mirror of
https://github.com/nillerusr/source-engine.git
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404 lines
10 KiB
C++
404 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef WEAPON_DODBASE_H
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#define WEAPON_DODBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "dod_playeranimstate.h"
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#include "dod_weapon_parse.h"
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#if defined( CLIENT_DLL )
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#define CWeaponDODBase C_WeaponDODBase
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#endif
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extern int AliasToWeaponID( const char *alias );
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extern const char *WeaponIDToAlias( int id );
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extern bool IsPrimaryWeapon( int id );
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extern bool IsSecondaryWeapon( int id );
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class CDODPlayer;
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// These are the names of the ammo types that go in the CAmmoDefs and that the
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// weapon script files reference.
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#define DOD_AMMO_SUBMG "DOD_AMMO_SUBMG"
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#define DOD_AMMO_ROCKET "DOD_AMMO_ROCKET"
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#define DOD_AMMO_COLT "DOD_AMMO_COLT"
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#define DOD_AMMO_P38 "DOD_AMMO_P38"
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#define DOD_AMMO_C96 "DOD_AMMO_C96"
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#define DOD_AMMO_WEBLEY "DOD_AMMO_WEBLEY"
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#define DOD_AMMO_GARAND "DOD_AMMO_GARAND"
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#define DOD_AMMO_K98 "DOD_AMMO_K98"
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#define DOD_AMMO_M1CARBINE "DOD_AMMO_M1CARBINE"
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#define DOD_AMMO_ENFIELD "DOD_AMMO_ENFIELD"
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#define DOD_AMMO_SPRING "DOD_AMMO_SPRING"
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#define DOD_AMMO_FG42 "DOD_AMMO_FG42"
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#define DOD_AMMO_BREN "DOD_AMMO_BREN"
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#define DOD_AMMO_BAR "DOD_AMMO_BAR"
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#define DOD_AMMO_30CAL "DOD_AMMO_30CAL"
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#define DOD_AMMO_MG34 "DOD_AMMO_MG34"
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#define DOD_AMMO_MG42 "DOD_AMMO_MG42"
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#define DOD_AMMO_HANDGRENADE "DOD_AMMO_HANDGRENADE"
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#define DOD_AMMO_HANDGRENADE_EX "DOD_AMMO_HANDGRENADE_EX" // the EX is for EXploding! :)
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#define DOD_AMMO_STICKGRENADE "DOD_AMMO_STICKGRENADE"
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#define DOD_AMMO_STICKGRENADE_EX "DOD_AMMO_STICKGRENADE_EX"
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#define DOD_AMMO_SMOKEGRENADE_US "DOD_AMMO_SMOKEGRENADE_US"
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#define DOD_AMMO_SMOKEGRENADE_GER "DOD_AMMO_SMOKEGRENADE_GER"
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#define DOD_AMMO_SMOKEGRENADE_US_LIVE "DOD_AMMO_SMOKEGRENADE_US_LIVE"
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#define DOD_AMMO_SMOKEGRENADE_GER_LIVE "DOD_AMMO_SMOKEGRENADE_GER_LIVE"
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#define DOD_AMMO_RIFLEGRENADE_US "DOD_AMMO_RIFLEGRENADE_US"
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#define DOD_AMMO_RIFLEGRENADE_GER "DOD_AMMO_RIFLEGRENADE_GER"
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#define DOD_AMMO_RIFLEGRENADE_US_LIVE "DOD_AMMO_RIFLEGRENADE_US_LIVE"
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#define DOD_AMMO_RIFLEGRENADE_GER_LIVE "DOD_AMMO_RIFLEGRENADE_GER_LIVE"
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#define CROSSHAIR_CONTRACT_PIXELS_PER_SECOND 7.0f
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// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
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// against the ammo name you specify.
