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/*
*
* 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
class CBasePlayer ;
const float MAX_NORMAL_BATTERY = 100.0f ;
const float MAX_DIST_RELOAD_SOUND = 512.0f ;
# define MAX_WEAPONS 32
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# define ITEM_FLAG_SELECTONEMPTY BIT(0)
# define ITEM_FLAG_NOAUTORELOAD BIT(1)
# define ITEM_FLAG_NOAUTOSWITCHEMPTY BIT(2)
# define ITEM_FLAG_LIMITINWORLD BIT(3)
# define ITEM_FLAG_EXHAUSTIBLE BIT(4) // A player can totally exhaust their ammo supply and lose this weapon
# define ITEM_FLAG_NOFIREUNDERWATER BIT(5)
# define ITEM_FLAG_EXHAUST_SECONDARYAMMO BIT(6) // A player will exhaust weapon's secondary ammo supply if dropped (ITEM_FLAG_EXHAUSTIBLE does both)
// if someone has an idea for another flag pack it here, so client prediction will not be screwed (or something) if PLAY_GAMEDLL is defined
# define ITEM_FLAG_CUSTOM (ITEM_FLAG_NOFIREUNDERWATER | ITEM_FLAG_EXHAUST_SECONDARYAMMO)
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# 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 BIT(0) // 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_SHIELD ,
ARMOURY_FAMAS ,
ARMOURY_SG550 ,
ARMOURY_GALIL ,
ARMOURY_UMP45 ,
ARMOURY_GLOCK18 ,
ARMOURY_USP ,
ARMOURY_ELITE ,
ARMOURY_FIVESEVEN ,
ARMOURY_P228 ,
ARMOURY_DEAGLE ,
} ;
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
{
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EntityHandle < CBaseEntity > hEntity ;
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float amount ;
int type ;
} ;
# include "weapontype.h"
# include "items.h"
class CArmoury : public CBaseEntity
{
public :
virtual void Spawn ( ) ;
virtual void Precache ( ) ;
virtual void Restart ( ) ;
virtual void KeyValue ( KeyValueData * pkvd ) ;
# ifdef REGAMEDLL_FIXES
virtual void SetObjectCollisionBox ( ) ;
# endif
public :
void EXPORT ArmouryTouch ( CBaseEntity * pOther ) ;
private :
void Draw ( ) ;
void Hide ( ) ;
public :
static char * m_ItemModels [ ] ;
ArmouryItemPack 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 ( ) ;
public :
enum SATCHELCODE
{
SATCHEL_DETONATE ,
SATCHEL_RELEASE ,
} ;
public :
void DefuseBombStart ( CBasePlayer * pPlayer ) ;
void DefuseBombEnd ( CBasePlayer * pPlayer , bool bDefused ) ;
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 ) ;
# ifdef REGAMEDLL_API
static CGrenade * ShootTimed_OrigFunc ( entvars_t * pevOwner , VectorRef vecStart , VectorRef vecVelocity , float time ) ;
static CGrenade * ShootTimed2_OrigFunc ( entvars_t * pevOwner , VectorRef vecStart , VectorRef vecVelocity , float time , int iTeam , unsigned short usEvent ) ;
static CGrenade * ShootSmokeGrenade_OrigFunc ( entvars_t * pevOwner , VectorRef vecStart , VectorRef vecVelocity , float time , unsigned short usEvent ) ;
static CGrenade * ShootSatchelCharge_OrigFunc ( entvars_t * pevOwner , VectorRef vecStart , VectorRef vecVelocity ) ;
void DefuseBombStart_OrigFunc ( CBasePlayer * pPlayer ) ;
void DefuseBombEnd_OrigFunc ( CBasePlayer * pPlayer , bool bDefused ) ;
void Explode_OrigFunc ( TraceResult * pTrace , int bitsDamageType ) ;
void Explode3_OrigFunc ( TraceResult * pTrace , int bitsDamageType ) ;
void Explode2_OrigFunc ( TraceResult * pTrace , int bitsDamageType ) ;
void SG_Detonate_OrigFunc ( ) ;
# endif
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 m_SaveData [ ] ;
bool m_bStartDefuse ;
bool m_bIsC4 ;
EntityHandle < CBasePlayer > 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 ;
} ;
// Items that the player has in their inventory that they can use
class CCSPlayerItem ;
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 ) ; // return TRUE if the item you want the item added to the player inventory
virtual int AddDuplicate ( CBasePlayerItem * pItem ) { return FALSE ; } // return TRUE if you want your duplicate removed from world
virtual int GetItemInfo ( ItemInfo * p ) { return 0 ; } // returns 0 if struct not filled out
virtual BOOL CanDeploy ( ) { return TRUE ; }
virtual BOOL CanDrop ( ) { return TRUE ; } // returns is deploy was successful
virtual BOOL Deploy ( ) { return TRUE ; }
virtual BOOL IsWeapon ( ) { return FALSE ; }
virtual BOOL CanHolster ( ) { return TRUE ; } // can this weapon be put away right now?
