/* * * 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. * */ #pragma once #include "weapontype.h" 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 // 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 ArmorType { ARMOR_NONE, // no armor ARMOR_KEVLAR, // body vest only ARMOR_VESTHELM, // vest and helmet }; 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_GLOCK18, ARMOURY_USP, ARMOURY_ELITE, ARMOURY_FIVESEVEN, ARMOURY_P228, ARMOURY_DEAGLE, ARMOURY_FAMAS, ARMOURY_SG550, ARMOURY_GALIL, ARMOURY_UMP45, ARMOURY_SHIELD }; 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() = 0; virtual void Precache() = 0; virtual void Restart() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; public: ArmouryItemPack m_iItem; int m_iCount; int m_iInitialCount; bool m_bAlreadyCounted; }; // Smoke Grenade / HE grenade / Flashbang grenade / C4 class CGrenade: public CBaseMonster { public: virtual void Spawn() = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual int ObjectCaps() = 0; virtual void Killed(entvars_t *pevAttacker, int iGib) = 0; virtual int BloodColor() = 0; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0; virtual void BounceSound() = 0; public: 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; // whether or not this grenade has issued its DANGER sound to the world sound list yet. }; // Items that the player has in their inventory that they can use class CBasePlayerItem: public CBaseAnimating { public: virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual void SetObjectCollisionBox() = 0; virtual CBaseEntity *Respawn() = 0; virtual int AddToPlayer(CBasePlayer *pPlayer) = 0; // return TRUE if the item you want the item added to the player inventory virtual int AddDuplicate(CBasePlayerItem *pItem) = 0; // return TRUE if you want your duplicate removed from world virtual int GetItemInfo(ItemInfo *p) = 0; // returns 0 if struct not filled out virtual BOOL CanDeploy() = 0; virtual BOOL CanDrop() = 0; // returns is deploy was successful virtual BOOL Deploy() = 0; virtual BOOL IsWeapon() = 0; virtual BOOL CanHolster() = 0; // can this weapon be put away right now? virtual void Holster(int skiplocal = 0) = 0; virtual void UpdateItemInfo() = 0; virtual void ItemPreFrame() = 0; // called each frame by the player PreThink virtual void ItemPostFrame() = 0; // called each frame by the player PostThink virtual void Drop() = 0; virtual void Kill() = 0; virtual void AttachToPlayer(CBasePlayer *pPlayer) = 0; virtual int PrimaryAmmoIndex() = 0; virtual int SecondaryAmmoIndex() = 0; virtual int UpdateClientData(CBasePlayer *pPlayer) = 0; virtual CBasePlayerItem *GetWeaponPtr() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; // return 0 to MAX_ITEMS_SLOTS, used in hud public: CBasePlayer *m_pPlayer; CBasePlayerItem *m_pNext; int m_iId; // WEAPON_??? }; // inventory items that class CBasePlayerWeapon: public CBasePlayerItem { public: virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; // generic weapon versions of CBasePlayerItem calls virtual int AddToPlayer(CBasePlayer *pPlayer) = 0; virtual int AddDuplicate(CBasePlayerItem *pItem) = 0; virtual BOOL CanDeploy() = 0; virtual BOOL IsWeapon() = 0; virtual void Holster(int skiplocal = 0) = 0; virtual void UpdateItemInfo() = 0; virtual void ItemPostFrame() = 0; virtual int PrimaryAmmoIndex() = 0; virtual int SecondaryAmmoIndex() = 0; virtual int UpdateClientData(CBasePlayer *pPlayer) = 0; virtual CBasePlayerItem *GetWeaponPtr() = 0; virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon) = 0; virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon) = 0; virtual int AddWeapon() = 0; virtual BOOL PlayEmptySound() = 0; virtual void ResetEmptySound() = 0; virtual void SendWeaponAnim(int iAnim, int skiplocal = 0) = 0; virtual BOOL IsUseable() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual void RetireWeapon() = 0; virtual BOOL ShouldWeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: 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); } 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() = 0; virtual BOOL AddAmmo(CBaseEntity *pOther) = 0; virtual CBaseEntity *Respawn() = 0; }; class CWeaponBox: public CBaseEntity { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual int Save(CSave &save) = 0; virtual int Restore(CRestore &restore) = 0; virtual void SetObjectCollisionBox() = 0; virtual void Touch(CBaseEntity *pOther) = 0; public: 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() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireUSP; } private: unsigned short m_usFireUSP; }; class CMP5N: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireMP5N; } private: unsigned short m_usFireMP5N; }; class CSG552: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireSG552; } private: unsigned short m_usFireSG552; }; class CAK47: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireAK47; } private: unsigned short m_usFireAK47; }; class