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// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
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bool IsAmmoType( int iAmmoType, const char *pAmmoName );
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typedef enum
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{
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WEAPON_NONE = 0,
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//Melee
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WEAPON_AMERKNIFE,
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WEAPON_SPADE,
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//Pistols
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WEAPON_COLT,
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WEAPON_P38,
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WEAPON_C96,
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//Rifles
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WEAPON_GARAND,
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WEAPON_M1CARBINE,
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WEAPON_K98,
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//Sniper Rifles
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WEAPON_SPRING,
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WEAPON_K98_SCOPED,
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//SMG
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WEAPON_THOMPSON,
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WEAPON_MP40,
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WEAPON_MP44,
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WEAPON_BAR,
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//Machine guns
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WEAPON_30CAL,
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WEAPON_MG42,
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//Rocket weapons
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WEAPON_BAZOOKA,
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WEAPON_PSCHRECK,
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//Grenades
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WEAPON_FRAG_US,
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WEAPON_FRAG_GER,
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WEAPON_FRAG_US_LIVE,
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WEAPON_FRAG_GER_LIVE,
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WEAPON_SMOKE_US,
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WEAPON_SMOKE_GER,
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WEAPON_RIFLEGREN_US,
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WEAPON_RIFLEGREN_GER,
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WEAPON_RIFLEGREN_US_LIVE,
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WEAPON_RIFLEGREN_GER_LIVE,
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// not actually separate weapons, but defines used in stats recording
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// find a better way to do this without polluting the list of actual weapons.
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WEAPON_THOMPSON_PUNCH,
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WEAPON_MP40_PUNCH,
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WEAPON_GARAND_ZOOMED,
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WEAPON_K98_ZOOMED,
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WEAPON_SPRING_ZOOMED,
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WEAPON_K98_SCOPED_ZOOMED,
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WEAPON_30CAL_UNDEPLOYED,
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WEAPON_MG42_UNDEPLOYED,
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WEAPON_BAR_SEMIAUTO,
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WEAPON_MP44_SEMIAUTO,
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WEAPON_MAX, // number of weapons weapon index
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} DODWeaponID;
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//Class Heirarchy for dod weapons
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/*
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CWeaponDODBase
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|--> CWeaponDODBaseMelee
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| |
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| |--> CWeaponSpade
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| |--> CWeaponUSKnife
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|--> CWeaponDODBaseGrenade
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| |--> CWeaponHandgrenade
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| |--> CWeaponStickGrenade
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| |--> CWeaponSmokeGrenadeUS
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| |--> CWeaponSmokeGrenadeGER
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|--> CWeaponBaseRifleGrenade
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| |--> CWeaponRifleGrenadeUS
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| |--> CWeaponRifleGrenadeGER
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|--> CDODBaseRocketWeapon
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| |--> CWeaponBazooka
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| |--> CWeaponPschreck
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|--> CWeaponDODBaseGun
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|--> CDODFullAutoWeapon
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| |--> CWeaponC96
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| |--> CDODFullAutoPunchWeapon
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| | |
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| | |--> CWeaponThompson
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| | |--> CWeaponMP40
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| |--> CDODBipodWeapon
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| |-> CWeapon30Cal
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| |-> CWeaponMG42
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|--> CDODFireSelectWeapon
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| |--> CWeaponMP44
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| |--> CWeaponBAR
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|--> CDODSemiAutoWeapon
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|--> CWeaponColt
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|--> CWeaponP38
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|--> CWeaponM1Carbine
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|--> CDODSniperWeapon
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|--> CWeaponSpring
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|--> CWeaponScopedK98
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|--> CWeaponGarand
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|--> CWeaponK98
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*/
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void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity );
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typedef enum
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{
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Primary_Mode = 0,
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Secondary_Mode,
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} DODWeaponMode;
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class CWeaponDODBase : public CBaseCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponDODBase, CBaseCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponDODBase();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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virtual void CheckRespawn();
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virtual CBaseEntity* Respawn();
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virtual const Vector& GetBulletSpread();
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virtual float GetDefaultAnimSpeed();
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virtual void ItemBusyFrame();
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virtual bool ShouldRemoveOnRoundRestart();
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void Materialize();
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void AttemptToMaterialize();
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#else
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void PlayWorldReloadSound( CDODPlayer *pPlayer );
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#endif
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virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void Drop( const Vector &vecVelocity );
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virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
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virtual float CalcViewmodelBob( void );
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted() const;
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_USE_IN_RADIUS; }
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CBasePlayer* GetPlayerOwner() const;
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CDODPlayer* GetDODPlayerOwner() const;
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virtual void WeaponIdle( void );
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virtual Activity GetIdleActivity( void );
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// Get DOD-specific weapon data.
