mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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e6df6ef577
Added new things for API Update README.md
1865 lines
43 KiB
C++
1865 lines
43 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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#ifndef WEAPONS_H
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#define WEAPONS_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBasePlayer;
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#define MAX_WEAPONS 32
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#define MAX_NORMAL_BATTERY 100.0f
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#define DISTANCE_RELOAD_SOUND 512.0f
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#define ITEM_FLAG_SELECTONEMPTY 1
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#define ITEM_FLAG_NOAUTORELOAD 2
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
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#define ITEM_FLAG_LIMITINWORLD 8
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#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
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#define WEAPON_IS_ONTARGET 0x40
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// the maximum amount of ammo each weapon's clip can hold
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#define WEAPON_NOCLIP -1
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#define LOUD_GUN_VOLUME 1000
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#define NORMAL_GUN_VOLUME 600
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#define QUIET_GUN_VOLUME 200
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#define BRIGHT_GUN_FLASH 512
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#define NORMAL_GUN_FLASH 256
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#define DIM_GUN_FLASH 128
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#define BIG_EXPLOSION_VOLUME 2048
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#define NORMAL_EXPLOSION_VOLUME 1024
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#define SMALL_EXPLOSION_VOLUME 512
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#define WEAPON_ACTIVITY_VOLUME 64
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// spawn flags
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#define SF_DETONATE 0x0001 // Grenades flagged with this will be triggered when the owner calls detonateSatchelCharges
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#include "weapontype.h"
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#include "wpn_shared.h"
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// custom enum
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enum ArmorType
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{
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ARMOR_NONE, // no armor
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ARMOR_KEVLAR, // body vest only
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ARMOR_VESTHELM, // vest and helmet
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};
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enum ArmouryItemPack
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{
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ARMOURY_MP5NAVY,
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ARMOURY_TMP,
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ARMOURY_P90,
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ARMOURY_MAC10,
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ARMOURY_AK47,
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ARMOURY_SG552,
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ARMOURY_M4A1,
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ARMOURY_AUG,
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ARMOURY_SCOUT,
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ARMOURY_G3SG1,
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ARMOURY_AWP,
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ARMOURY_M3,
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ARMOURY_XM1014,
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ARMOURY_M249,
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ARMOURY_FLASHBANG,
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ARMOURY_HEGRENADE,
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ARMOURY_KEVLAR,
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ARMOURY_ASSAULT,
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ARMOURY_SMOKEGRENADE,
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ARMOURY_END
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};
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struct ItemInfo
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{
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int iSlot;
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int iPosition;
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const char *pszAmmo1;
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int iMaxAmmo1;
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const char *pszAmmo2;
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int iMaxAmmo2;
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const char *pszName;
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int iMaxClip;
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int iId;
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int iFlags;
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int iWeight;
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};
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struct AmmoInfo
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{
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const char *pszName;
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int iId;
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};
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struct MULTIDAMAGE
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{
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CBaseEntity *pEntity;
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float amount;
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int type;
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};
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class CArmoury: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual void Restart();
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virtual void KeyValue(KeyValueData *pkvd);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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void Restart_();
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void KeyValue_(KeyValueData *pkvd);
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#endif
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public:
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void EXPORT ArmouryTouch(CBaseEntity *pOther);
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public:
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int m_iItem;
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int m_iCount;
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int m_iInitialCount;
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bool m_bAlreadyCounted;
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};
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class CGrenade: public CBaseMonster
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{
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public:
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virtual void Spawn();
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return m_bIsC4 ? FCAP_CONTINUOUS_USE : 0; }
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual int BloodColor() { return DONT_BLEED; }
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual void BounceSound();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Killed_(entvars_t *pevAttacker, int iGib);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void BounceSound_();
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#endif
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public:
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enum SATCHELCODE
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{
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SATCHEL_DETONATE,
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SATCHEL_RELEASE
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};
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public:
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static CGrenade *ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time);
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static CGrenade *ShootTimed2(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, int iTeam, unsigned short usEvent);
