/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef WEAPONS_H #define WEAPONS_H #ifdef _WIN32 #pragma once #endif class CBasePlayer; #define MAX_WEAPONS 32 #define MAX_NORMAL_BATTERY 100.0f #define DISTANCE_RELOAD_SOUND 512.0f #define ITEM_FLAG_SELECTONEMPTY 1 #define ITEM_FLAG_NOAUTORELOAD 2 #define ITEM_FLAG_NOAUTOSWITCHEMPTY 4 #define ITEM_FLAG_LIMITINWORLD 8 #define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon #define WEAPON_IS_ONTARGET 0x40 // the maximum amount of ammo each weapon's clip can hold #define WEAPON_NOCLIP -1 #define LOUD_GUN_VOLUME 1000 #define NORMAL_GUN_VOLUME 600 #define QUIET_GUN_VOLUME 200 #define BRIGHT_GUN_FLASH 512 #define NORMAL_GUN_FLASH 256 #define DIM_GUN_FLASH 128 #define BIG_EXPLOSION_VOLUME 2048 #define NORMAL_EXPLOSION_VOLUME 1024 #define SMALL_EXPLOSION_VOLUME 512 #define WEAPON_ACTIVITY_VOLUME 64 // spawn flags #define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges #include "weapontype.h" #include "wpn_shared.h" // custom enum enum 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_END }; struct ItemInfo { int iSlot; int iPosition; const char *pszAmmo1; int iMaxAmmo1; const char *pszAmmo2; int iMaxAmmo2; const char *pszName; int iMaxClip; int iId; int iFlags; int iWeight; }; struct AmmoInfo { const char *pszName; int iId; }; struct MULTIDAMAGE { CBaseEntity *pEntity; float amount; int type; }; class CArmoury: public CBaseEntity { public: virtual void Spawn(); virtual void Precache(); virtual void Restart(); virtual void KeyValue(KeyValueData *pkvd); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void Restart_(); void KeyValue_(KeyValueData *pkvd); #endif public: void EXPORT ArmouryTouch(CBaseEntity *pOther); public: int m_iItem; int m_iCount; int m_iInitialCount; bool m_bAlreadyCounted; }; class CGrenade: public CBaseMonster { public: virtual void Spawn(); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return m_bIsC4 ? FCAP_CONTINUOUS_USE : 0; } virtual void Killed(entvars_t *pevAttacker, int iGib); virtual int BloodColor() { return DONT_BLEED; } virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); virtual void BounceSound(); #ifdef HOOK_GAMEDLL void Spawn_(); int Save_(CSave &save); int Restore_(CRestore &restore); void Killed_(entvars_t *pevAttacker, int iGib); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void BounceSound_(); #endif public: enum SATCHELCODE { SATCHEL_DETONATE, SATCHEL_RELEASE }; public: static CGrenade *ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time); static CGrenade *ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent); static CGrenade *ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); static CGrenade *ShootSmokeGrenade(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent); static CGrenade *ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity); static void UseSatchelCharges(entvars_t *pevOwner, SATCHELCODE code); public: void Explode(Vector vecSrc, Vector vecAim); void Explode(TraceResult *pTrace, int bitsDamageType); void Explode2(TraceResult *pTrace, int bitsDamageType); void Explode3(TraceResult *pTrace, int bitsDamageType); void SG_Explode(TraceResult *pTrace, int bitsDamageType); void EXPORT Smoke(); void EXPORT Smoke2(); void EXPORT Smoke3_A(); void EXPORT Smoke3_B(); void EXPORT Smoke3_C(); void EXPORT SG_Smoke(); void EXPORT BounceTouch(CBaseEntity *pOther); void EXPORT SlideTouch(CBaseEntity *pOther); void EXPORT C4Touch(CBaseEntity *pOther); void EXPORT ExplodeTouch(CBaseEntity *pOther); void EXPORT DangerSoundThink(); void EXPORT PreDetonate(); void EXPORT Detonate(); void EXPORT SG_Detonate(); void EXPORT Detonate2(); void EXPORT Detonate3(); void EXPORT DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void EXPORT TumbleThink(); void EXPORT SG_TumbleThink(); void EXPORT C4Think(); public: static TYPEDESCRIPTION IMPL(m_SaveData)[15]; bool m_bStartDefuse; bool m_bIsC4; EHANDLE m_pBombDefuser; float m_flDefuseCountDown; float m_flC4Blow; float m_flNextFreqInterval; float m_flNextBeep; float m_flNextFreq; char *m_sBeepName; float m_fAttenu; float m_flNextBlink; float m_fNextDefuse; bool m_bJustBlew; int m_iTeam; int m_iCurWave; edict_t *m_pentCurBombTarget; int m_SGSmoke; int m_angle; unsigned short m_usEvent; bool m_bLightSmoke; bool m_bDetonated; Vector m_vSmokeDetonate; int m_iBounceCount; BOOL m_fRegisteredSound; }; class CBasePlayerItem: public CBaseAnimating { public: virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual void SetObjectCollisionBox(); virtual CBaseEntity *Respawn(); virtual int AddToPlayer(CBasePlayer *pPlayer); virtual int AddDuplicate(CBasePlayerItem *pItem) { return FALSE; } virtual int GetItemInfo(ItemInfo *p) { return 0; } virtual