virtual void Holster ( int skiplocal = 0 ) ;
virtual void UpdateItemInfo ( ) { }
virtual void ItemPreFrame ( ) { } // called each frame by the player PreThink
virtual void ItemPostFrame ( ) { } // called each frame by the player PostThink
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 nullptr ; }
virtual float GetMaxSpeed ( ) { return 260.0f ; }
virtual int iItemSlot ( ) { return 0 ; } // return 0 to MAX_ITEMS_SLOTS, used in hud
public :
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bool EXPORT DestroyItem ( ) ;
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void EXPORT DefaultTouch ( CBaseEntity * pOther ) ;
void EXPORT FallThink ( ) ;
void EXPORT Materialize ( ) ;
void EXPORT AttemptToMaterialize ( ) ;
void FallInit ( ) ;
void CheckRespawn ( ) ;
public :
# ifdef REGAMEDLL_API
CCSPlayerItem * CSPlayerItem ( ) const ;
# endif
const char * pszAmmo1 ( ) const ;
int iMaxAmmo1 ( ) const ;
const char * pszAmmo2 ( ) const ;
int iMaxAmmo2 ( ) const ;
const char * pszName ( ) const ;
int iMaxClip ( ) const ;
int iWeight ( ) const ;
int iFlags ( ) const ;
public :
static TYPEDESCRIPTION m_SaveData [ ] ;
static ItemInfo m_ItemInfoArray [ MAX_WEAPONS ] ;
static AmmoInfo m_AmmoInfoArray [ MAX_AMMO_SLOTS ] ;
CBasePlayer * m_pPlayer ;
CBasePlayerItem * m_pNext ;
int m_iId ; // WEAPON_???
} ;
# ifdef REGAMEDLL_API
inline CCSPlayerItem * CBasePlayerItem : : CSPlayerItem ( ) const
{
return reinterpret_cast < CCSPlayerItem * > ( this - > m_pEntity ) ;
}
# endif
// inventory items that
class CCSPlayerWeapon ;
class CBasePlayerWeapon : public CBasePlayerItem
{
public :
virtual void Spawn ( ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
// generic weapon versions of CBasePlayerItem calls
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 ; }
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 ) ;
void HandleInfiniteAmmo ( ) ;
void InstantReload ( bool bCanRefillBPAmmo = false ) ;
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bool DefaultShotgunReload ( int iAnim , int iStartAnim , float fDelay , float fStartDelay , const char * pszReloadSound1 = nullptr , const char * pszReloadSound2 = nullptr ) ;
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# ifdef REGAMEDLL_API
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BOOL CanDeploy_OrigFunc ( ) ;
BOOL DefaultDeploy_OrigFunc ( char * szViewModel , char * szWeaponModel , int iAnim , char * szAnimExt , int skiplocal ) ;
BOOL DefaultReload_OrigFunc ( int iClipSize , int iAnim , float fDelay ) ;
bool DefaultShotgunReload_OrigFunc ( int iAnim , int iStartAnim , float fDelay , float fStartDelay , const char * pszReloadSound1 , const char * pszReloadSound2 ) ;
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void KickBack_OrigFunc ( float up_base , float lateral_base , float up_modifier , float lateral_modifier , float up_max , float lateral_max , int direction_change ) ;
void SendWeaponAnim_OrigFunc ( int iAnim , int skiplocal ) ;
void ItemPostFrame_OrigFunc ( ) ;
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CCSPlayerWeapon * CSPlayerWeapon ( ) const ;
# endif
public :
static TYPEDESCRIPTION m_SaveData [ ] ;
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 ;
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BOOL m_iDirection ;
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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 ;
} ;
# ifdef REGAMEDLL_API
inline CCSPlayerWeapon * CBasePlayerWeapon : : CSPlayerWeapon ( ) const
{
return reinterpret_cast < CCSPlayerWeapon * > ( this - > m_pEntity ) ;
}
# endif
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 ) ;
public :
BOOL IsEmpty ( ) ;
int GiveAmmo ( int iCount , char * szName , int iMax , int * pIndex = nullptr ) ;
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int GetAmmoIndex ( const char * psz ) const ;
bool GiveAmmoToPlayer ( CBasePlayer * pPlayer , CBasePlayerWeapon * pWeapon ,
int iCurrentAmmo , const char * pszAmmo , int iMaxAmmo , CBasePlayerItem * * pGivenItem = NULL ) ;
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void EXPORT Kill ( ) ;
void EXPORT BombThink ( ) ;
void SetModel ( const char * pszModelName ) ;
BOOL HasWeapon ( CBasePlayerItem * pCheckItem ) ;
BOOL PackWeapon ( CBasePlayerItem * pWeapon ) ;
BOOL PackAmmo ( string_t iszName , int iCount ) ;
# ifdef REGAMEDLL_API
void SetModel_OrigFunc ( const char * pszModelName ) ;
# endif
public :
static TYPEDESCRIPTION m_SaveData [ ] ;