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CDODWeaponInfo const &GetDODWpnData() const;
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// Get specific DOD weapon ID (ie: WEAPON_GARAND, etc)
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
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virtual DODWeaponID GetStatsWeaponID( void ) { return GetWeaponID(); }
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virtual DODWeaponID GetAltWeaponID( void ) const { return WEAPON_NONE; }
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// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
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bool IsA( DODWeaponID id ) const { return GetWeaponID() == id; }
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// return true if this weapon has a silencer equipped
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virtual bool IsSilenced( void ) const { return false; }
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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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virtual void SetWeaponModelIndex( const char *pName );
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virtual bool CanDrop( void ) { return false; }
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virtual bool ShouldDrawCrosshair( void ) { return true; }
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virtual bool ShouldDrawViewModel( void ) { return true; }
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virtual bool ShouldDrawMuzzleFlash( void ) { return true; }
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virtual float GetWeaponAccuracy( float flPlayerSpeed ) { return 0; }
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virtual bool HideViewModelWhenZoomed( void ) { return false; }
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virtual bool CanAttack( void );
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virtual bool ShouldAutoReload( void );
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CNetworkVar( int, m_iReloadModelIndex );
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CNetworkVector( m_vInitialDropVelocity );
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virtual void FinishReload( void ) {}
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public:
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#if defined( CLIENT_DLL )
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virtual void ProcessMuzzleFlashEvent();
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virtual bool ShouldPredict();
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virtual void PostDataUpdate( DataUpdateType_t type );
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virtual void OnDataChanged( DataUpdateType_t type );
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual bool ShouldAutoEjectBrass( void );
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virtual bool GetEjectBrassShellType( void );
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void SetUseAltModel( bool bUseAlt );
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virtual int GetWorldModelIndex( void );
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virtual void CheckForAltWeapon( int iCurrentState );
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virtual Vector GetDesiredViewModelOffset( C_DODPlayer *pOwner );
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virtual float GetViewModelSwayScale( void ) { return 1.0; }
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virtual void OnWeaponDropped( void ) {}
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virtual bool ShouldDraw( void );
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float m_flCrosshairDistance;
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int m_iAmmoLastCheck;
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int m_iAlpha;
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int m_iScopeTextureID;
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bool m_bUseAltWeaponModel; //use alternate left handed world model? reset on new sequence
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#else
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virtual bool Reload();
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virtual void Spawn();
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void SetDieThink( bool bDie );
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void Die( void );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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#endif
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virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
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bool IsUseable();
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virtual bool CanDeploy( void );
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virtual bool CanHolster( void );
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virtual bool SendWeaponAnim( int iActivity );
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virtual void Precache( void );
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virtual bool CanBeSelected( void );
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virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
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virtual bool Deploy();
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bool PlayEmptySound();
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virtual void ItemPostFrame();
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virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
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bool m_bInAttack; //True after a semi-auto weapon fires - will not fire a second time on the same button press
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void SetExtraAmmoCount( int count ) { m_iExtraPrimaryAmmo = count; }
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int GetExtraAmmoCount( void ) { return m_iExtraPrimaryAmmo; }
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virtual const char *GetSecondaryDeathNoticeName( void ) { return "world"; }
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virtual CBaseEntity *MeleeAttack( int iDamageAmount, int iDamageType, float flDmgDelay, float flAttackDelay );
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void EXPORT Smack( void );
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//Secondary Attacks
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void RifleButt( void );
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void Bayonet( void );
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void Punch( void );
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virtual Activity GetMeleeActivity( void ) { return ACT_VM_SECONDARYATTACK; }
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virtual Activity GetStrongMeleeActivity( void ) { return ACT_VM_SECONDARYATTACK; }
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virtual float GetRecoil( void ) { return 0.0f; }
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protected:
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CNetworkVar( float, m_flSmackTime );
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int m_iSmackDamage;
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int m_iSmackDamageType;
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EHANDLE m_pTraceHitEnt;
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trace_t m_trHit;
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int m_iAltFireHint;
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private:
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void EjectBrassLate();
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float m_flDecreaseShotsFired;
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CWeaponDODBase( const CWeaponDODBase & );
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int m_iExtraPrimaryAmmo;
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#ifdef CLIENT_DLL
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int m_iCrosshairTexture;
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#endif
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};
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#endif // WEAPON_DODBASE_H
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