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Issue #17: The implemented of the dummy class with the inheritance of the weapons classes.
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3eb7513411
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@ -226,6 +226,7 @@ class RegamedllSrc {
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exclude "tier0/platform_linux.cpp"
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} else {
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exclude "tier0/platform_win32.cpp"
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exclude "classes_dummy.cpp"
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}
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//exclude "interface.cpp"
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@ -725,6 +725,7 @@
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<ClCompile Include="..\public\MemPool.cpp" />
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<ClCompile Include="..\public\tier0\dbg.cpp" />
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<ClCompile Include="..\public\utlsymbol.cpp" />
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<ClCompile Include="..\regamedll\classes_dummy.cpp" />
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<ClCompile Include="..\regamedll\hookchains_impl.cpp" />
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<ClCompile Include="..\regamedll\mem.cpp" />
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<ClCompile Include="..\regamedll\platform.cpp" />
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@ -1320,7 +1321,7 @@
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<ClCompile>
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<AdditionalIncludeDirectories>$(ProjectDir)\..\;$(ProjectDir)\..\hookers\;$(ProjectDir)\..\common;$(ProjectDir)\..\dlls;$(ProjectDir)\..\engine;$(ProjectDir)\..\public;$(ProjectDir)\..\public\regamedll;$(ProjectDir)\..\pm_shared;$(ProjectDir)\..\regamedll\;$(ProjectDir)\..\testsuite\;$(VCInstallDir)UnitTest\include;$(SolutionDir)..\dep\bzip2\include\;$(SolutionDir)..\dep\cppunitlite\include\;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<Optimization>Full</Optimization>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>REGAMEDLL_ADD;REGAMEDLL_SELF;REGAMEDLL_CHECKS;CLIENT_WEAPONS;USE_BREAKPAD_HANDLER;DEDICATED;_CRT_SECURE_NO_WARNINGS;NDEBUG;_ITERATOR_DEBUG_LEVEL=0;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<FloatingPointModel>Precise</FloatingPointModel>
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@ -1333,6 +1334,7 @@
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<MinimalRebuild>false</MinimalRebuild>
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<BasicRuntimeChecks>Default</BasicRuntimeChecks>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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@ -570,6 +570,9 @@
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<ClCompile Include="..\public\tier0\dbg.cpp">
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<Filter>public\tier0</Filter>
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</ClCompile>
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<ClCompile Include="..\regamedll\classes_dummy.cpp">
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<Filter>regamedll</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\hookers\memory.h">
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79
regamedll/regamedll/classes_dummy.cpp
Normal file
79
regamedll/regamedll/classes_dummy.cpp
Normal file
@ -0,0 +1,79 @@
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#include "precompiled.h"
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class CDummyWeaponClass:
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public CAK47, public CAUG, public CAWP, public CC4,
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public CDEAGLE, public CELITE, public CFamas, public CFiveSeven,
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public CFlashbang, public CG3SG1, public CGalil, public CGLOCK18,
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public CHEGrenade, public CKnife, public CM3, public CM4A1,
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public CM249, public CMAC10, public CMP5N, public CP90,
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public CP228, public CSCOUT, public CSG550, public CSG552,
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public CSmokeGrenade, public CTMP, public CUMP45, public CUSP,
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public CXM1014
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{
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public:
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virtual void Precache(void) {};
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virtual int Save(CSave &save) { return 0; };
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virtual int Restore(CRestore &restore) { return 0; };
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virtual int AddToPlayer(CBasePlayer *pPlayer) { return 0; };
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virtual int AddDuplicate(CBasePlayerItem *pItem) { return 0; };
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virtual BOOL CanDeploy(void) { return FALSE; };
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virtual BOOL IsWeapon(void) { return TRUE; }
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virtual void Holster(int skiplocal = 0) {};
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virtual void UpdateItemInfo(void) {};
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virtual void ItemPostFrame(void) {};
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virtual int PrimaryAmmoIndex(void) { return 0; };
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virtual int SecondaryAmmoIndex(void) { return 0; };
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virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; };
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virtual CBasePlayerItem *GetWeaponPtr(void) { return NULL; }
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virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int AddWeapon(void) { return 0; }
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virtual BOOL PlayEmptySound(void) { return FALSE; };
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virtual void ResetEmptySound(void) {};
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virtual void SendWeaponAnim(int iAnim, int skiplocal = 0) {};
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virtual BOOL IsUseable(void) { return FALSE; };
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virtual void PrimaryAttack(void) {};
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virtual void SecondaryAttack(void) {};
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virtual void Reload(void) {};
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virtual void WeaponIdle(void) {};
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virtual void RetireWeapon(void) {};
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virtual BOOL ShouldWeaponIdle(void) { return FALSE; }
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virtual BOOL UseDecrement(void) { return FALSE; }
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};
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class CDummyWeaponClassExtra:
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public CDummyWeaponClass
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{
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public:
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virtual void Precache(void) {};
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virtual int Save(CSave &save) { return 0; };
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virtual int Restore(CRestore &restore) { return 0; };
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virtual int AddToPlayer(CBasePlayer *pPlayer) { return 0; };
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virtual int AddDuplicate(CBasePlayerItem *pItem) { return 0; };
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virtual BOOL CanDeploy(void) { return FALSE; };
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virtual BOOL IsWeapon(void) { return TRUE; }
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virtual void Holster(int skiplocal = 0) {};
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virtual void UpdateItemInfo(void) {};
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virtual void ItemPostFrame(void) {};
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virtual int PrimaryAmmoIndex(void) { return 0; };
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virtual int SecondaryAmmoIndex(void) { return 0; };
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virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; };
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virtual CBasePlayerItem *GetWeaponPtr(void) { return NULL; }
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virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int AddWeapon(void) { return 0; }
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virtual BOOL PlayEmptySound(void) { return FALSE; };
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virtual void ResetEmptySound(void) {};
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virtual void SendWeaponAnim(int iAnim, int skiplocal = 0) {};
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virtual BOOL IsUseable(void) { return FALSE; };
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virtual void PrimaryAttack(void) {};
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virtual void SecondaryAttack(void) {};
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virtual void Reload(void) {};
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virtual void WeaponIdle(void) {};
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virtual void RetireWeapon(void) {};
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virtual BOOL ShouldWeaponIdle(void) { return FALSE; }
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virtual BOOL UseDecrement(void) { return FALSE; }
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};
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volatile CDummyWeaponClass *g_pDummyWeaponClass = &CDummyWeaponClass();
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volatile CDummyWeaponClassExtra *g_pCDummyWeaponClassExtra = &CDummyWeaponClassExtra();
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