CBasePlayerItem * m_rgpPlayerItems [ MAX_ITEM_TYPES ] ;
string_t m_rgiszAmmo [ MAX_AMMO_SLOTS ] ;
int m_rgAmmo [ MAX_AMMO_SLOTS ] ;
int m_cAmmoTypes ;
bool m_bIsBomb ;
} ;
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const float USP_MAX_SPEED = 250.0f ;
const float USP_DAMAGE = 34.0f ;
const float USP_DAMAGE_SIL = 30.0f ;
const float USP_RANGE_MODIFER = 0.79f ;
const float USP_RELOAD_TIME = 2.7f ;
# ifdef REGAMEDLL_FIXES
const float USP_ADJUST_SIL_TIME = 3.13f ;
# else
const float USP_ADJUST_SIL_TIME = 3.0f ;
# endif
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enum usp_e
{
USP_IDLE ,
USP_SHOOT1 ,
USP_SHOOT2 ,
USP_SHOOT3 ,
USP_SHOOT_EMPTY ,
USP_RELOAD ,
USP_DRAW ,
USP_ATTACH_SILENCER ,
USP_UNSIL_IDLE ,
USP_UNSIL_SHOOT1 ,
USP_UNSIL_SHOOT2 ,
USP_UNSIL_SHOOT3 ,
USP_UNSIL_SHOOT_EMPTY ,
USP_UNSIL_RELOAD ,
USP_UNSIL_DRAW ,
USP_DETACH_SILENCER ,
} ;
enum usp_shield_e
{
USP_SHIELD_IDLE ,
USP_SHIELD_SHOOT1 ,
USP_SHIELD_SHOOT2 ,
USP_SHIELD_SHOOT_EMPTY ,
USP_SHIELD_RELOAD ,
USP_SHIELD_DRAW ,
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USP_SHIELD_IDLE_UP ,
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USP_SHIELD_UP ,
USP_SHIELD_DOWN ,
} ;
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 ; }
public :
void USPFire ( float flSpread , float flCycleTime , BOOL fUseSemi ) ;
void MakeBeam ( ) ;
void BeamUpdate ( ) ;
int m_iShell ;
private :
unsigned short m_usFireUSP ;
# ifdef REGAMEDLL_API
float m_flBaseDamageSil ;
# endif
} ;
const float MP5N_MAX_SPEED = 250.0f ;
const float MP5N_DAMAGE = 26.0f ;
const float MP5N_RANGE_MODIFER = 0.84f ;
const float MP5N_RELOAD_TIME = 2.63f ;
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# ifdef REGAMEDLL_FIXES
const float MP5N_ACCURACY_DIVISOR = 220.1f ;
# else
const double MP5N_ACCURACY_DIVISOR = 220.1 ;
# endif
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enum mp5n_e
{
MP5N_IDLE1 ,
MP5N_RELOAD ,
MP5N_DRAW ,
MP5N_SHOOT1 ,
MP5N_SHOOT2 ,
MP5N_SHOOT3 ,
} ;
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
}
public :
void MP5NFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireMP5N ;
} ;
const float SG552_MAX_SPEED = 235.0f ;
const float SG552_MAX_SPEED_ZOOM = 200.0f ;
const float SG552_DAMAGE = 33.0f ;
const float SG552_RANGE_MODIFER = 0.955f ;
const float SG552_RELOAD_TIME = 3.0f ;
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# ifdef REGAMEDLL_FIXES
const float SG552_ACCURACY_DIVISOR = 220.0f ;
# else
const int SG552_ACCURACY_DIVISOR = 220 ;
# endif
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enum sg552_e
{
SG552_IDLE1 ,
SG552_RELOAD ,
SG552_DRAW ,
SG552_SHOOT1 ,
SG552_SHOOT2 ,
SG552_SHOOT3 ,
} ;
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
}
public :
void SG552Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireSG552 ;
} ;
const float AK47_MAX_SPEED = 221.0f ;
const float AK47_DAMAGE = 36.0f ;
const float AK47_RANGE_MODIFER = 0.98f ;
const float AK47_RELOAD_TIME = 2.45f ;
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# ifdef REGAMEDLL_FIXES
const float AK47_ACCURACY_DIVISOR = 200.0f ;
# else
const int AK47_ACCURACY_DIVISOR = 200 ;
# endif
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enum ak47_e
{
AK47_IDLE1 ,
AK47_RELOAD ,
AK47_DRAW ,
AK47_SHOOT1 ,
AK47_SHOOT2 ,
AK47_SHOOT3 ,
} ;
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
}
public :
void AK47Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireAK47 ;
} ;
const float AUG_MAX_SPEED = 240.0f ;
const float AUG_DAMAGE = 32.0f ;
const float AUG_RANGE_MODIFER = 0.96f ;
const float AUG_RELOAD_TIME = 3.3f ;
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# ifdef REGAMEDLL_FIXES
const float AUG_ACCURACY_DIVISOR = 215.0f ;
# else
const int AUG_ACCURACY_DIVISOR = 215 ;
# endif
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enum aug_e
{
AUG_IDLE1 ,
AUG_RELOAD ,
AUG_DRAW ,
AUG_SHOOT1 ,
AUG_SHOOT2 ,
AUG_SHOOT3 ,
} ;
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
}
public :
void AUGFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireAug ;
} ;
const float AWP_MAX_SPEED = 210.0f ;
const float AWP_MAX_SPEED_ZOOM = 150.0f ;
const float AWP_DAMAGE = 115.0f ;
const float AWP_RANGE_MODIFER = 0.99f ;
const float AWP_RELOAD_TIME = 2.5f ;
enum awp_e
{
AWP_IDLE ,
AWP_SHOOT ,
AWP_SHOOT2 ,
AWP_SHOOT3 ,
AWP_RELOAD ,
AWP_DRAW ,
} ;
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
}
public :
void AWPFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
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.
