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Added CBaseCombatWeapon script description
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@ -1801,6 +1801,22 @@ void CBaseCombatWeapon::InputHideWeapon( inputdata_t &inputdata )
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SetWeaponVisible( false );
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SetWeaponVisible( false );
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}
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}
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}
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}
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#ifdef MAPBASE_VSCRIPT
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::ScriptGetPrimaryAmmoType()
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{
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return GetPrimaryAmmoType() <= GetAmmoDef()->m_nAmmoIndex ? GetAmmoDef()->m_AmmoType[GetPrimaryAmmoType()].pName : NULL;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::ScriptGetSecondaryAmmoType()
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{
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return GetSecondaryAmmoType() <= GetAmmoDef()->m_nAmmoIndex ? GetAmmoDef()->m_AmmoType[GetSecondaryAmmoType()].pName : NULL;
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}
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#endif
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#endif
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#endif
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -2871,6 +2887,48 @@ END_PREDICTION_DATA()
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// Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client
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// Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
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#ifdef MAPBASE_VSCRIPT
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BEGIN_ENT_SCRIPTDESC( CBaseCombatWeapon, CBaseAnimating, "The base class for all equippable weapons." )
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DEFINE_SCRIPTFUNC( Clip1, "Get the weapon's current primary ammo." )
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DEFINE_SCRIPTFUNC( Clip2, "Get the weapon's current secondary ammo." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSetClip1, "SetClip1", "Set the weapon's current primary ammo." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptSetClip2, "SetClip2", "Set the weapon's current secondary ammo." )
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DEFINE_SCRIPTFUNC( GetMaxClip1, "Get the weapon's maximum primary ammo." )
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DEFINE_SCRIPTFUNC( GetMaxClip2, "Get the weapon's maximum secondary ammo." )
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DEFINE_SCRIPTFUNC( GetDefaultClip1, "Get the weapon's default primary ammo." )
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DEFINE_SCRIPTFUNC( GetDefaultClip2, "Get the weapon's default secondary ammo." )
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DEFINE_SCRIPTFUNC( HasAnyAmmo, "Check if the weapon currently has ammo or doesn't need ammo." )
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DEFINE_SCRIPTFUNC( HasPrimaryAmmo, "Check if the weapon currently has ammo or doesn't need primary ammo." )
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DEFINE_SCRIPTFUNC( HasSecondaryAmmo, "Check if the weapon currently has ammo or doesn't need secondary ammo." )
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DEFINE_SCRIPTFUNC( UsesPrimaryAmmo, "Check if the weapon uses primary ammo." )
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DEFINE_SCRIPTFUNC( UsesSecondaryAmmo, "Check if the weapon uses secondary ammo." )
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DEFINE_SCRIPTFUNC( GiveDefaultAmmo, "Fill the weapon back up to default ammo." )
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DEFINE_SCRIPTFUNC( UsesClipsForAmmo1, "Check if the weapon uses clips for primary ammo." )
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DEFINE_SCRIPTFUNC( UsesClipsForAmmo2, "Check if the weapon uses clips for secondary ammo." )
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#ifndef CLIENT_DLL
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetPrimaryAmmoType, "GetPrimaryAmmoType", "Get the weapon's primary ammo type." )
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DEFINE_SCRIPTFUNC_NAMED( ScriptGetSecondaryAmmoType, "GetSecondaryAmmoType", "Get the weapon's secondary ammo type." )
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#endif
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DEFINE_SCRIPTFUNC( GetSubType, "Get the weapon's subtype." )
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DEFINE_SCRIPTFUNC( SetSubType, "Set the weapon's subtype." )
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DEFINE_SCRIPTFUNC( GetFireRate, "Get the weapon's firing rate." )
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DEFINE_SCRIPTFUNC( GetWorldModel, "Get the weapon's world model." )
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DEFINE_SCRIPTFUNC( GetViewModel, "Get the weapon's view model." )
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DEFINE_SCRIPTFUNC( GetWeight, "Get the weapon's weight." )
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DEFINE_SCRIPTFUNC( CanBePickedUpByNPCs, "Check if the weapon can be picked up by NPCs." )
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END_SCRIPTDESC();
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#endif
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#if !defined( CLIENT_DLL )
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#if !defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose: Save Data for Base Weapon object
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// Purpose: Save Data for Base Weapon object
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@ -196,6 +196,9 @@ public:
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DECLARE_CLASS( CBaseCombatWeapon, BASECOMBATWEAPON_DERIVED_FROM );
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DECLARE_CLASS( CBaseCombatWeapon, BASECOMBATWEAPON_DERIVED_FROM );
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DECLARE_NETWORKCLASS();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_PREDICTABLE();
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#ifdef MAPBASE_VSCRIPT
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DECLARE_ENT_SCRIPTDESC();
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#endif
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CBaseCombatWeapon();
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CBaseCombatWeapon();
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virtual ~CBaseCombatWeapon();
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virtual ~CBaseCombatWeapon();
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@ -446,6 +449,12 @@ public:
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virtual void Activate( void );
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virtual void Activate( void );
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virtual bool ShouldUseLargeViewModelVROverride() { return false; }
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virtual bool ShouldUseLargeViewModelVROverride() { return false; }
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#ifdef MAPBASE_VSCRIPT
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void ScriptSetClip1( int ammo ) { m_iClip1 = ammo; }
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void ScriptSetClip2( int ammo ) { m_iClip2 = ammo; }
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#endif
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public:
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public:
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// Server Only Methods
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// Server Only Methods
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#if !defined( CLIENT_DLL )
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#if !defined( CLIENT_DLL )
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@ -510,6 +519,11 @@ public:
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virtual CDmgAccumulator *GetDmgAccumulator( void ) { return NULL; }
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virtual CDmgAccumulator *GetDmgAccumulator( void ) { return NULL; }
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#ifdef MAPBASE_VSCRIPT
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const char* ScriptGetPrimaryAmmoType();
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const char* ScriptGetSecondaryAmmoType();
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#endif
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// Client only methods
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// Client only methods
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#else
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#else
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