BOOL CanDeploy() { return TRUE; } virtual BOOL CanDrop() { return TRUE; } virtual BOOL Deploy() { return TRUE; } virtual BOOL IsWeapon() { return FALSE; } virtual BOOL CanHolster() { return TRUE; } virtual void Holster(int skiplocal = 0); virtual void UpdateItemInfo() {} virtual void ItemPreFrame() {} virtual void ItemPostFrame() {} virtual void Drop(); virtual void Kill(); virtual void AttachToPlayer(CBasePlayer *pPlayer); virtual int PrimaryAmmoIndex() { return -1; } virtual int SecondaryAmmoIndex() { return -1; } virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; } virtual CBasePlayerItem *GetWeaponPtr() { return NULL; } virtual float GetMaxSpeed() { return 260.0f; } virtual int iItemSlot() { return 0; } #ifdef HOOK_GAMEDLL int Save_(CSave &save); int Restore_(CRestore &restore); void SetObjectCollisionBox_(); CBaseEntity *Respawn_(); int AddToPlayer_(CBasePlayer *pPlayer); void Holster_(int skiplocal); void Drop_(); void Kill_(); void AttachToPlayer_(CBasePlayer *pPlayer); #endif public: void EXPORT DestroyItem(); void EXPORT DefaultTouch(CBaseEntity *pOther); void EXPORT FallThink(); void EXPORT Materialize(); void EXPORT AttemptToMaterialize(); void FallInit(); void CheckRespawn(); public: inline int iItemPosition() const { return IMPL(ItemInfoArray)[ m_iId ].iPosition; } inline const char *pszAmmo1() const { return IMPL(ItemInfoArray)[ m_iId ].pszAmmo1; } inline int iMaxAmmo1() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxAmmo1; } inline const char *pszAmmo2() const { return IMPL(ItemInfoArray)[ m_iId ].pszAmmo2; } inline int iMaxAmmo2() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxAmmo2; } inline const char *pszName() const { return IMPL(ItemInfoArray)[ m_iId ].pszName; } inline int iMaxClip() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxClip; } inline int iWeight() const { return IMPL(ItemInfoArray)[ m_iId ].iWeight; } inline int iFlags() const { return IMPL(ItemInfoArray)[ m_iId ].iFlags; } public: static TYPEDESCRIPTION IMPL(m_SaveData)[3]; static ItemInfo IMPL(ItemInfoArray)[MAX_WEAPONS]; static AmmoInfo IMPL(AmmoInfoArray)[MAX_AMMO_SLOTS]; CBasePlayer *m_pPlayer; CBasePlayerItem *m_pNext; int m_iId; }; class CBasePlayerWeapon: public CBasePlayerItem { public: virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int AddToPlayer(CBasePlayer *pPlayer); virtual int AddDuplicate(CBasePlayerItem *pItem); virtual BOOL CanDeploy(); virtual BOOL IsWeapon() { return TRUE; } virtual void Holster(int skiplocal = 0); virtual void UpdateItemInfo() {}; virtual void ItemPostFrame(); virtual int PrimaryAmmoIndex(); virtual int SecondaryAmmoIndex(); virtual int UpdateClientData(CBasePlayer *pPlayer); virtual CBasePlayerItem *GetWeaponPtr() { return (CBasePlayerItem *)this; } virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon); virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon); virtual int AddWeapon() { ExtractAmmo(this); return 1; } virtual BOOL PlayEmptySound(); virtual void ResetEmptySound(); virtual void SendWeaponAnim(int iAnim, int skiplocal = 0); virtual BOOL IsUseable(); virtual void PrimaryAttack() {}; virtual void SecondaryAttack() {}; virtual void Reload() {}; virtual void WeaponIdle() {}; virtual void RetireWeapon(); virtual BOOL ShouldWeaponIdle() { return FALSE; } virtual BOOL UseDecrement() { return FALSE; } #ifdef HOOK_GAMEDLL int Save_(CSave &save); int Restore_(CRestore &restore); int AddToPlayer_(CBasePlayer *pPlayer); int AddDuplicate_(CBasePlayerItem *pItem); BOOL CanDeploy_(); void Holster_(int skiplocal = 0); void ItemPostFrame_(); int PrimaryAmmoIndex_(); int SecondaryAmmoIndex_(); int UpdateClientData_(CBasePlayer *pPlayer); int ExtractAmmo_(CBasePlayerWeapon *pWeapon); int ExtractClipAmmo_(CBasePlayerWeapon *pWeapon); BOOL PlayEmptySound_(); void ResetEmptySound_(); void SendWeaponAnim_(int iAnim, int skiplocal = 0); BOOL IsUseable_(); void RetireWeapon_(); #endif public: BOOL AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry); BOOL AddSecondaryAmmo(int iCount, char *szName, int iMaxCarry); BOOL DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0); int DefaultReload(int iClipSize, int iAnim, float fDelay); void FireRemaining(int &shotsFired, float &shootTime, BOOL isGlock18); void KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change); void EjectBrassLate(); void MakeBeam(); void BeamUpdate(); void ReloadSound(); float GetNextAttackDelay(float delay); float GetNextAttackDelay2(float delay); bool HasSecondaryAttack(); BOOL IsPistol() { return (m_iId == WEAPON_USP || m_iId == WEAPON_GLOCK18 || m_iId == WEAPON_P228 || m_iId == WEAPON_DEAGLE || m_iId == WEAPON_ELITE || m_iId == WEAPON_FIVESEVEN); } void SetPlayerShieldAnim(); void