const float C4_MAX_SPEED = 250.0f ;
const float C4_ARMING_ON_TIME = 3.0f ;
enum c4_e
{
C4_IDLE1 ,
C4_DRAW ,
C4_DROP ,
C4_ARM ,
} ;
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
}
public :
bool m_bStartedArming ;
bool m_bBombPlacedAnimation ;
float m_fArmedTime ;
private :
bool m_bHasShield ;
} ;
const float DEAGLE_MAX_SPEED = 250.0f ;
const float DEAGLE_DAMAGE = 54.0f ;
const float DEAGLE_RANGE_MODIFER = 0.81f ;
const float DEAGLE_RELOAD_TIME = 2.2f ;
enum deagle_e
{
DEAGLE_IDLE1 ,
DEAGLE_SHOOT1 ,
DEAGLE_SHOOT2 ,
DEAGLE_SHOOT_EMPTY ,
DEAGLE_RELOAD ,
DEAGLE_DRAW ,
} ;
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enum deagle_shield_e
{
DEAGLE_SHIELD_IDLE1 ,
DEAGLE_SHIELD_SHOOT ,
DEAGLE_SHIELD_SHOOT2 ,
DEAGLE_SHIELD_SHOOT_EMPTY ,
DEAGLE_SHIELD_RELOAD ,
DEAGLE_SHIELD_DRAW ,
DEAGLE_SHIELD_IDLE_UP ,
DEAGLE_SHIELD_UP ,
DEAGLE_SHIELD_DOWN ,
} ;
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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 ; }
public :
void DEAGLEFire ( float flSpread , float flCycleTime , BOOL fUseSemi ) ;
int m_iShell ;
private :
unsigned short m_usFireDeagle ;
} ;
const float FLASHBANG_MAX_SPEED = 250.0f ;
const float FLASHBANG_MAX_SPEED_SHIELD = 180.0f ;
enum flashbang_e
{
FLASHBANG_IDLE ,
FLASHBANG_PULLPIN ,
FLASHBANG_THROW ,
FLASHBANG_DRAW ,
} ;
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
}
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# ifdef REGAMEDLL_API
BOOL CanDeploy_OrigFunc ( ) ;
# endif
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public :
bool ShieldSecondaryFire ( int iUpAnim , int iDownAnim ) ;
void SetPlayerShieldAnim ( ) ;
void ResetPlayerShieldAnim ( ) ;
} ;
const float G3SG1_MAX_SPEED = 210.0f ;
const float G3SG1_MAX_SPEED_ZOOM = 150.0f ;
const float G3SG1_DAMAGE = 80.0f ;
const float G3SG1_RANGE_MODIFER = 0.98f ;
const float G3SG1_RELOAD_TIME = 3.5f ;
enum g3sg1_e
{
G3SG1_IDLE ,
G3SG1_SHOOT ,
G3SG1_SHOOT2 ,
G3SG1_RELOAD ,
G3SG1_DRAW ,
} ;
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
}
public :
void G3SG1Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
private :
unsigned short m_usFireG3SG1 ;
} ;
const float GLOCK18_MAX_SPEED = 250.0f ;
const float GLOCK18_DAMAGE = 25.0f ;
const float GLOCK18_RANGE_MODIFER = 0.75f ;
const float GLOCK18_RELOAD_TIME = 2.2f ;
enum glock18_e
{
GLOCK18_IDLE1 ,
GLOCK18_IDLE2 ,
GLOCK18_IDLE3 ,
GLOCK18_SHOOT ,
GLOCK18_SHOOT2 ,
GLOCK18_SHOOT3 ,
GLOCK18_SHOOT_EMPTY ,
GLOCK18_RELOAD ,
GLOCK18_DRAW ,
GLOCK18_HOLSTER ,
GLOCK18_ADD_SILENCER ,
GLOCK18_DRAW2 ,
GLOCK18_RELOAD2 ,
} ;
enum glock18_shield_e
{
GLOCK18_SHIELD_IDLE1 ,
GLOCK18_SHIELD_SHOOT ,
GLOCK18_SHIELD_SHOOT2 ,
GLOCK18_SHIELD_SHOOT_EMPTY ,
GLOCK18_SHIELD_RELOAD ,
GLOCK18_SHIELD_DRAW ,
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GLOCK18_SHIELD_IDLE_UP ,
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GLOCK18_SHIELD_UP ,
GLOCK18_SHIELD_DOWN ,
} ;
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 ; }
public :
void GLOCK18Fire ( float flSpread , float flCycleTime , BOOL bFireBurst ) ;
public :
int m_iShell ;
bool m_bBurstFire ;
} ;
const float HEGRENADE_MAX_SPEED = 250.0f ;
const float HEGRENADE_MAX_SPEED_SHIELD = 180.0f ;
enum hegrenade_e
{
HEGRENADE_IDLE ,
HEGRENADE_PULLPIN ,
HEGRENADE_THROW ,
HEGRENADE_DRAW ,
} ;
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
}
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# ifdef REGAMEDLL_API
BOOL CanDeploy_OrigFunc ( ) ;
# endif
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public :
bool ShieldSecondaryFire ( int iUpAnim , int iDownAnim ) ;
void SetPlayerShieldAnim ( ) ;
void ResetPlayerShieldAnim ( ) ;
public :
unsigned short m_usCreateExplosion ;
} ;
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const float KNIFE_BODYHIT_VOLUME = 128.0f ;
const float KNIFE_WALLHIT_VOLUME = 512.0f ;