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static CGrenade *ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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static CGrenade *ShootSmokeGrenade(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time, unsigned short usEvent);
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static CGrenade *ShootSatchelCharge(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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static void UseSatchelCharges(entvars_t *pevOwner, SATCHELCODE code);
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public:
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void Explode(Vector vecSrc, Vector vecAim);
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void Explode(TraceResult *pTrace, int bitsDamageType);
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void Explode2(TraceResult *pTrace, int bitsDamageType);
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void Explode3(TraceResult *pTrace, int bitsDamageType);
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void SG_Explode(TraceResult *pTrace, int bitsDamageType);
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void EXPORT Smoke();
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void EXPORT Smoke2();
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void EXPORT Smoke3_A();
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void EXPORT Smoke3_B();
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void EXPORT Smoke3_C();
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void EXPORT SG_Smoke();
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void EXPORT BounceTouch(CBaseEntity *pOther);
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void EXPORT SlideTouch(CBaseEntity *pOther);
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void EXPORT C4Touch(CBaseEntity *pOther);
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void EXPORT ExplodeTouch(CBaseEntity *pOther);
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void EXPORT DangerSoundThink();
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void EXPORT PreDetonate();
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void EXPORT Detonate();
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void EXPORT SG_Detonate();
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void EXPORT Detonate2();
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void EXPORT Detonate3();
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void EXPORT DetonateUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT TumbleThink();
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void EXPORT SG_TumbleThink();
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void EXPORT C4Think();
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[15];
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bool m_bStartDefuse;
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bool m_bIsC4;
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EHANDLE m_pBombDefuser;
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float m_flDefuseCountDown;
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float m_flC4Blow;
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float m_flNextFreqInterval;
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float m_flNextBeep;
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float m_flNextFreq;
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char *m_sBeepName;
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float m_fAttenu;
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float m_flNextBlink;
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float m_fNextDefuse;
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bool m_bJustBlew;
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int m_iTeam;
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int m_iCurWave;
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edict_t *m_pentCurBombTarget;
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int m_SGSmoke;
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int m_angle;
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unsigned short m_usEvent;
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bool m_bLightSmoke;
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bool m_bDetonated;
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Vector m_vSmokeDetonate;
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int m_iBounceCount;
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BOOL m_fRegisteredSound;
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};
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class CBasePlayerItem: public CBaseAnimating
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{
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public:
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void SetObjectCollisionBox();
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virtual CBaseEntity *Respawn();
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virtual int AddToPlayer(CBasePlayer *pPlayer);
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virtual int AddDuplicate(CBasePlayerItem *pItem) { return FALSE; }
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virtual int GetItemInfo(ItemInfo *p) { return 0; }
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virtual BOOL CanDeploy() { return TRUE; }
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virtual BOOL CanDrop() { return TRUE; }
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virtual BOOL Deploy() { return TRUE; }
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virtual BOOL IsWeapon() { return FALSE; }
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virtual BOOL CanHolster() { return TRUE; }
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virtual void Holster(int skiplocal = 0);
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virtual void UpdateItemInfo() {}
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virtual void ItemPreFrame() {}
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virtual void ItemPostFrame() {}
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virtual void Drop();
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virtual void Kill();
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virtual void AttachToPlayer(CBasePlayer *pPlayer);
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virtual int PrimaryAmmoIndex() { return -1; }
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virtual int SecondaryAmmoIndex() { return -1; }
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virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; }
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virtual CBasePlayerItem *GetWeaponPtr() { return NULL; }
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virtual float GetMaxSpeed() { return 260.0f; }
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virtual int iItemSlot() { return 0; }
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#ifdef HOOK_GAMEDLL
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void SetObjectCollisionBox_();
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CBaseEntity *Respawn_();
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int AddToPlayer_(CBasePlayer *pPlayer);
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void Holster_(int skiplocal);
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void Drop_();
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void Kill_();
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void AttachToPlayer_(CBasePlayer *pPlayer);
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#endif
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public:
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void EXPORT DestroyItem();
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void EXPORT DefaultTouch(CBaseEntity *pOther);
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void EXPORT FallThink();
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void EXPORT Materialize();
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void EXPORT AttemptToMaterialize();
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void FallInit();
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void CheckRespawn();
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public:
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inline int iItemPosition() const { return IMPL(ItemInfoArray)[ m_iId ].iPosition; }
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inline const char *pszAmmo1() const { return IMPL(ItemInfoArray)[ m_iId ].pszAmmo1; }
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inline int iMaxAmmo1() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxAmmo1; }
