ReGameDLL_CS/regamedll/dlls/weapons.h

1861 lines
43 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
class CBasePlayer;
#define MAX_WEAPONS 32
#define MAX_NORMAL_BATTERY 100.0f
#define DISTANCE_RELOAD_SOUND 512.0f
#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
#include "weapontype.h"
#include "wpn_shared.h"
// 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,
ARMOURY_END
};
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;
};
struct AmmoInfo
{
const char *pszName;
int iId;
};
struct MULTIDAMAGE
{
CBaseEntity *pEntity;
float amount;
int type;
};
class CArmoury: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Precache();
virtual void Restart();
virtual void KeyValue(KeyValueData *pkvd);
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
void Restart_();
void KeyValue_(KeyValueData *pkvd);
#endif
public:
void EXPORT ArmouryTouch(CBaseEntity *pOther);
public:
int m_iItem;
int m_iCount;
int m_iInitialCount;
bool m_bAlreadyCounted;
};
class CGrenade: public CBaseMonster
{
public:
virtual void Spawn();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return m_bIsC4 ? FCAP_CONTINUOUS_USE : 0; }
virtual void Killed(entvars_t *pevAttacker, int iGib);
virtual int BloodColor() { return DONT_BLEED; }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual void BounceSound();
#ifdef HOOK_GAMEDLL
void Spawn_();
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_();
#endif
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);
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);
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);
void SG_Explode(TraceResult *pTrace, int bitsDamageType);
void EXPORT Smoke();
void EXPORT Smoke2();
void EXPORT Smoke3_A();
void EXPORT Smoke3_B();
void EXPORT Smoke3_C();
void EXPORT SG_Smoke();
void EXPORT BounceTouch(CBaseEntity *pOther);
void EXPORT SlideTouch(CBaseEntity *pOther);
void EXPORT C4Touch(CBaseEntity *pOther);
void EXPORT ExplodeTouch(CBaseEntity *pOther);
void EXPORT DangerSoundThink();
void EXPORT PreDetonate();
void EXPORT Detonate();
void EXPORT SG_Detonate();
void EXPORT Detonate2();
void EXPORT Detonate3();
void EXPORT DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT TumbleThink();
void EXPORT SG_TumbleThink();
void EXPORT C4Think();
public:
static TYPEDESCRIPTION IMPL(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;
};
class CBasePlayerItem: public CBaseAnimating
{
public:
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void SetObjectCollisionBox();
virtual CBaseEntity *Respawn();
virtual int AddToPlayer(CBasePlayer *pPlayer);
virtual int AddDuplicate(CBasePlayerItem *pItem) { return FALSE; }
virtual int GetItemInfo(ItemInfo *p) { return 0; }
virtual BOOL CanDeploy() { return TRUE; }
virtual BOOL CanDrop() { return TRUE; }
virtual BOOL Deploy() { return TRUE; }
virtual BOOL IsWeapon() { return FALSE; }
virtual BOOL CanHolster() { return TRUE; }
virtual void Holster(int skiplocal = 0);
virtual void UpdateItemInfo() {}
virtual void ItemPreFrame() {}
virtual void ItemPostFrame() {}
virtual void Drop();
virtual void Kill();
virtual void AttachToPlayer(CBasePlayer *pPlayer);
virtual int PrimaryAmmoIndex() { return -1; }
virtual int SecondaryAmmoIndex() { return -1; }
virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; }
virtual CBasePlayerItem *GetWeaponPtr() { return NULL; }
virtual float GetMaxSpeed() { return 260.0f; }
virtual int iItemSlot() { return 0; }
#ifdef HOOK_GAMEDLL
int Save_(CSave &save);
int Restore_(CRestore &restore);
void SetObjectCollisionBox_();
CBaseEntity *Respawn_();
int AddToPlayer_(CBasePlayer *pPlayer);
void Holster_(int skiplocal);
void Drop_();
void Kill_();
void AttachToPlayer_(CBasePlayer *pPlayer);
#endif
public:
void EXPORT DestroyItem();
void EXPORT DefaultTouch(CBaseEntity *pOther);
void EXPORT FallThink();
void EXPORT Materialize();
void EXPORT AttemptToMaterialize();
void FallInit();
