ReSemiclip/cssdk/dlls/weapons.h

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2017-02-13 05:07:47 +03:00
/*
*
* 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.
*
*/
#pragma once
#include "weapontype.h"
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
// 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_GLOCK18,
ARMOURY_USP,
ARMOURY_ELITE,
ARMOURY_FIVESEVEN,
ARMOURY_P228,
ARMOURY_DEAGLE,
ARMOURY_FAMAS,
ARMOURY_SG550,
ARMOURY_GALIL,
ARMOURY_UMP45,
ARMOURY_SHIELD
};
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() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
public:
ArmouryItemPack m_iItem;
int m_iCount;
int m_iInitialCount;
bool m_bAlreadyCounted;
};
// Smoke Grenade / HE grenade / Flashbang grenade / C4
class CGrenade: public CBaseMonster {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual void BounceSound() = 0;
public:
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; // whether or not this grenade has issued its DANGER sound to the world sound list yet.
};
// Items that the player has in their inventory that they can use
class CBasePlayerItem: public CBaseAnimating {
public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void SetObjectCollisionBox() = 0;
virtual CBaseEntity *Respawn() = 0;
virtual int AddToPlayer(CBasePlayer *pPlayer) = 0; // return TRUE if the item you want the item added to the player inventory
virtual int AddDuplicate(CBasePlayerItem *pItem) = 0; // return TRUE if you want your duplicate removed from world
virtual int GetItemInfo(ItemInfo *p) = 0; // returns 0 if struct not filled out
virtual BOOL CanDeploy() = 0;
virtual BOOL CanDrop() = 0; // returns is deploy was successful
virtual BOOL Deploy() = 0;
virtual BOOL IsWeapon() = 0;
virtual BOOL CanHolster() = 0; // can this weapon be put away right now?
virtual void Holster(int skiplocal = 0) = 0;
virtual void UpdateItemInfo() = 0;
virtual void ItemPreFrame() = 0; // called each frame by the player PreThink
virtual void ItemPostFrame() = 0; // called each frame by the player PostThink
virtual void Drop() = 0;
virtual void Kill() = 0;
virtual void AttachToPlayer(CBasePlayer *pPlayer) = 0;
virtual int PrimaryAmmoIndex() = 0;
virtual int SecondaryAmmoIndex() = 0;
virtual int UpdateClientData(CBasePlayer *pPlayer) = 0;
virtual CBasePlayerItem *GetWeaponPtr() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0; // return 0 to MAX_ITEMS_SLOTS, used in hud
public:
CBasePlayer *m_pPlayer;
CBasePlayerItem *m_pNext;
int m_iId; // WEAPON_???
};
// inventory items that
class CBasePlayerWeapon: public CBasePlayerItem {
public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
// generic weapon versions of CBasePlayerItem calls
virtual int AddToPlayer(CBasePlayer *pPlayer) = 0;
virtual int AddDuplicate(CBasePlayerItem *pItem) = 0;
virtual BOOL CanDeploy() = 0;
virtual BOOL IsWeapon() = 0;
virtual void Holster(int skiplocal = 0) = 0;
virtual void UpdateItemInfo() = 0;
virtual void ItemPostFrame() = 0;
virtual int PrimaryAmmoIndex() = 0;
virtual int SecondaryAmmoIndex() = 0;
virtual int UpdateClientData(CBasePlayer *pPlayer) = 0;
virtual CBasePlayerItem *GetWeaponPtr() = 0;
virtual int ExtractAmmo(CBasePlayerWeapon *pWeapon) = 0;
virtual int ExtractClipAmmo(CBasePlayerWeapon *pWeapon) = 0;
virtual int AddWeapon() = 0;
virtual BOOL PlayEmptySound() = 0;
virtual void ResetEmptySound() = 0;
virtual void SendWeaponAnim(int iAnim, int skiplocal = 0) = 0;
virtual BOOL IsUseable() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual void RetireWeapon() = 0;
virtual BOOL ShouldWeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
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); }
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() = 0;
virtual BOOL AddAmmo(CBaseEntity *pOther) = 0;
virtual CBaseEntity *Respawn() = 0;
};
class CWeaponBox: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void SetObjectCollisionBox() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
public:
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() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireUSP; }
private:
unsigned short m_usFireUSP;
};
class CMP5N: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireMP5N; }
private:
unsigned short m_usFireMP5N;
};
class CSG552: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireSG552; }
private:
unsigned short m_usFireSG552;
};
class CAK47: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireAK47; }
private:
unsigned short m_usFireAK47;
};
class CAUG: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireAug; }
private:
unsigned short m_usFireAug;
};
class CAWP: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireAWP; }
private:
unsigned short m_usFireAWP;
};
// for usermsg BombDrop
#define BOMB_FLAG_DROPPED 0 // if the bomb was dropped due to voluntary dropping or death/disconnect
#define BOMB_FLAG_PLANTED 1 // if the bomb has been planted will also trigger the round timer to hide will also show where the dropped bomb on the Terrorist team's radar.