const float KNIFE_MAX_SPEED = 250.0f ;
const float KNIFE_MAX_SPEED_SHIELD = 180.0f ;
const float KNIFE_STAB_DAMAGE = 65.0f ;
const float KNIFE_SWING_DAMAGE = 15.0f ;
const float KNIFE_SWING_DAMAGE_FAST = 20.0f ;
const float KNIFE_STAB_DISTANCE = 32.0f ;
const float KNIFE_SWING_DISTANCE = 48.0f ;
const float KNIFE_BACKSTAB_MULTIPLIER = 3.0f ;
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enum knife_e
{
KNIFE_IDLE ,
KNIFE_ATTACK1HIT ,
KNIFE_ATTACK2HIT ,
KNIFE_DRAW ,
KNIFE_STABHIT ,
KNIFE_STABMISS ,
KNIFE_MIDATTACK1HIT ,
KNIFE_MIDATTACK2HIT ,
} ;
enum knife_shield_e
{
KNIFE_SHIELD_IDLE ,
KNIFE_SHIELD_SLASH ,
KNIFE_SHIELD_ATTACKHIT ,
KNIFE_SHIELD_DRAW ,
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KNIFE_SHIELD_IDLE_UP ,
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KNIFE_SHIELD_UP ,
KNIFE_SHIELD_DOWN ,
} ;
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 ( ) ;
public :
void EXPORT SwingAgain ( ) ;
void EXPORT Smack ( ) ;
void WeaponAnimation ( int iAnimation ) ;
BOOL Stab ( BOOL fFirst ) ;
BOOL Swing ( BOOL fFirst ) ;
public :
bool ShieldSecondaryFire ( int iUpAnim , int iDownAnim ) ;
void SetPlayerShieldAnim ( ) ;
void ResetPlayerShieldAnim ( ) ;
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float KnifeStabDamage ( ) const ;
float KnifeSwingDamage ( bool fast ) const ;
float KnifeStabDistance ( ) const ;
float KnifeSwingDistance ( ) const ;
float KnifeBackStabMultiplier ( ) const ;
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private :
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TraceResult m_trHit ;
unsigned short m_usKnife ;
2020-06-10 22:20:17 +03:00
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# ifdef REGAMEDLL_API
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float m_flStabBaseDamage ;
float m_flSwingBaseDamage ;
float m_flSwingBaseDamage_Fast ;
float m_flStabDistance ;
float m_flSwingDistance ;
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float m_flBackStabMultiplier ;
# endif
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} ;
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# ifdef REGAMEDLL_API
inline float CKnife : : KnifeStabDamage ( ) const { return m_flStabBaseDamage ; }
inline float CKnife : : KnifeSwingDamage ( bool fast ) const { return fast ? m_flSwingBaseDamage_Fast : m_flSwingBaseDamage ; }
inline float CKnife : : KnifeStabDistance ( ) const { return m_flStabDistance ; }
inline float CKnife : : KnifeSwingDistance ( ) const { return m_flSwingDistance ; }
inline float CKnife : : KnifeBackStabMultiplier ( ) const { return m_flBackStabMultiplier ; }
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# else
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inline float CKnife : : KnifeStabDamage ( ) const { return KNIFE_STAB_DAMAGE ; }
inline float CKnife : : KnifeSwingDamage ( bool fast ) const { return fast ? KNIFE_SWING_DAMAGE_FAST : KNIFE_SWING_DAMAGE ; }
inline float CKnife : : KnifeStabDistance ( ) const { return KNIFE_STAB_DISTANCE ; }
inline float CKnife : : KnifeSwingDistance ( ) const { return KNIFE_SWING_DISTANCE ; }
inline float CKnife : : KnifeBackStabMultiplier ( ) const { return KNIFE_BACKSTAB_MULTIPLIER ; }
# endif // REGAMEDLL_API
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const float M249_MAX_SPEED = 220.0f ;
const float M249_DAMAGE = 32.0f ;
const float M249_RANGE_MODIFER = 0.97f ;
const float M249_RELOAD_TIME = 4.7f ;
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# ifdef REGAMEDLL_FIXES
const float M249_ACCURACY_DIVISOR = 175.0f ;
# else
const int M249_ACCURACY_DIVISOR = 175 ;
# endif
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enum m249_e
{
M249_IDLE1 ,
M249_SHOOT1 ,
M249_SHOOT2 ,
M249_RELOAD ,
M249_DRAW ,
} ;
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
}
public :