void CheckRespawn();
public:
inline int iItemPosition() const { return IMPL(ItemInfoArray)[ m_iId ].iPosition; }
inline const char *pszAmmo1() const { return IMPL(ItemInfoArray)[ m_iId ].pszAmmo1; }
inline int iMaxAmmo1() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxAmmo1; }
inline const char *pszAmmo2() const { return IMPL(ItemInfoArray)[ m_iId ].pszAmmo2; }
inline int iMaxAmmo2() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxAmmo2; }
inline const char *pszName() const { return IMPL(ItemInfoArray)[ m_iId ].pszName; }
inline int iMaxClip() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxClip; }
inline int iWeight() const { return IMPL(ItemInfoArray)[ m_iId ].iWeight; }
inline int iFlags() const { return IMPL(ItemInfoArray)[ m_iId ].iFlags; }
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[3];
static ItemInfo IMPL(ItemInfoArray)[MAX_WEAPONS];
static AmmoInfo IMPL(AmmoInfoArray)[MAX_AMMO_SLOTS];
CBasePlayer *m_pPlayer;
CBasePlayerItem *m_pNext;
int m_iId;
};
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();
virtual BOOL IsWeapon() { return TRUE; }
virtual void Holster(int skiplocal = 0);
virtual void UpdateItemInfo() {};
virtual void ItemPostFrame();
virtual int PrimaryAmmoIndex();
virtual int SecondaryAmmoIndex();
virtual int UpdateClientData(CBasePlayer *pPlayer);
virtual CBasePlayerItem *GetWeaponPtr() { return (CBasePlayerItem *)this; }
virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon);
virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon);
virtual int AddWeapon()
{
ExtractAmmo(this);
return 1;
}
virtual BOOL PlayEmptySound();
virtual void ResetEmptySound();
virtual void SendWeaponAnim(int iAnim, int skiplocal = 0);
virtual BOOL IsUseable();
virtual void PrimaryAttack() {};
virtual void SecondaryAttack() {};
virtual void Reload() {};
virtual void WeaponIdle() {};
virtual void RetireWeapon();
virtual BOOL ShouldWeaponIdle() { return FALSE; }
virtual BOOL UseDecrement() { return FALSE; }
#ifdef HOOK_GAMEDLL
int Save_(CSave &save);
int Restore_(CRestore &restore);
int AddToPlayer_(CBasePlayer *pPlayer);
int AddDuplicate_(CBasePlayerItem *pItem);
BOOL CanDeploy_();
void Holster_(int skiplocal = 0);
void ItemPostFrame_();
int PrimaryAmmoIndex_();
int SecondaryAmmoIndex_();
int UpdateClientData_(CBasePlayer *pPlayer);
int ExtractAmmo_(CBasePlayerWeapon *pWeapon);
int ExtractClipAmmo_(CBasePlayerWeapon *pWeapon);
BOOL PlayEmptySound_();
void ResetEmptySound_();
void SendWeaponAnim_(int iAnim, int skiplocal = 0);
BOOL IsUseable_();
void RetireWeapon_();
#endif
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 MakeBeam();
void BeamUpdate();
void ReloadSound();
float GetNextAttackDelay(float delay);
float GetNextAttackDelay2(float delay);
bool HasSecondaryAttack();
BOOL IsPistol() { return (m_iId == WEAPON_USP || m_iId == WEAPON_GLOCK18 || m_iId == WEAPON_P228 || m_iId == WEAPON_DEAGLE || m_iId == WEAPON_ELITE || m_iId == WEAPON_FIVESEVEN); }
void SetPlayerShieldAnim();
void ResetPlayerShieldAnim();
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
public:
static TYPEDESCRIPTION IMPL(m_SaveData)[7];
int m_iPlayEmptySound;
int m_fFireOnEmpty;
float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack
float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack
float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle
int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[]
int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[]
int m_iClip; // number of shots left in the primary weapon clip, -1 it not used
int m_iClientClip; // the last version of m_iClip sent to hud dll
int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target)
int m_fInReload; // Are we in the middle of a reload;
int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns
int m_iDefaultAmmo; // how much ammo you get when you pick up this weapon as placed by a level designer.
