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82 lines
2.9 KiB
C
82 lines
2.9 KiB
C
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#ifndef _INCLUDED_ASW_WEAPON_PARSE_H
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#define _INCLUDED_ASW_WEAPON_PARSE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_parse.h"
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#include "networkvar.h"
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enum ASW_Offhand_Order_t
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{
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ASW_OFFHAND_USE_IMMEDIATELY, // AI marine can just use this item immediately, without caring about facing/position
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ASW_OFFHAND_THROW, // AI marine needs to get line of sight to throw this item at the order destination
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ASW_OFFHAND_DEPLOY, // AI marine needs to walk up to the deploy spot
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};
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//--------------------------------------------------------------------------------------------------------
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class CASW_WeaponInfo : public FileWeaponInfo_t
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{
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public:
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DECLARE_CLASS_GAMEROOT( CASW_WeaponInfo, FileWeaponInfo_t );
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CASW_WeaponInfo();
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virtual void Parse( ::KeyValues *pKeyValuesData, const char *szWeaponName );
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public:
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// asw:
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float flReloadTime;
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float m_flBaseDamage;
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float m_flFireRate;
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int m_iNumPellets;
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int m_iDisplayClipSize;
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float m_flDisplayReloadTime;
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int m_iPlayerModelSkin;
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int m_iDisplayModelSkin;
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char szEquipIcon[64];
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char szEquipLongName[64];
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char szEquipDescription1[256];
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char szAltFireText[64];
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char szAttributesText[128];
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char szDisplayModel[64]; // the model displayed in the loadout screen
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char szDisplayModel2[64]; // the second model shown in addition to the first in the loadout screen
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float m_flModelPanelZOffset;
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bool m_bExtra; // is this an extra item or not
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bool m_bShowCharges; //whether this item shows charges on the left side HUD thing or not
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bool m_bShowBatteryCharge; // show a battery charge progress under the icon
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bool m_bShowLocalPlayerHotkey;
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bool m_bShowMultiplayerHotkey;
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bool m_bOffhandActivate; // can you activate this weapon even when it isn't your current
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bool m_bHUDPlayerActivate;
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bool m_bOffhandSwitch; // should we switch to this weapon when we press our offhand key
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ASW_Offhand_Order_t m_nOffhandOrderType;
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int m_iHUDIconOffsetX, m_iHUDIconOffsetY;
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int m_iHUDNumberOffsetX, m_iHUDNumberOffsetY;
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bool m_bZoomHotbarIcon; // zoom this icon on the squad hotbar
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// skill reqs
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bool m_bTech; // requires tech to use
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bool m_bFirstAid; // requires medic to use
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bool m_bSpecialWeapons; // requires special weapons to use
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bool m_bTracker;
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bool m_bSapper; // requires officer to use
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bool m_bSarge;
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bool m_bUnique; // can only hold 1 of this weapon
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float m_fFlinchChance; // chance of this weapon putting the drone into a flinch
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float m_fStoppingPowerFlinchBonus; // bonus to the flinch chance per stopping power skill point
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int m_iShowBulletsOnHUD;
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int m_iShowClipsOnHUD;
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int m_iShowGrenadesOnHUD;
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float m_bOrientToLaser; // if true, this weapon will orient itself along the laser sight
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bool m_bShowClipsInWeaponDetail;
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bool m_bShowClipsDoubled;
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int m_iSquadEmote;
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};
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#endif // _INCLUDED_ASW_WEAPON_PARSE_H
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