void M249Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireM249 ;
} ;
const float M3_MAX_SPEED = 230.0f ;
const float M3_DAMAGE = 20.0f ;
const Vector M3_CONE_VECTOR = Vector ( 0.0675 , 0.0675 , 0.0 ) ; // special shotgun spreads
enum m3_e
{
M3_IDLE ,
M3_FIRE1 ,
M3_FIRE2 ,
M3_RELOAD ,
M3_PUMP ,
M3_START_RELOAD ,
M3_DRAW ,
M3_HOLSTER ,
} ;
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 BOOL PlayEmptySound ( ) ;
virtual void PrimaryAttack ( ) ;
virtual void Reload ( ) ;
virtual void WeaponIdle ( ) ;
virtual BOOL UseDecrement ( )
{
# ifdef CLIENT_WEAPONS
return TRUE ;
# else
return FALSE ;
# endif
}
public :
int m_iShell ;
float m_flPumpTime ;
private :
unsigned short m_usFireM3 ;
} ;
const float M4A1_MAX_SPEED = 230.0f ;
const float M4A1_DAMAGE = 32.0f ;
const float M4A1_DAMAGE_SIL = 33.0f ;
const float M4A1_RANGE_MODIFER = 0.97f ;
const float M4A1_RANGE_MODIFER_SIL = 0.95f ;
const float M4A1_RELOAD_TIME = 3.05f ;
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# ifdef REGAMEDLL_FIXES
const float M4A1_ACCURACY_DIVISOR = 220.0f ;
# else
const int M4A1_ACCURACY_DIVISOR = 220 ;
# endif
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enum m4a1_e
{
M4A1_IDLE ,
M4A1_SHOOT1 ,
M4A1_SHOOT2 ,
M4A1_SHOOT3 ,
M4A1_RELOAD ,
M4A1_DRAW ,
M4A1_ATTACH_SILENCER ,
M4A1_UNSIL_IDLE ,
M4A1_UNSIL_SHOOT1 ,
M4A1_UNSIL_SHOOT2 ,
M4A1_UNSIL_SHOOT3 ,
M4A1_UNSIL_RELOAD ,
M4A1_UNSIL_DRAW ,
M4A1_DETACH_SILENCER ,
} ;
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
}
public :
void M4A1Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireM4A1 ;
# ifdef REGAMEDLL_API
float m_flBaseDamageSil ;
# endif
} ;
const float MAC10_MAX_SPEED = 250.0f ;
const float MAC10_DAMAGE = 29.0f ;
const float MAC10_RANGE_MODIFER = 0.82f ;
const float MAC10_RELOAD_TIME = 3.15f ;
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# ifdef REGAMEDLL_FIXES
const float MAC10_ACCURACY_DIVISOR = 200.0f ;
# else
const int MAC10_ACCURACY_DIVISOR = 200 ;
# endif
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enum mac10_e
{
MAC10_IDLE1 ,
MAC10_RELOAD ,
MAC10_DRAW ,
MAC10_SHOOT1 ,
MAC10_SHOOT2 ,
MAC10_SHOOT3 ,
} ;
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
}
public :
void MAC10Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireMAC10 ;
} ;
const float P228_MAX_SPEED = 250.0f ;
const float P228_DAMAGE = 32.0f ;
const float P228_RANGE_MODIFER = 0.8f ;
const float P228_RELOAD_TIME = 2.7f ;
enum p228_e
{
P228_IDLE ,
P228_SHOOT1 ,
P228_SHOOT2 ,
P228_SHOOT3 ,
P228_SHOOT_EMPTY ,
P228_RELOAD ,
P228_DRAW ,
} ;
enum p228_shield_e
{
P228_SHIELD_IDLE ,
P228_SHIELD_SHOOT1 ,
P228_SHIELD_SHOOT2 ,
P228_SHIELD_SHOOT_EMPTY ,
P228_SHIELD_RELOAD ,
P228_SHIELD_DRAW ,
P228_SHIELD_IDLE_UP ,
P228_SHIELD_UP ,
P228_SHIELD_DOWN ,
} ;
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 ; }
public :
void P228Fire ( float flSpread , float flCycleTime , BOOL fUseSemi ) ;
void MakeBeam ( ) ;
void BeamUpdate ( ) ;
public :
int m_iShell ;
private :
unsigned short m_usFireP228 ;
} ;
const float P90_MAX_SPEED = 245.0f ;
const float P90_DAMAGE = 21.0f ;
const float P90_RANGE_MODIFER = 0.885f ;
const float P90_RELOAD_TIME = 3.4f ;
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# ifdef REGAMEDLL_FIXES
const float P90_ACCURACY_DIVISOR = 175.0f ;
# else
const int P90_ACCURACY_DIVISOR = 175 ;
# endif
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enum p90_e
{
P90_IDLE1 ,
P90_RELOAD ,
P90_DRAW ,
P90_SHOOT1 ,
P90_SHOOT2 ,
P90_SHOOT3 ,
} ;
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
}
public :
void P90Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireP90 ;
} ;
const float SCOUT_MAX_SPEED = 260.0f ;
const float SCOUT_MAX_SPEED_ZOOM = 220.0f ;
const float SCOUT_DAMAGE = 75.0f ;
const float SCOUT_RANGE_MODIFER = 0.98f ;
const float SCOUT_RELOAD_TIME = 2.0f ;
enum scout_e
{
SCOUT_IDLE ,
SCOUT_SHOOT ,