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; // time to shoot the remaining bullets of the glock18 burst fire
int m_iGlock18ShotsFired; // used to keep track of the shots fired during the Glock18 burst fire mode.
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;
// hle time creep vars
float m_flPrevPrimaryAttack;
float m_flLastFireTime;
};
class CBasePlayerAmmo: public CBaseEntity
{
public:
virtual void Spawn();
virtual BOOL AddAmmo(CBaseEntity *pOther) { return TRUE; }
virtual CBaseEntity *Respawn();
#ifdef HOOK_GAMEDLL
void Spawn_();
CBaseEntity *Respawn_();
#endif
public:
void EXPORT DefaultTouch(CBaseEntity *pOther);
void EXPORT Materialize();
};
class CWeaponBox: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void SetObjectCollisionBox();
virtual void Touch(CBaseEntity *pOther);
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void SetObjectCollisionBox_();
void Touch_(CBaseEntity *pOther);
#endif
public:
BOOL IsEmpty();
int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = NULL);
void EXPORT Kill();
void EXPORT BombThink();
BOOL HasWeapon(CBasePlayerItem *pCheckItem);
BOOL PackWeapon(CBasePlayerItem *pWeapon);
BOOL PackAmmo(int iszName, int iCount);
public:
static TYPEDESCRIPTION IMPL(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;
};
class CUSP: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return PISTOL_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol() { return TRUE; }
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void USPFire(float flSpread, float flCycleTime, BOOL fUseSemi);
void MakeBeam();
void BeamUpdate();
int m_iShell;
private:
unsigned short m_usFireUSP;
};
class CMP5N: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return MP5N_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireMP5N;
};
class CSG552: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void SG552Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireSG552;
};
class CAK47: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return AK47_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void AK47Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireAK47;
};
class CAUG: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return AUG_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireAug;
};
class CAWP: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void AWPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
private:
unsigned short m_usFireAWP;
};
class CC4: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
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();
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed();
virtual int iItemSlot() { return C4_SLOT; }
virtual void PrimaryAttack();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
void KeyValue_(KeyValueData *pkvd);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void Holster_(int skiplocal);
float GetMaxSpeed_();
void PrimaryAttack_();
void WeaponIdle_();
#endif
public:
bool m_bStartedArming;
bool m_bBombPlacedAnimation;
float m_fArmedTime;
private:
bool m_bHasShield;
};
class CDEAGLE: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return PISTOL_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol() { return TRUE; }
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi);
int m_iShell;
private:
unsigned short m_usFireDeagle;
};
class CFlashbang: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDeploy();
virtual BOOL CanDrop() { return FALSE; }
virtual BOOL Deploy();
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return GRENADE_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol()
{
#ifdef REGAMEDLL_FIXES
return FALSE;
#else
// TODO: why the object flashbang is IsPistol?
