycleTime, BOOL fUseSemi);
NOXREF void MakeBeam(void);
NOXREF void BeamUpdate(void);
public:
int m_iShell;
private:
unsigned short m_usFireFiveSeven;
};/* size: 344, cachelines: 6, members: 3 */
/* <2b4cf9> ../cstrike/dlls/weapons.h:1219 */
class CUMP45: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 250.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void UMP45Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireUMP45;
};/* size: 348, cachelines: 6, members: 4 */
/* <2a00b3> ../cstrike/dlls/weapons.h:1244 */
class CSG550: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void);
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
float GetMaxSpeed_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void SG550Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
private:
unsigned short m_usFireSG550;
};/* size: 344, cachelines: 6, members: 3 */
/* <2c4bb9> ../cstrike/dlls/weapons.h:1269 */
class CGalil: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 240.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void GalilFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireGalil;
};/* size: 348, cachelines: 6, members: 4 */
/* <2bf676> ../cstrike/dlls/weapons.h:1293 */
class CFamas: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy(void);
virtual float GetMaxSpeed(void)
{
return 240.0f;
}
virtual int iItemSlot(void)
{
return PRIMARY_WEAPON_SLOT;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
virtual void Reload(void);
virtual void WeaponIdle(void);
virtual BOOL UseDecrement(void)
{
return TRUE;
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_(void);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
void Reload_(void);
void WeaponIdle_(void);
#endif // HOOK_GAMEDLL
public:
void FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL bFireBurst);
public:
int m_iShell;
int iShellOn;
};/* size: 344, cachelines: 6, members: 3 */
#ifdef HOOK_GAMEDLL
#define g_sModelIndexLaser (*pg_sModelIndexLaser)
#define g_pModelNameLaser (*pg_pModelNameLaser)
#define g_sModelIndexLaserDot (*pg_sModelIndexLaserDot)
#define g_sModelIndexFireball (*pg_sModelIndexFireball)
#define g_sModelIndexSmoke (*pg_sModelIndexSmoke)
#define g_sModelIndexWExplosion (*pg_sModelIndexWExplosion)
#define g_sModelIndexBubbles (*pg_sModelIndexBubbles)
#define g_sModelIndexBloodDrop (*pg_sModelIndexBloodDrop)
#define g_sModelIndexBloodSpray (*pg_sModelIndexBloodSpray)
#define g_sModelIndexSmokePuff (*pg_sModelIndexSmokePuff)
#define g_sModelIndexFireball2 (*pg_sModelIndexFireball2)
#define g_sModelIndexFireball3 (*pg_sModelIndexFireball3)
#define g_sModelIndexFireball4 (*pg_sModelIndexFireball4)
#define g_sModelIndexCTGhost (*pg_sModelIndexCTGhost)
#define g_sModelIndexTGhost (*pg_sModelIndexTGhost)
#define g_sModelIndexC4Glow (*pg_sModelIndexC4Glow)
#define giAmmoIndex (*pgiAmmoIndex)
#define g_sModelIndexRadio (*pg_sModelIndexRadio)
#define gMultiDamage (*pgMultiDamage)
#endif // HOOK_GAMEDLL
extern short g_sModelIndexLaser;
extern const char *g_pModelNameLaser;
extern short g_sModelIndexLaserDot;
extern short g_sModelIndexFireball;
extern short g_sModelIndexSmoke;
extern short g_sModelIndexWExplosion;
extern short g_sModelIndexBubbles;
extern short g_sModelIndexBloodDrop;
extern short g_sModelIndexBloodSpray;
extern short g_sModelIndexSmokePuff;
extern short g_sModelIndexFireball2;
extern short g_sModelIndexFireball3;
extern short g_sModelIndexFireball4;
extern short g_sModelIndexCTGhost;
extern short g_sModelIndexTGhost;
extern short g_sModelIndexC4Glow;
extern int giAmmoIndex;
extern short g_sModelIndexRadio;
extern MULTIDAMAGE gMultiDamage;
void FindHullIntersection(Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
void AnnounceFlashInterval(float interval, float offset = 0);
int MaxAmmoCarry(int iszName);
void ClearMultiDamage(void);
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker);
void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType);
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage);
NOXREF int DamageDecal(CBaseEntity *pEntity, int bitsDamageType);
void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal);
void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex);
NOXREF void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev);
void AddAmmoNameToAmmoRegistry(const char *szAmmoname);
void UTIL_PrecacheOtherWeapon(const char *szClassname);
NOXREF void UTIL_PrecacheOtherWeapon2(const char *szClassname);
void W_Precache(void);
BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted);
#ifdef HOOK_GAMEDLL
// linked object
C_DLLEXPORT void weapon_knife(entvars_t *pev);
C_DLLEXPORT void weapon_glock18(entvars_t *pev);
C_DLLEXPORT void weapon_c4(entvars_t *pev);
C_DLLEXPORT void weapon_usp(entvars_t *pev);
C_DLLEXPORT void weapon_smokegrenade(entvars_t *pev);
C_DLLEXPORT void weapon_m4a1(entvars_t *pev);
C_DLLEXPORT void weapon_hegrenade(entvars_t *pev);
C_DLLEXPORT void weapon_flashbang(entvars_t *pev);
C_DLLEXPORT void weapon_famas(entvars_t *pev);
C_DLLEXPORT void weapon_elite(entvars_t *pev);
C_DLLEXPORT void weapon_fiveseven(entvars_t *pev);
C_DLLEXPORT void weapon_p228(entvars_t *pev);
C_DLLEXPORT void weapon_xm1014(entvars_t *pev);
C_DLLEXPORT void weapon_g3sg1(entvars_t *pev);
C_DLLEXPORT void weapon_sg550(entvars_t *pev);
C_DLLEXPORT void weapon_deagle(entvars_t *pev);
C_DLLEXPORT void weapon_awp(entvars_t *pev);
C_DLLEXPORT void weapon_scout(entvars_t *pev);
C_DLLEXPORT void weapon_sg552(entvars_t *pev);
C_DLLEXPORT void weapon_m3(entvars_t *pev);
C_DLLEXPORT void weapon_aug(entvars_t *pev);
C_DLLEXPORT void weapon_galil(entvars_t *pev);
C_DLLEXPORT void weapon_ak47(entvars_t *pev);
C_DLLEXPORT void weapon_m249(entvars_t *pev);
C_DLLEXPORT void weapon_p90(entvars_t *pev);
C_DLLEXPORT void weapon_mac10(entvars_t *pev);
C_DLLEXPORT void weapon_ump45(entvars_t *pev);
C_DLLEXPORT void weapon_mp5navy(entvars_t *pev);
C_DLLEXPORT void weapon_tmp(entvars_t *pev);
C_DLLEXPORT void armoury_entity(entvars_t *pev);
C_DLLEXPORT void weaponbox(entvars_t *pev);
#endif // HOOK_GAMEDLL
#endif // WEAPONS_H