SCOUT_SHOOT2 ,
SCOUT_RELOAD ,
SCOUT_DRAW ,
} ;
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
}
public :
void SCOUTFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
private :
unsigned short m_usFireScout ;
} ;
const float SMOKEGRENADE_MAX_SPEED = 250.0f ;
const float SMOKEGRENADE_MAX_SPEED_SHIELD = 180.0f ;
enum smokegrenade_e
{
SMOKEGRENADE_IDLE ,
SMOKEGRENADE_PINPULL ,
SMOKEGRENADE_THROW ,
SMOKEGRENADE_DRAW ,
} ;
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
}
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# ifdef REGAMEDLL_API
BOOL CanDeploy_OrigFunc ( ) ;
# endif
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public :
bool ShieldSecondaryFire ( int iUpAnim , int iDownAnim ) ;
void SetPlayerShieldAnim ( ) ;
void ResetPlayerShieldAnim ( ) ;
public :
unsigned short m_usCreateSmoke ;
} ;
const float TMP_MAX_SPEED = 250.0f ;
const float TMP_DAMAGE = 20.0f ;
const float TMP_RANGE_MODIFER = 0.85f ;
const float TMP_RELOAD_TIME = 2.12f ;
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# ifdef REGAMEDLL_FIXES
const float TMP_ACCURACY_DIVISOR = 200.0f ;
# else
const int TMP_ACCURACY_DIVISOR = 200 ;
# endif
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enum tmp_e
{
TMP_IDLE1 ,
TMP_RELOAD ,
TMP_DRAW ,
TMP_SHOOT1 ,
TMP_SHOOT2 ,
TMP_SHOOT3 ,
} ;
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
}
public :
void TMPFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
public :
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireTMP ;
} ;
const float XM1014_MAX_SPEED = 240.0f ;
const float XM1014_DAMAGE = 20.0f ;
const Vector XM1014_CONE_VECTOR = Vector ( 0.0725 , 0.0725 , 0.0 ) ; // special shotgun spreads
enum xm1014_e
{
XM1014_IDLE ,
XM1014_FIRE1 ,
XM1014_FIRE2 ,
XM1014_RELOAD ,
XM1014_PUMP ,
XM1014_START_RELOAD ,
XM1014_DRAW ,
} ;
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 BOOL PlayEmptySound ( ) ;
virtual void PrimaryAttack ( ) ;
virtual void Reload ( ) ;
virtual void WeaponIdle ( ) ;
virtual BOOL UseDecrement ( )
{
# ifdef CLIENT_WEAPONS
return TRUE ;
# else
return FALSE ;
# endif
}
public :
int m_iShell ;
float m_flPumpTime ;
private :
unsigned short m_usFireXM1014 ;
} ;
const float ELITE_MAX_SPEED = 250.0f ;
const float ELITE_RELOAD_TIME = 4.5f ;
const float ELITE_DAMAGE = 36.0f ;
const float ELITE_RANGE_MODIFER = 0.75f ;
enum elite_e
{
ELITE_IDLE ,
ELITE_IDLE_LEFTEMPTY ,
ELITE_SHOOTLEFT1 ,
ELITE_SHOOTLEFT2 ,
ELITE_SHOOTLEFT3 ,
ELITE_SHOOTLEFT4 ,
ELITE_SHOOTLEFT5 ,
ELITE_SHOOTLEFTLAST ,
ELITE_SHOOTRIGHT1 ,
ELITE_SHOOTRIGHT2 ,
ELITE_SHOOTRIGHT3 ,
ELITE_SHOOTRIGHT4 ,
ELITE_SHOOTRIGHT5 ,
ELITE_SHOOTRIGHTLAST ,
ELITE_RELOAD ,
ELITE_DRAW ,
} ;
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 ; }
public :
void ELITEFire ( float flSpread , float flCycleTime , BOOL fUseSemi ) ;
public :
int m_iShell ;
private :
unsigned short m_usFireELITE_LEFT ;
unsigned short m_usFireELITE_RIGHT ;
} ;
const float FIVESEVEN_MAX_SPEED = 250.0f ;
const float FIVESEVEN_DAMAGE = 20.0f ;
const float FIVESEVEN_RANGE_MODIFER = 0.885f ;
const float FIVESEVEN_RELOAD_TIME = 2.7f ;
enum fiveseven_e
{
FIVESEVEN_IDLE ,
FIVESEVEN_SHOOT1 ,
FIVESEVEN_SHOOT2 ,
FIVESEVEN_SHOOT_EMPTY ,
FIVESEVEN_RELOAD ,
FIVESEVEN_DRAW ,
} ;
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enum fiveseven_shield_e
{
FIVESEVEN_SHIELD_IDLE1 ,
FIVESEVEN_SHIELD_SHOOT ,
FIVESEVEN_SHIELD_SHOOT2 ,
FIVESEVEN_SHIELD_SHOOT_EMPTY ,
FIVESEVEN_SHIELD_RELOAD ,
FIVESEVEN_SHIELD_DRAW ,
FIVESEVEN_SHIELD_IDLE_UP ,
FIVESEVEN_SHIELD_UP ,
FIVESEVEN_SHIELD_DOWN ,
} ;
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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 ; }
public :
void FiveSevenFire ( float flSpread , float flCycleTime , BOOL fUseSemi ) ;
void MakeBeam ( ) ;
void BeamUpdate ( ) ;
public :
int m_iShell ;
private :
unsigned short m_usFireFiveSeven ;
