ReGameDLL_CS/regamedll/dlls/mortar.h
s1lentq 2f82bb17ae Reversed some function from player.cpp
Better implemented static members by all objects of the class
MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder)
Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
2015-07-05 17:19:59 +06:00

101 lines
2.8 KiB
C++

/*
*
* 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 MORTAR_H
#define MORTAR_H
#ifdef _WIN32
#pragma once
#endif
/* <f5dea> ../cstrike/dlls/mortar.cpp:31 */
class CFuncMortarField: public CBaseToggle
{
public:
NOBODY virtual void Spawn(void);
NOBODY virtual void Precache(void);
NOBODY virtual void KeyValue(KeyValueData *pkvd);
NOBODY virtual int Save(CSave &save);
NOBODY virtual int Restore(CRestore &restore);
NOBODY virtual int ObjectCaps(void)
{
return ObjectCaps_();
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
int ObjectCaps_(void)
{
return CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
}
#endif // HOOK_GAMEDLL
public:
NOBODY void EXPORT FieldUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[6];
public:
int m_iszXController;
int m_iszYController;
float m_flSpread;
float m_flDelay;
int m_iCount;
int m_fControl;
};/* size: 336, cachelines: 6, members: 8 */
/* <f5f11> ../cstrike/dlls/mortar.cpp:192 */
class CMortar: public CGrenade
{
public:
NOBODY virtual void Spawn(void);
NOBODY virtual void Precache(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
#endif // HOOK_GAMEDLL
NOBODY void EXPORT MortarExplode(void);
public:
int m_spriteTexture;
};/* size: 504, cachelines: 8, members: 2 */
#endif // MORTAR_H