mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-15 21:26:57 +00:00
add source-sdk-2013
This commit is contained in:
@@ -55,7 +55,8 @@ class CUserCmd;
|
||||
// Put this in your derived class definition to declare it's activity table
|
||||
// UNDONE: Cascade these?
|
||||
#define DECLARE_ACTTABLE() static acttable_t m_acttable[];\
|
||||
virtual acttable_t *ActivityList( int &iActivityCount ) OVERRIDE;
|
||||
acttable_t *ActivityList( void );\
|
||||
int ActivityListCount( void );
|
||||
|
||||
// You also need to include the activity table itself in your class' implementation:
|
||||
// e.g.
|
||||
@@ -72,7 +73,8 @@ class CUserCmd;
|
||||
// activity table.
|
||||
// UNDONE: Cascade these?
|
||||
#define IMPLEMENT_ACTTABLE(className) \
|
||||
acttable_t *className::ActivityList( int &iActivityCount ) { iActivityCount = ARRAYSIZE(m_acttable); return m_acttable; }
|
||||
acttable_t *className::ActivityList( void ) { return m_acttable; } \
|
||||
int className::ActivityListCount( void ) { return ARRAYSIZE(m_acttable); } \
|
||||
|
||||
typedef struct
|
||||
{
|
||||
@@ -81,29 +83,6 @@ typedef struct
|
||||
bool required;
|
||||
} acttable_t;
|
||||
|
||||
|
||||
struct poseparamtable_t
|
||||
{
|
||||
const char *pszName;
|
||||
float flValue;
|
||||
};
|
||||
|
||||
// Put this in your derived class definition to declare it's poseparam table
|
||||
#define DECLARE_POSEPARAMTABLE() static poseparamtable_t m_poseparamtable[];\
|
||||
virtual poseparamtable_t* PoseParamList( int &iPoseParamCount ) { return NULL; }
|
||||
|
||||
// You also need to include the activity table itself in your class' implementation:
|
||||
// e.g.
|
||||
// acttable_t CTFGrapplingHook::m_poseparamtable[] =
|
||||
// {
|
||||
// { "r_arm", 2 },
|
||||
// };
|
||||
//
|
||||
// The grapplinghook overrides the r_arm pose param, value to 2.
|
||||
|
||||
#define IMPLEMENT_POSEPARAMTABLE(className)\
|
||||
poseparamtable_t* className::PoseParamList( int &iPoseParamCount ) { iPoseParamCount = ARRAYSIZE(m_poseparamtable); return m_poseparamtable; }
|
||||
|
||||
class CHudTexture;
|
||||
class Color;
|
||||
|
||||
@@ -229,7 +208,7 @@ public:
|
||||
virtual bool SendWeaponAnim( int iActivity );
|
||||
virtual void SendViewModelAnim( int nSequence );
|
||||
float GetViewModelSequenceDuration(); // Return how long the current view model sequence is.
|
||||
bool IsViewModelSequenceFinished( void ) const; // Returns if the viewmodel's current animation is finished
|
||||
bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished
|
||||
|
||||
virtual void SetViewModel();
|
||||
|
||||
@@ -245,7 +224,7 @@ public:
|
||||
bool UsesSecondaryAmmo( void ); // returns true if the weapon actually uses secondary ammo
|
||||
void GiveDefaultAmmo( void );
|
||||
|
||||
virtual bool CanHolster( void ) const { return TRUE; }; // returns true if the weapon can be holstered
|
||||
virtual bool CanHolster( void ) { return TRUE; }; // returns true if the weapon can be holstered
|
||||
virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
|
||||
virtual bool CanDeploy( void ) { return true; } // return true if the weapon's allowed to deploy
|
||||
virtual bool Deploy( void ); // returns true is deploy was successful
|
||||
@@ -268,7 +247,6 @@ public:
|
||||
virtual void HandleFireOnEmpty(); // Called when they have the attack button down
|
||||
// but they are out of ammo. The default implementation
|
||||
// either reloads, switches weapons, or plays an empty sound.
