mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2025-04-14 21:42:27 +03:00
- Member name changed to m_iStateSecondaryAttack - Member type changed to uint8_t which has same size of bool but allows more values than true or false (this wont break API compatibility) - Moved logic inside HasSecondaryAttack to correctly alter function return based on m_iStateSecondaryAttack, which can be (0) no value / null (1) set (2) block -Removed logic in CBasePlayerWeapon::Spawn that caches the return value of HasSecondaryAttack, as this can only be overridden when set, rather than always * Improve API compatibility
66 lines
2.5 KiB
C++
66 lines
2.5 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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enum SecondaryAtkState : uint8_t
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{
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WEAPON_SECONDARY_ATTACK_NONE = 0,
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WEAPON_SECONDARY_ATTACK_SET,
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WEAPON_SECONDARY_ATTACK_BLOCK
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};
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class CBasePlayerWeapon;
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class CCSPlayerWeapon: public CCSPlayerItem
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{
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public:
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CCSPlayerWeapon() :
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m_iStateSecondaryAttack(WEAPON_SECONDARY_ATTACK_NONE)
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{
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}
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virtual BOOL DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0);
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virtual int DefaultReload(int iClipSize, int iAnim, float fDelay);
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virtual bool DefaultShotgunReload(int iAnim, int iStartAnim, float fDelay, float fStartDelay, const char *pszReloadSound1 = nullptr, const char *pszReloadSound2 = nullptr);
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virtual void KickBack(float up_base, float lateral_base, float up_modifier, float lateral_modifier, float up_max, float lateral_max, int direction_change);
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virtual void SendWeaponAnim(int iAnim, int skiplocal = 0);
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CBasePlayerWeapon *BasePlayerWeapon() const;
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public:
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SecondaryAtkState m_iStateSecondaryAttack;
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float m_flBaseDamage;
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};
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// Inlines
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inline CBasePlayerWeapon *CCSPlayerWeapon::BasePlayerWeapon() const
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{
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return reinterpret_cast<CBasePlayerWeapon *>(this->m_pContainingEntity);
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}
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