mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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32df585edc
Refactoring & cleanup code
108 lines
4.6 KiB
C++
108 lines
4.6 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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#include "precompiled.h"
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class CDummyWeaponClass:
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public CAK47, public CAUG, public CAWP, public CC4,
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public CDEAGLE, public CELITE, public CFamas, public CFiveSeven,
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public CFlashbang, public CG3SG1, public CGalil, public CGLOCK18,
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public CHEGrenade, public CKnife, public CM3, public CM4A1,
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public CM249, public CMAC10, public CMP5N, public CP90,
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public CP228, public CSCOUT, public CSG550, public CSG552,
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public CSmokeGrenade, public CTMP, public CUMP45, public CUSP,
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public CXM1014
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{
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public:
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virtual void Precache() {};
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virtual int Save(CSave &save) { return 0; };
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virtual int Restore(CRestore &restore) { return 0; };
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virtual int AddToPlayer(CBasePlayer *pPlayer) { return 0; };
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virtual int AddDuplicate(CBasePlayerItem *pItem) { return 0; };
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virtual BOOL CanDeploy() { return FALSE; };
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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() { return 0; };
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virtual int SecondaryAmmoIndex() { return 0; };
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virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; };
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virtual CBasePlayerItem *GetWeaponPtr() { return nullptr; }
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virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int AddWeapon() { return 0; }
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virtual BOOL PlayEmptySound() { return FALSE; };
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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() { return FALSE; };
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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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};
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class CDummyWeaponClassExtra:
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public CDummyWeaponClass
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{
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public:
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virtual void Precache() {};
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virtual int Save(CSave &save) { return 0; };
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virtual int Restore(CRestore &restore) { return 0; };
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virtual int AddToPlayer(CBasePlayer *pPlayer) { return 0; };
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virtual int AddDuplicate(CBasePlayerItem *pItem) { return 0; };
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virtual BOOL CanDeploy() { return FALSE; };
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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() { return 0; };
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virtual int SecondaryAmmoIndex() { return 0; };
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virtual int UpdateClientData(CBasePlayer *pPlayer) { return 0; };
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virtual CBasePlayerItem *GetWeaponPtr() { return nullptr; }
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virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon) { return 0; };
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virtual int AddWeapon() { return 0; }
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virtual BOOL PlayEmptySound() { return FALSE; };
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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() { return FALSE; };
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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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};
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volatile CDummyWeaponClass *g_pDummyWeaponClass = &CDummyWeaponClass();
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volatile CDummyWeaponClassExtra *g_pCDummyWeaponClassExtra = &CDummyWeaponClassExtra();
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