ResetPlayerShieldAnim(); bool ShieldSecondaryFire(int iUpAnim, int iDownAnim); void InstantReload(bool bCanRefillBPAmmo = false); public: static TYPEDESCRIPTION IMPL(m_SaveData)[7]; int m_iPlayEmptySound; int m_fFireOnEmpty; float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[] int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[] int m_iClip; // number of shots left in the primary weapon clip, -1 it not used int m_iClientClip; // the last version of m_iClip sent to hud dll int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target) int m_fInReload; // Are we in the middle of a reload; int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns int m_iDefaultAmmo; // how much ammo you get when you pick up this weapon as placed by a level designer. int m_iShellId; float m_fMaxSpeed; bool m_bDelayFire; int m_iDirection; bool m_bSecondarySilencerOn; float m_flAccuracy; float m_flLastFire; int m_iShotsFired; Vector m_vVecAiming; string_t model_name; float m_flGlock18Shoot; // time to shoot the remaining bullets of the glock18 burst fire int m_iGlock18ShotsFired; // used to keep track of the shots fired during the Glock18 burst fire mode. float m_flFamasShoot; int m_iFamasShotsFired; float m_fBurstSpread; int m_iWeaponState; float m_flNextReload; float m_flDecreaseShotsFired; unsigned short m_usFireGlock18; unsigned short m_usFireFamas; // hle time creep vars float m_flPrevPrimaryAttack; float m_flLastFireTime; }; class CBasePlayerAmmo: public CBaseEntity { public: virtual void Spawn(); virtual BOOL AddAmmo(CBaseEntity *pOther) { return TRUE; } virtual CBaseEntity *Respawn(); #ifdef HOOK_GAMEDLL void Spawn_(); CBaseEntity *Respawn_(); #endif public: void EXPORT DefaultTouch(CBaseEntity *pOther); void EXPORT Materialize(); }; class CWeaponBox: public CBaseEntity { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual void SetObjectCollisionBox(); virtual void Touch(CBaseEntity *pOther); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void SetObjectCollisionBox_(); void Touch_(CBaseEntity *pOther); #endif public: BOOL IsEmpty(); int GiveAmmo(int iCount, char *szName, int iMax, int *pIndex = NULL); void EXPORT Kill(); void EXPORT BombThink(); BOOL HasWeapon(CBasePlayerItem *pCheckItem); BOOL PackWeapon(CBasePlayerItem *pWeapon); BOOL PackAmmo(int iszName, int iCount); public: static TYPEDESCRIPTION IMPL(m_SaveData)[4]; CBasePlayerItem *m_rgpPlayerItems[ MAX_ITEM_TYPES ]; int m_rgiszAmmo[ MAX_AMMO_SLOTS ]; int m_rgAmmo[ MAX_AMMO_SLOTS ]; int m_cAmmoTypes; bool m_bIsBomb; }; class CUSP: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return PISTOL_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { return TRUE; } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void USPFire(float flSpread, float flCycleTime, BOOL fUseSemi); void MakeBeam(); void BeamUpdate(); int m_iShell; private: unsigned short m_usFireUSP; }; class CMP5N: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return MP5N_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void MP5NFire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireMP5N; }; class CSG552: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void SG552Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireSG552; }; class CAK47: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return AK47_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void AK47Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireAK47; }; class CAUG: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return AUG_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void AUGFire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireAug; }; class CAWP: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void AWPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; private: unsigned short m_usFireAWP; }; class CC4: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual void Holster(int skiplocal); virtual float GetMaxSpeed(); virtual int iItemSlot() { return C4_SLOT; } virtual void PrimaryAttack(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void KeyValue_(KeyValueData *pkvd); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void Holster_(int skiplocal); float GetMaxSpeed_(); void PrimaryAttack_(); void WeaponIdle_(); #endif public: bool m_bStartedArming; bool m_bBombPlacedAnimation; float m_fArmedTime; private: bool m_bHasShield; }; class CDEAGLE: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return PISTOL_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { return TRUE; } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void DEAGLEFire(float flSpread, float flCycleTime, BOOL fUseSemi); int m_iShell; private: unsigned short m_usFireDeagle; }; class