class CC4: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual void Holster(int skiplocal) = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
bool m_bStartedArming;
bool m_bBombPlacedAnimation;
float m_fArmedTime;
bool HasShield() const { return m_bHasShield; }
private:
bool m_bHasShield;
};
class CDEAGLE: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireDeagle; }
private:
unsigned short m_usFireDeagle;
};
class CFlashbang: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL CanDeploy() = 0;
virtual BOOL CanDrop() = 0;
virtual BOOL Deploy() = 0;
virtual void Holster(int skiplocal) = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
};
class CG3SG1: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireG3SG1; }
private:
unsigned short m_usFireG3SG1;
};
class CGLOCK18: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
public:
int m_iShell;
bool m_bBurstFire;
};
class CHEGrenade: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL CanDeploy() = 0;
virtual BOOL CanDrop() = 0;
virtual BOOL Deploy() = 0;
virtual void Holster(int skiplocal) = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
unsigned short m_usCreateExplosion;
};
class CKnife: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL CanDrop() = 0;
virtual BOOL Deploy() = 0;
virtual void Holster(int skiplocal) = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual BOOL UseDecrement() = 0;
virtual void WeaponIdle() = 0;
public:
TraceResult m_trHit;
unsigned short m_usKnife;
};
class CM249: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireM249; }
private:
unsigned short m_usFireM249;
};
class CM3: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
float m_flPumpTime;
unsigned short GetEventID() const { return m_usFireM3; }
private:
unsigned short m_usFireM3;
};
class CM4A1: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireM4A1; }
private:
unsigned short m_usFireM4A1;
};
class CMAC10: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireMAC10; }
private:
unsigned short m_usFireMAC10;
};
class CP228: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireP228; }
private:
unsigned short m_usFireP228;
};
class CP90: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireP90; }
private:
unsigned short m_usFireP90;
};
class CSCOUT: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireScout; }
private:
unsigned short m_usFireScout;
};
class CSmokeGrenade: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL CanDeploy() = 0;
virtual BOOL CanDrop() = 0;
virtual BOOL Deploy() = 0;
virtual void Holster(int skiplocal) = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
unsigned short m_usCreateSmoke;
};
class CTMP: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireTMP; }
private:
unsigned short m_usFireTMP;
};
class CXM1014: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
float m_flPumpTime;
unsigned short GetEventID() const { return m_usFireXM1014; }
private:
unsigned short m_usFireXM1014;
};
class CELITE: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
public:
int m_iShell;
unsigned short GetEventID_Left() const { return m_usFireELITE_LEFT; }
unsigned short GetEventID_Right() const { return m_usFireELITE_RIGHT; }
private:
unsigned short m_usFireELITE_LEFT;
unsigned short m_usFireELITE_RIGHT;
};
class CFiveSeven: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
virtual BOOL IsPistol() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireFiveSeven; }
private:
unsigned short m_usFireFiveSeven;
};
class CUMP45: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireUMP45; }
private:
unsigned short m_usFireUMP45;
};
class CSG550: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
unsigned short GetEventID() const { return m_usFireSG550; }
private:
unsigned short m_usFireSG550;
};
class CGalil: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
unsigned short GetEventID() const { return m_usFireGalil; }
private:
unsigned short m_usFireGalil;
};
class CFamas: public CBasePlayerWeapon {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int GetItemInfo(ItemInfo *p) = 0;
virtual BOOL Deploy() = 0;
virtual float GetMaxSpeed() = 0;
virtual int iItemSlot() = 0;
virtual void PrimaryAttack() = 0;
virtual void SecondaryAttack() = 0;
virtual void Reload() = 0;
virtual void WeaponIdle() = 0;
virtual BOOL UseDecrement() = 0;
public:
int m_iShell;
int iShellOn;
};