mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
104 lines
2.8 KiB
C++
104 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Holds defintion for game ammo types
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#ifndef AI_AMMODEF_H
|
|
#define AI_AMMODEF_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
class ConVar;
|
|
|
|
struct Ammo_t
|
|
{
|
|
char *pName;
|
|
int nDamageType;
|
|
int eTracerType;
|
|
float physicsForceImpulse;
|
|
int nMinSplashSize;
|
|
int nMaxSplashSize;
|
|
|
|
int nFlags;
|
|
|
|
// Values for player/NPC damage and carrying capability
|
|
// If the integers are set, they override the CVars
|
|
int pPlrDmg; // CVar for player damage amount
|
|
int pNPCDmg; // CVar for NPC damage amount
|
|
int pMaxCarry; // CVar for maximum number can carry
|
|
const ConVar* pPlrDmgCVar; // CVar for player damage amount
|
|
const ConVar* pNPCDmgCVar; // CVar for NPC damage amount
|
|
const ConVar* pMaxCarryCVar; // CVar for maximum number can carry
|
|
};
|
|
|
|
// Used to tell AmmoDef to use the cvars, not the integers
|
|
#define USE_CVAR -1
|
|
// Ammo is infinite
|
|
#define INFINITE_AMMO -2
|
|
|
|
enum AmmoTracer_t
|
|
{
|
|
TRACER_NONE,
|
|
TRACER_LINE,
|
|
TRACER_RAIL,
|
|
TRACER_BEAM,
|
|
TRACER_LINE_AND_WHIZ,
|
|
};
|
|
|
|
enum AmmoFlags_t
|
|
{
|
|
AMMO_FORCE_DROP_IF_CARRIED = 0x1,
|
|
AMMO_INTERPRET_PLRDAMAGE_AS_DAMAGE_TO_PLAYER = 0x2,
|
|
};
|
|
|
|
|
|
#include "shareddefs.h"
|
|
|
|
//=============================================================================
|
|
// >> CAmmoDef
|
|
//=============================================================================
|
|
class CAmmoDef
|
|
{
|
|
|
|
public:
|
|
int m_nAmmoIndex;
|
|
|
|
Ammo_t m_AmmoType[MAX_AMMO_TYPES];
|
|
|
|
Ammo_t *GetAmmoOfIndex(int nAmmoIndex);
|
|
int Index(const char *psz);
|
|
int PlrDamage(int nAmmoIndex);
|
|
int NPCDamage(int nAmmoIndex);
|
|
int MaxCarry(int nAmmoIndex);
|
|
int DamageType(int nAmmoIndex);
|
|
int TracerType(int nAmmoIndex);
|
|
float DamageForce(int nAmmoIndex);
|
|
int MinSplashSize(int nAmmoIndex);
|
|
int MaxSplashSize(int nAmmoIndex);
|
|
int Flags(int nAmmoIndex);
|
|
|
|
void AddAmmoType(char const* name, int damageType, int tracerType, int plr_dmg, int npc_dmg, int carry, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
|
|
void AddAmmoType(char const* name, int damageType, int tracerType, char const* plr_cvar, char const* npc_var, char const* carry_cvar, float physicsForceImpulse, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 );
|
|
|
|
CAmmoDef(void);
|
|
virtual ~CAmmoDef( void );
|
|
|
|
private:
|
|
bool AddAmmoType(char const* name, int damageType, int tracerType, int nFlags, int minSplashSize, int maxSplashSize );
|
|
};
|
|
|
|
|
|
// Get the global ammodef object. This is usually implemented in each mod's game rules file somewhere,
|
|
// so the mod can setup custom ammo types.
|
|
CAmmoDef* GetAmmoDef();
|
|
|
|
|
|
#endif // AI_AMMODEF_H
|
|
|