CFlashbang: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL CanDeploy(); virtual BOOL CanDrop() { return FALSE; } virtual BOOL Deploy(); virtual void Holster(int skiplocal); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return GRENADE_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { #ifdef REGAMEDLL_FIXES return FALSE; #else // TODO: why the object flashbang is IsPistol? return TRUE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL CanDeploy_(); BOOL Deploy_(); void Holster_(int skiplocal); void PrimaryAttack_(); void SecondaryAttack_(); void WeaponIdle_(); #endif public: bool ShieldSecondaryFire(int iUpAnim, int iDownAnim); void SetPlayerShieldAnim(); void ResetPlayerShieldAnim(); }; class CG3SG1: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void G3SG1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; private: unsigned short m_usFireG3SG1; }; class CGLOCK18: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return PISTOL_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { return TRUE; } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void GLOCK18Fire(float flSpread, float flCycleTime, BOOL bFireBurst); public: int m_iShell; bool m_bBurstFire; }; class CHEGrenade: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL CanDeploy(); virtual BOOL CanDrop() { return FALSE; } virtual BOOL Deploy(); virtual void Holster(int skiplocal); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return GRENADE_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL CanDeploy_(); BOOL Deploy_(); void Holster_(int skiplocal); void PrimaryAttack_(); void SecondaryAttack_(); void WeaponIdle_(); #endif public: bool ShieldSecondaryFire(int iUpAnim, int iDownAnim); void SetPlayerShieldAnim(); void ResetPlayerShieldAnim(); public: unsigned short m_usCreateExplosion; }; class CKnife: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL CanDrop() { return FALSE; } virtual BOOL Deploy(); virtual void Holster(int skiplocal); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return KNIFE_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual void WeaponIdle(); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void Holster_(int skiplocal); void PrimaryAttack_(); void SecondaryAttack_(); void WeaponIdle_(); #endif public: void EXPORT SwingAgain(); void EXPORT Smack(); void WeaponAnimation(int iAnimation); int Stab(int fFirst); int Swing(int fFirst); public: bool ShieldSecondaryFire(int iUpAnim, int iDownAnim); void SetPlayerShieldAnim(); void ResetPlayerShieldAnim(); public: TraceResult m_trHit; unsigned short m_usKnife; }; class CM249: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return M249_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void M249Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireM249; }; class CM3: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return M3_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: int m_iShell; float m_flPumpTime; private: unsigned short m_usFireM3; }; class CM4A1: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void M4A1Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireM4A1; }; class CMAC10: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return MAC10_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void MAC10Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireMAC10; }; class CP228: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return PISTOL_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { return TRUE; } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void P228Fire(float flSpread, float flCycleTime, BOOL fUseSemi); void MakeBeam(); void BeamUpdate(); public: int m_iShell; private: unsigned short m_usFireP228; }; class CP90: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void P90Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireP90; }; class CSCOUT: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void SCOUTFire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; private: unsigned short m_usFireScout; }; class CSmokeGrenade: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL CanDeploy(); virtual BOOL CanDrop() { return FALSE; } virtual BOOL Deploy(); virtual void Holster(int skiplocal); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return GRENADE_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL CanDeploy_(); BOOL Deploy_(); void Holster_(int skiplocal); void PrimaryAttack_(); void SecondaryAttack_(); void WeaponIdle_(); #endif public: bool ShieldSecondaryFire(int iUpAnim, int iDownAnim); void SetPlayerShieldAnim(); void ResetPlayerShieldAnim(); public: unsigned short m_usCreateSmoke; }; class CTMP: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return