} ;
const float UMP45_MAX_SPEED = 250.0f ;
const float UMP45_DAMAGE = 30.0f ;
const float UMP45_RANGE_MODIFER = 0.82f ;
const float UMP45_RELOAD_TIME = 3.5f ;
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# ifdef REGAMEDLL_FIXES
const float UMP45_ACCURACY_DIVISOR = 210.0f ;
# else
const int UMP45_ACCURACY_DIVISOR = 210 ;
# endif
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enum ump45_e
{
UMP45_IDLE1 ,
UMP45_RELOAD ,
UMP45_DRAW ,
UMP45_SHOOT1 ,
UMP45_SHOOT2 ,
UMP45_SHOOT3 ,
} ;
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
}
public :
void UMP45Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireUMP45 ;
} ;
const float SG550_MAX_SPEED = 210.0f ;
const float SG550_MAX_SPEED_ZOOM = 150.0f ;
const float SG550_DAMAGE = 70.0f ;
const float SG550_RANGE_MODIFER = 0.98f ;
const float SG550_RELOAD_TIME = 3.35f ;
enum sg550_e
{
SG550_IDLE ,
SG550_SHOOT ,
SG550_SHOOT2 ,
SG550_RELOAD ,
SG550_DRAW ,
} ;
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
}
public :
void SG550Fire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
int m_iShell ;
private :
unsigned short m_usFireSG550 ;
} ;
const float GALIL_MAX_SPEED = 240.0f ;
const float GALIL_DAMAGE = 30.0f ;
const float GALIL_RANGE_MODIFER = 0.98f ;
const float GALIL_RELOAD_TIME = 2.45f ;
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# ifdef REGAMEDLL_FIXES
const float GALIL_ACCURACY_DIVISOR = 200.0f ;
# else
const int GALIL_ACCURACY_DIVISOR = 200 ;
# endif
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enum galil_e
{
GALIL_IDLE1 ,
GALIL_RELOAD ,
GALIL_DRAW ,
GALIL_SHOOT1 ,
GALIL_SHOOT2 ,
GALIL_SHOOT3 ,
} ;
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
}
public :
void GalilFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim ) ;
public :
int m_iShell ;
int iShellOn ;
private :
unsigned short m_usFireGalil ;
} ;
const float FAMAS_MAX_SPEED = 240.0f ;
const float FAMAS_RELOAD_TIME = 3.3f ;
const float FAMAS_DAMAGE = 30.0f ;
const float FAMAS_DAMAGE_BURST = 34.0f ;
const float FAMAS_RANGE_MODIFER = 0.96f ;
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# ifdef REGAMEDLL_FIXES
const float FAMAS_ACCURACY_DIVISOR = 215.0f ;
# else
const int FAMAS_ACCURACY_DIVISOR = 215 ;
# endif
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enum famas_e
{
FAMAS_IDLE1 ,
FAMAS_RELOAD ,
FAMAS_DRAW ,
FAMAS_SHOOT1 ,
FAMAS_SHOOT2 ,
FAMAS_SHOOT3 ,
} ;
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
}
public :
void FamasFire ( float flSpread , float flCycleTime , BOOL fUseAutoAim , BOOL bFireBurst ) ;
public :
int m_iShell ;
int iShellOn ;
# ifdef REGAMEDLL_API
float m_flBaseDamageBurst ;
# endif
} ;
extern short g_sModelIndexLaser ;
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 WeaponsPrecache ( ) ;
void FindHullIntersection ( const Vector & vecSrc , TraceResult & tr , float * mins , float * maxs , edict_t * pEntity ) ;
void AnnounceFlashInterval ( float interval , float offset = 0 ) ;
int MaxAmmoCarry ( const char * szName ) ;
int MaxAmmoCarry ( WeaponIdType ammoType ) ;
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 ) ;
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int AddAmmoNameToAmmoRegistry ( const char * szAmmoname ) ;
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void UTIL_PrecacheOtherWeapon ( const char * szClassname ) ;
BOOL CanAttack ( float attack_time , float curtime , BOOL isPredicted ) ;
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float GetBaseAccuracy ( WeaponIdType id ) ;
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# ifdef REGAMEDLL_API
void ClearMultiDamage_OrigFunc ( ) ;
void ApplyMultiDamage_OrigFunc ( entvars_t * pevInflictor , entvars_t * pevAttacker ) ;
void AddMultiDamage_OrigFunc ( entvars_t * pevInflictor , CBaseEntity * pEntity , float flDamage , int bitsDamageType ) ;
# endif