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inline const char *pszAmmo2() const { return IMPL(ItemInfoArray)[ m_iId ].pszAmmo2; }
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inline int iMaxAmmo2() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxAmmo2; }
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inline const char *pszName() const { return IMPL(ItemInfoArray)[ m_iId ].pszName; }
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inline int iMaxClip() const { return IMPL(ItemInfoArray)[ m_iId ].iMaxClip; }
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inline int iWeight() const { return IMPL(ItemInfoArray)[ m_iId ].iWeight; }
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inline int iFlags() const { return IMPL(ItemInfoArray)[ m_iId ].iFlags; }
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[3];
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static ItemInfo IMPL(ItemInfoArray)[MAX_WEAPONS];
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static AmmoInfo IMPL(AmmoInfoArray)[MAX_AMMO_SLOTS];
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CBasePlayer *m_pPlayer;
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CBasePlayerItem *m_pNext;
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int m_iId;
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};
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class CBasePlayerWeapon: public CBasePlayerItem
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{
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public:
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int AddToPlayer(CBasePlayer *pPlayer);
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virtual int AddDuplicate(CBasePlayerItem *pItem);
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virtual BOOL CanDeploy();
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virtual BOOL IsWeapon() { return TRUE; }
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virtual void Holster(int skiplocal = 0);
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virtual void UpdateItemInfo() {};
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virtual void ItemPostFrame();
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virtual int PrimaryAmmoIndex();
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virtual int SecondaryAmmoIndex();
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virtual int UpdateClientData(CBasePlayer *pPlayer);
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virtual CBasePlayerItem *GetWeaponPtr() { return (CBasePlayerItem *)this; }
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virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon);
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virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon);
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virtual int AddWeapon()
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{
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ExtractAmmo(this);
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return 1;
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}
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virtual BOOL PlayEmptySound();
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virtual void ResetEmptySound();
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virtual void SendWeaponAnim(int iAnim, int skiplocal = 0);
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virtual BOOL IsUseable();
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virtual void PrimaryAttack() {};
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virtual void SecondaryAttack() {};
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virtual void Reload() {};
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virtual void WeaponIdle() {};
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virtual void RetireWeapon();
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virtual BOOL ShouldWeaponIdle() { return FALSE; }
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virtual BOOL UseDecrement() { return FALSE; }
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#ifdef HOOK_GAMEDLL
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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int AddToPlayer_(CBasePlayer *pPlayer);
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int AddDuplicate_(CBasePlayerItem *pItem);
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BOOL CanDeploy_();
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void Holster_(int skiplocal = 0);
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void ItemPostFrame_();
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int PrimaryAmmoIndex_();
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int SecondaryAmmoIndex_();
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int UpdateClientData_(CBasePlayer *pPlayer);
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int ExtractAmmo_(CBasePlayerWeapon *pWeapon);
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int ExtractClipAmmo_(CBasePlayerWeapon *pWeapon);
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BOOL PlayEmptySound_();
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void ResetEmptySound_();
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void SendWeaponAnim_(int iAnim, int skiplocal = 0);
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BOOL IsUseable_();
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void RetireWeapon_();
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#endif
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public:
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BOOL AddPrimaryAmmo(int iCount, char *szName, int iMaxClip, int iMaxCarry);
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BOOL AddSecondaryAmmo(int iCount, char *szName, int iMaxCarry);
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BOOL DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0);
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int DefaultReload(int iClipSize, int iAnim, float fDelay);
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void FireRemaining(int &shotsFired, float &shootTime, BOOL isGlock18);
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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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void EjectBrassLate();
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void MakeBeam();
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void BeamUpdate();
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void ReloadSound();
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float GetNextAttackDelay(float delay);
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float GetNextAttackDelay2(float delay);
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bool HasSecondaryAttack();
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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); }
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void SetPlayerShieldAnim();
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void ResetPlayerShieldAnim();
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bool ShieldSecondaryFire(int iUpAnim, int iDownAnim);
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void InstantReload(bool bCanRefillBPAmmo = false);
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[7];
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int m_iPlayEmptySound;
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int m_fFireOnEmpty;
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float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack
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float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack
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float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle
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int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[]
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int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[]
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int m_iClip; // number of shots left in the primary weapon clip, -1 it not used
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int m_iClientClip; // the last version of m_iClip sent to hud dll
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int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target)
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int m_fInReload; // Are we in the middle of a reload;
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int m_fInSpecialReload; // Are we in the middle of a reload for the shotguns
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int m_iDefaultAmmo; // how much ammo you get when you pick up this weapon as placed by a level designer.