return TRUE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL CanDeploy_();
BOOL Deploy_();
void Holster_(int skiplocal);
void PrimaryAttack_();
void SecondaryAttack_();
void WeaponIdle_();
#endif
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim();
void ResetPlayerShieldAnim();
};
class CG3SG1: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
private:
unsigned short m_usFireG3SG1;
};
class CGLOCK18: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return PISTOL_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol() { return TRUE; }
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst);
public:
int m_iShell;
bool m_bBurstFire;
};
class CHEGrenade: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDeploy();
virtual BOOL CanDrop() { return FALSE; }
virtual BOOL Deploy();
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return GRENADE_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL CanDeploy_();
BOOL Deploy_();
void Holster_(int skiplocal);
void PrimaryAttack_();
void SecondaryAttack_();
void WeaponIdle_();
#endif
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim();
void ResetPlayerShieldAnim();
public:
unsigned short m_usCreateExplosion;
};
class CKnife: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDrop() { return FALSE; }
virtual BOOL Deploy();
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return KNIFE_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual void WeaponIdle();
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void Holster_(int skiplocal);
void PrimaryAttack_();
void SecondaryAttack_();
void WeaponIdle_();
#endif
public:
void EXPORT SwingAgain();
void EXPORT Smack();
void WeaponAnimation(int iAnimation);
int Stab(int fFirst);
int Swing(int fFirst);
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim();
void ResetPlayerShieldAnim();
public:
TraceResult m_trHit;
unsigned short m_usKnife;
};
class CM249: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return M249_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireM249;
};
class CM3: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return M3_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
int m_iShell;
float m_flPumpTime;
private:
unsigned short m_usFireM3;
};
class CM4A1: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireM4A1;
};
class CMAC10: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return MAC10_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireMAC10;
};
class CP228: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return PISTOL_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol() { return TRUE; }
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi);
void MakeBeam();
void BeamUpdate();
public:
int m_iShell;
private:
unsigned short m_usFireP228;
};
class CP90: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void P90Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireP90;
};
class CSCOUT: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
private:
unsigned short m_usFireScout;
};
class CSmokeGrenade: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL CanDeploy();
virtual BOOL CanDrop() { return FALSE; }
virtual BOOL Deploy();
virtual void Holster(int skiplocal);
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return GRENADE_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL CanDeploy_();
BOOL Deploy_();
void Holster_(int skiplocal);
void PrimaryAttack_();
void SecondaryAttack_();
void WeaponIdle_();
#endif
public:
bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
void SetPlayerShieldAnim();
void ResetPlayerShieldAnim();
public:
unsigned short m_usCreateSmoke;
};
class CTMP: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return TMP_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireTMP;
};
class CXM1014: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return XM1014_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
int m_iShell;
float m_flPumpTime;
private:
unsigned short m_usFireXM1014;
};
class CELITE: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return ELITE_MAX_SPEED; }
virtual int iItemSlot() { return PISTOL_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol() { return TRUE; }
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi);
public:
int m_iShell;
private:
unsigned short m_usFireELITE_LEFT;
unsigned short m_usFireELITE_RIGHT;
};
class CFiveSeven: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return m_fMaxSpeed; }
virtual int iItemSlot() { return PISTOL_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
virtual BOOL IsPistol() { return TRUE; }
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void FiveSevenFire(float flSpread, float flCycleTime, BOOL fUseSemi);
void MakeBeam();
void BeamUpdate();
public:
int m_iShell;
private:
unsigned short m_usFireFiveSeven;
};
class CUMP45: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return UMP45_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void UMP45Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireUMP45;
};
class CSG550: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed();
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
float GetMaxSpeed_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void SG550Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
int m_iShell;
private:
unsigned short m_usFireSG550;
};
class CGalil: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return GALIL_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void GalilFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
public:
int m_iShell;
int iShellOn;
private:
unsigned short m_usFireGalil;
};
class CFamas: public CBasePlayerWeapon
{
public:
virtual void Spawn();
virtual void Precache();
virtual int GetItemInfo(ItemInfo *p);
virtual BOOL Deploy();
virtual float GetMaxSpeed() { return FAMAS_MAX_SPEED; }
virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
virtual void PrimaryAttack();
virtual void SecondaryAttack();
virtual void Reload();
virtual void WeaponIdle();
virtual BOOL UseDecrement()
{
#ifdef CLIENT_WEAPONS
return TRUE;
#else
return FALSE;
#endif
}
#ifdef HOOK_GAMEDLL
void Spawn_();
void Precache_();
int GetItemInfo_(ItemInfo *p);
BOOL Deploy_();
void PrimaryAttack_();
void SecondaryAttack_();
void Reload_();
void WeaponIdle_();
#endif
public:
void FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL bFireBurst);
public:
int m_iShell;
int iShellOn;
};
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 short g_sModelIndexRadio;
extern MULTIDAMAGE gMultiDamage;
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
void AnnounceFlashInterval(float interval, float offset = 0);
int MaxAmmoCarry(int iszName);
int MaxAmmoCarry(const char *szName);
void ClearMultiDamage();
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);
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);
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);
void UTIL_PrecacheOtherWeapon2(const char *szClassname);
void W_Precache();
BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted);
#endif // WEAPONS_H