|
||||
virtual bool CanPerformSecondaryAttack() const;
|
||||
|
||||
virtual bool ShouldBlockPrimaryFire() { return false; }
|
||||
|
||||
@@ -287,7 +265,8 @@ public:
|
||||
bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
|
||||
bool ReloadsSingly( void ) const;
|
||||
|
||||
virtual bool AutoFiresFullClip( void ) const { return false; }
|
||||
virtual bool AutoFiresFullClip( void ) { return false; }
|
||||
virtual bool CanOverload( void ) { return false; }
|
||||
virtual void UpdateAutoFire( void );
|
||||
|
||||
// Weapon firing
|
||||
@@ -328,7 +307,7 @@ public:
|
||||
|
||||
virtual void SetActivity( Activity act, float duration );
|
||||
inline void SetActivity( Activity eActivity ) { m_Activity = eActivity; }
|
||||
inline Activity GetActivity( void ) const { return m_Activity; }
|
||||
inline Activity GetActivity( void ) { return m_Activity; }
|
||||
|
||||
virtual void AddViewKick( void ); // Add in the view kick for the weapon
|
||||
|
||||
@@ -369,7 +348,6 @@ public:
|
||||
virtual int GetWeight( void ) const;
|
||||
virtual bool AllowsAutoSwitchTo( void ) const;
|
||||
virtual bool AllowsAutoSwitchFrom( void ) const;
|
||||
virtual bool ForceWeaponSwitch( void ) const { return false; }
|
||||
virtual int GetWeaponFlags( void ) const;
|
||||
virtual int GetSlot( void ) const;
|
||||
virtual int GetPosition( void ) const;
|
||||
@@ -408,10 +386,8 @@ public:
|
||||
virtual CHudTexture const *GetSpriteZoomedAutoaim( void ) const;
|
||||
|
||||
virtual Activity ActivityOverride( Activity baseAct, bool *pRequired );
|
||||
virtual acttable_t* ActivityList( int &iActivityCount ) { return NULL; }
|
||||
|
||||
virtual void PoseParameterOverride( bool bReset );
|
||||
virtual poseparamtable_t* PoseParamList( int &iPoseParamCount ) { return NULL; }
|
||||
virtual acttable_t* ActivityList( void ) { return NULL; }
|
||||
virtual int ActivityListCount( void ) { return 0; }
|
||||
|
||||
virtual void Activate( void );
|
||||
|
||||
@@ -467,8 +443,6 @@ public:
|
||||
|
||||
virtual CDmgAccumulator *GetDmgAccumulator( void ) { return NULL; }
|
||||
|
||||
void SetSoundsEnabled( bool bSoundsEnabled ) { m_bSoundsEnabled = bSoundsEnabled; }
|
||||
|
||||
// Client only methods
|
||||
#else
|
||||
|
||||
@@ -588,10 +562,6 @@ public:
|
||||
bool SetIdealActivity( Activity ideal );
|
||||
void MaintainIdealActivity( void );
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
virtual const Vector& GetViewmodelOffset() { return vec3_origin; }
|
||||
#endif // CLIENT_DLL
|
||||
|
||||
private:
|
||||
Activity m_Activity;
|
||||
int m_nIdealSequence;
|
||||
@@ -606,9 +576,6 @@ public:
|
||||
|
||||
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nNextThinkTick );
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
static void RecvProxy_WeaponState( const CRecvProxyData *pData, void *pStruct, void *pOut );
|
||||
#endif
|
||||
int WeaponState() const { return m_iState; }
|
||||
|
||||
// Weapon data
|
||||
@@ -649,8 +616,6 @@ private:
|
||||
// Server only
|
||||
#if !defined( CLIENT_DLL )
|
||||
|
||||
bool m_bSoundsEnabled;
|
||||
|
||||
// Outputs
|
||||
protected:
|
||||
COutputEvent m_OnPlayerUse; // Fired when the player uses the weapon.
|
||||
|
||||
Reference in New Issue
Block a user