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int m_iShellId;
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float m_fMaxSpeed;
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bool m_bDelayFire;
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int m_iDirection;
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bool m_bSecondarySilencerOn;
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float m_flAccuracy;
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float m_flLastFire;
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int m_iShotsFired;
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Vector m_vVecAiming;
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string_t model_name;
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float m_flGlock18Shoot; // time to shoot the remaining bullets of the glock18 burst fire
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int m_iGlock18ShotsFired; // used to keep track of the shots fired during the Glock18 burst fire mode.
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float m_flFamasShoot;
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int m_iFamasShotsFired;
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float m_fBurstSpread;
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int m_iWeaponState;
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float m_flNextReload;
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float m_flDecreaseShotsFired;
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unsigned short m_usFireGlock18;
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unsigned short m_usFireFamas;
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// hle time creep vars
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float m_flPrevPrimaryAttack;
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float m_flLastFireTime;
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};
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class CBasePlayerAmmo: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual BOOL AddAmmo(CBaseEntity *pOther) { return TRUE; }
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virtual CBaseEntity *Respawn();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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CBaseEntity *Respawn_();
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#endif
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public:
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void EXPORT DefaultTouch(CBaseEntity *pOther);
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void EXPORT Materialize();
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};
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class CWeaponBox: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void SetObjectCollisionBox();
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virtual void Touch(CBaseEntity *pOther);
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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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();
|
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virtual int GetItemInfo(ItemInfo *p);
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virtual BOOL Deploy();
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virtual float GetMaxSpeed() { return GALIL_MAX_SPEED; }
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virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual void Reload();
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virtual void WeaponIdle();
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virtual BOOL UseDecrement()
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{
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#ifdef CLIENT_WEAPONS
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return TRUE;
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#else
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return FALSE;
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#endif
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}
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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int GetItemInfo_(ItemInfo *p);
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BOOL Deploy_();
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void PrimaryAttack_();
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void SecondaryAttack_();
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void Reload_();
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void WeaponIdle_();
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|
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#endif
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public:
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void GalilFire(float flSpread, float flCycleTime, BOOL fUseAutoAim);
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public:
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int m_iShell;
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int iShellOn;
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private:
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unsigned short m_usFireGalil;
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};
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class CFamas: public CBasePlayerWeapon
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual int GetItemInfo(ItemInfo *p);
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virtual BOOL Deploy();
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virtual float GetMaxSpeed() { return FAMAS_MAX_SPEED; }
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virtual int iItemSlot() { return PRIMARY_WEAPON_SLOT; }
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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|
virtual void Reload();
|
|
virtual void WeaponIdle();
|
|
virtual BOOL UseDecrement()
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|
{
|
|
#ifdef CLIENT_WEAPONS
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|
return TRUE;
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|
#else
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|
return FALSE;
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|
#endif
|
|
}
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|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_();
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|
void Precache_();
|
|
int GetItemInfo_(ItemInfo *p);
|
|
BOOL Deploy_();
|
|
void PrimaryAttack_();
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|
void SecondaryAttack_();
|
|
void Reload_();
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|
void WeaponIdle_();
|
|
|
|
#endif
|
|
|
|
public:
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|
void FamasFire(float flSpread, float flCycleTime, BOOL fUseAutoAim, BOOL bFireBurst);
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|
|
|
public:
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|
int m_iShell;
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|
int iShellOn;
|
|
};
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|
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|
extern short g_sModelIndexLaser;
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|
extern const char *g_pModelNameLaser;
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|
extern short g_sModelIndexLaserDot;
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|
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|
extern short g_sModelIndexFireball;
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|
extern short g_sModelIndexSmoke;
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|
extern short g_sModelIndexWExplosion;
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|
extern short g_sModelIndexBubbles;
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|
extern short g_sModelIndexBloodDrop;
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|
extern short g_sModelIndexBloodSpray;
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|
extern short g_sModelIndexSmokePuff;
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|
extern short g_sModelIndexFireball2;
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|
extern short g_sModelIndexFireball3;
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|
extern short g_sModelIndexFireball4;
|
|
extern short g_sModelIndexCTGhost;
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|
extern short g_sModelIndexTGhost;
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|
extern short g_sModelIndexC4Glow;
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|
|
|
extern short g_sModelIndexRadio;
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|
extern MULTIDAMAGE gMultiDamage;
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|
|
|
void FindHullIntersection(const Vector &vecSrc, TraceResult &tr, float *mins, float *maxs, edict_t *pEntity);
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|
void AnnounceFlashInterval(float interval, float offset = 0);
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|
|
|
int MaxAmmoCarry(int iszName);
|
|
int MaxAmmoCarry(const char *szName);
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|
|
|
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
|