TMP_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void TMPFire(float flSpread, float flCycleTime, BOOL fUseAutoAim); public: int m_iShell; int iShellOn; private: unsigned short m_usFireTMP; }; class CXM1014: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return XM1014_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: int m_iShell; float m_flPumpTime; private: unsigned short m_usFireXM1014; }; class CELITE: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return ELITE_MAX_SPEED; } virtual int iItemSlot() { return PISTOL_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { return TRUE; } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void ELITEFire(float flSpread, float flCycleTime, BOOL fUseSemi); public: int m_iShell; private: unsigned short m_usFireELITE_LEFT; unsigned short m_usFireELITE_RIGHT; }; class CFiveSeven: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return m_fMaxSpeed; } virtual int iItemSlot() { return PISTOL_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } virtual BOOL IsPistol() { return TRUE; } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void FiveSevenFire(float flSpread, float flCycleTime, BOOL fUseSemi); void MakeBeam(); void BeamUpdate(); public: int m_iShell; private: unsigned short m_usFireFiveSeven; }; class CUMP45: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return UMP45_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void UMP45Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; int iShellOn; private: unsigned short m_usFireUMP45; }; class CSG550: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed(); virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); float GetMaxSpeed_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void SG550Fire(float flSpread, float flCycleTime, BOOL fUseAutoAim); int m_iShell; private: unsigned short m_usFireSG550; }; class CGalil: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return GALIL_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void GalilFire(float flSpread, float flCycleTime, BOOL fUseAutoAim); public: int m_iShell; int iShellOn; private: unsigned short m_usFireGalil; }; class CFamas: public CBasePlayerWeapon { public: virtual void Spawn(); virtual void Precache(); virtual int GetItemInfo(ItemInfo *p); virtual BOOL Deploy(); virtual float GetMaxSpeed() { return FAMAS_MAX_SPEED; } virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; } virtual void PrimaryAttack(); virtual void SecondaryAttack(); virtual void Reload(); virtual void WeaponIdle(); virtual BOOL UseDecrement() { #ifdef CLIENT_WEAPONS return TRUE; #else return FALSE; #endif } #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); int GetItemInfo_(ItemInfo *p); BOOL Deploy_(); void PrimaryAttack_(); void SecondaryAttack_(); void Reload_(); void WeaponIdle_(); #endif public: void FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL bFireBurst); public: int m_iShell; int iShellOn; }; extern short g_sModelIndexLaser; extern const char *g_pModelNameLaser; extern short g_sModelIndexLaserDot; extern short g_sModelIndexFireball; extern short g_sModelIndexSmoke; extern short g_sModelIndexWExplosion; extern short g_sModelIndexBubbles; extern short g_sModelIndexBloodDrop; extern short g_sModelIndexBloodSpray; extern short g_sModelIndexSmokePuff; extern short g_sModelIndexFireball2; extern short g_sModelIndexFireball3; extern short g_sModelIndexFireball4; extern short g_sModelIndexCTGhost; extern short g_sModelIndexTGhost; extern short g_sModelIndexC4Glow; extern short g_sModelIndexRadio; extern MULTIDAMAGE gMultiDamage; void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity); void AnnounceFlashInterval(float interval, float offset = 0); int MaxAmmoCarry(int iszName); int MaxAmmoCarry(const char *szName); void ClearMultiDamage(); void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker); void AddMultiDamage(entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType); void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage); int DamageDecal(CBaseEntity *pEntity, int bitsDamageType); void DecalGunshot(TraceResult *pTrace, int iBulletType, bool ClientOnly, entvars_t *pShooter, bool bHitMetal); void EjectBrass(const Vector &vecOrigin, const Vector &vecLeft, const Vector &vecVelocity, float rotation, int model, int soundtype, int entityIndex); void EjectBrass2(const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype, entvars_t *pev); void AddAmmoNameToAmmoRegistry(const char *szAmmoname); void UTIL_PrecacheOtherWeapon(const char *szClassname); void UTIL_PrecacheOtherWeapon2(const char *szClassname); void W_Precache(); BOOL CanAttack(float attack_time, float curtime, BOOL isPredicted); #endif // WEAPONS_H