CAUG: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireAug; } private: unsigned short m_usFireAug; }; class CAWP: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireAWP; } private: unsigned short m_usFireAWP; }; // for usermsg BombDrop #define BOMB_FLAG_DROPPED 0 // if the bomb was dropped due to voluntary dropping or death/disconnect #define BOMB_FLAG_PLANTED 1 // if the bomb has been planted will also trigger the round timer to hide will also show where the dropped bomb on the Terrorist team's radar. class CC4: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual void KeyValue(KeyValueData *pkvd) = 0; virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual void Holster(int skiplocal) = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: bool m_bStartedArming; bool m_bBombPlacedAnimation; float m_fArmedTime; bool HasShield() const { return m_bHasShield; } private: bool m_bHasShield; }; class CDEAGLE: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireDeagle; } private: unsigned short m_usFireDeagle; }; class CFlashbang: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL CanDeploy() = 0; virtual BOOL CanDrop() = 0; virtual BOOL Deploy() = 0; virtual void Holster(int skiplocal) = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; }; class CG3SG1: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireG3SG1; } private: unsigned short m_usFireG3SG1; }; class CGLOCK18: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; public: int m_iShell; bool m_bBurstFire; }; class CHEGrenade: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL CanDeploy() = 0; virtual BOOL CanDrop() = 0; virtual BOOL Deploy() = 0; virtual void Holster(int skiplocal) = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: unsigned short m_usCreateExplosion; }; class CKnife: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL CanDrop() = 0; virtual BOOL Deploy() = 0; virtual void Holster(int skiplocal) = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual BOOL UseDecrement() = 0; virtual void WeaponIdle() = 0; public: TraceResult m_trHit; unsigned short m_usKnife; }; class CM249: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireM249; } private: unsigned short m_usFireM249; }; class CM3: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; float m_flPumpTime; unsigned short GetEventID() const { return m_usFireM3; } private: unsigned short m_usFireM3; }; class CM4A1: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireM4A1; } private: unsigned short m_usFireM4A1; }; class CMAC10: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireMAC10; } private: unsigned short m_usFireMAC10; }; class CP228: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireP228; } private: unsigned short m_usFireP228; }; class CP90: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireP90; } private: unsigned short m_usFireP90; }; class CSCOUT: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireScout; } private: unsigned short m_usFireScout; }; class CSmokeGrenade: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL CanDeploy() = 0; virtual BOOL CanDrop() = 0; virtual BOOL Deploy() = 0; virtual void Holster(int skiplocal) = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: unsigned short m_usCreateSmoke; }; class CTMP: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireTMP; } private: unsigned short m_usFireTMP; }; class CXM1014: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; float m_flPumpTime; unsigned short GetEventID() const { return m_usFireXM1014; } private: unsigned short m_usFireXM1014; }; class CELITE: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; public: int m_iShell; unsigned short GetEventID_Left() const { return m_usFireELITE_LEFT; } unsigned short GetEventID_Right() const { return m_usFireELITE_RIGHT; } private: unsigned short m_usFireELITE_LEFT; unsigned short m_usFireELITE_RIGHT; }; class CFiveSeven: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; virtual BOOL IsPistol() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireFiveSeven; } private: unsigned short m_usFireFiveSeven; }; class CUMP45: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireUMP45; } private: unsigned short m_usFireUMP45; }; class CSG550: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; unsigned short GetEventID() const { return m_usFireSG550; } private: unsigned short m_usFireSG550; }; class CGalil: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; unsigned short GetEventID() const { return m_usFireGalil; } private: unsigned short m_usFireGalil; }; class CFamas: public CBasePlayerWeapon { public: virtual void Spawn() = 0; virtual void Precache() = 0; virtual int GetItemInfo(ItemInfo *p) = 0; virtual BOOL Deploy() = 0; virtual float GetMaxSpeed() = 0; virtual int iItemSlot() = 0; virtual void PrimaryAttack() = 0; virtual void SecondaryAttack() = 0; virtual void Reload() = 0; virtual void WeaponIdle() = 0; virtual BOOL UseDecrement() = 0; public: int m_iShell; int iShellOn; };