290 lines
9.5 KiB
C++
290 lines
9.5 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_CSBASE_H
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#define WEAPON_CSBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cs_playeranimstate.h"
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#include "cs_weapon_parse.h"
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#if defined( CLIENT_DLL )
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#define CWeaponCSBase C_WeaponCSBase
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#endif
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extern CSWeaponID AliasToWeaponID( const char *alias );
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extern const char *WeaponIDToAlias( int id );
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extern const char *GetTranslatedWeaponAlias( const char *alias);
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extern const char * GetWeaponAliasFromTranslated(const char *translatedAlias);
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extern bool IsPrimaryWeapon( CSWeaponID id );
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extern bool IsSecondaryWeapon( CSWeaponID id );
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extern int GetShellForAmmoType( const char *ammoname );
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#define SHIELD_VIEW_MODEL "models/weapons/v_shield.mdl"
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#define SHIELD_WORLD_MODEL "models/weapons/w_shield.mdl"
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class CCSPlayer;
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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 BULLET_PLAYER_50AE "BULLET_PLAYER_50AE"
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#define BULLET_PLAYER_762MM "BULLET_PLAYER_762MM"
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#define BULLET_PLAYER_556MM "BULLET_PLAYER_556MM"
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#define BULLET_PLAYER_556MM_BOX "BULLET_PLAYER_556MM_BOX"
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#define BULLET_PLAYER_338MAG "BULLET_PLAYER_338MAG"
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#define BULLET_PLAYER_9MM "BULLET_PLAYER_9MM"
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#define BULLET_PLAYER_BUCKSHOT "BULLET_PLAYER_BUCKSHOT"
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#define BULLET_PLAYER_45ACP "BULLET_PLAYER_45ACP"
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#define BULLET_PLAYER_357SIG "BULLET_PLAYER_357SIG"
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#define BULLET_PLAYER_57MM "BULLET_PLAYER_57MM"
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#define AMMO_TYPE_HEGRENADE "AMMO_TYPE_HEGRENADE"
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#define AMMO_TYPE_FLASHBANG "AMMO_TYPE_FLASHBANG"
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#define AMMO_TYPE_SMOKEGRENADE "AMMO_TYPE_SMOKEGRENADE"
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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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enum CSWeaponMode
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{
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Primary_Mode = 0,
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Secondary_Mode,
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WeaponMode_MAX
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};
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#if defined( CLIENT_DLL )
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns the client's ID_* value for the currently owned weapon, or ID_NONE if no weapon is owned
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*/
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CSWeaponID GetClientWeaponID( bool primary );
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#endif
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//--------------------------------------------------------------------------------------------------------------
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CCSWeaponInfo * GetWeaponInfo( CSWeaponID weaponID );
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class CWeaponCSBase : public CBaseCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponCSBase, CBaseCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponCSBase();
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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 BulletWasFired( const Vector &vecStart, const Vector &vecEnd );
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virtual bool ShouldRemoveOnRoundRestart();
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Handle round restart processing for the weapon.
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//=============================================================================
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virtual void OnRoundRestart();
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//=============================================================================
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// HPE_END
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//=============================================================================
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virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
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void SendReloadEvents();
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void Materialize();
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void AttemptToMaterialize();
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual bool IsRemoveable();
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#endif
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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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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// Pistols reset m_iShotsFired to 0 when the attack button is released.
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bool IsPistol() const;
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virtual bool IsFullAuto() const;
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CCSPlayer* GetPlayerOwner() const;
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virtual float GetMaxSpeed() const; // What's the player's max speed while holding this weapon.
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// Get CS-specific weapon data.
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CCSWeaponInfo const &GetCSWpnData() const;
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// Get specific CS weapon ID (ie: WEAPON_AK47, etc)
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virtual CSWeaponID GetWeaponID( 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( CSWeaponID id ) const { return GetWeaponID() == id; }
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// return true if this weapon is a kinf of the given weapon type (ie: "IsKindOf" WEAPONTYPE_RIFLE )
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bool IsKindOf( CSWeaponType type ) const { return GetCSWpnData().m_WeaponType == type; }
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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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virtual void SetWeaponModelIndex( const char *pName );
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virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
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virtual void OnJump( float fImpulse );
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virtual void OnLand( float fVelocity );
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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 OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual bool ShouldPredict();
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virtual void DrawCrosshair();
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virtual void OnDataChanged( DataUpdateType_t type );
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virtual int GetMuzzleAttachment( void );
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virtual bool HideViewModelWhenZoomed( void ) { return true; }
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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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int m_iCrosshairTextureID; // for white additive texture
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virtual int GetMuzzleFlashStyle( void );
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#else
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virtual bool Reload();
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virtual void Spawn();
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual bool PhysicsSplash( const Vector ¢erPoint, const Vector &normal, float rawSpeed, float scaledSpeed );
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#endif
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bool IsUseable();
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virtual bool CanDeploy( void );
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virtual void UpdateShieldState( void );
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virtual bool SendWeaponAnim( int iActivity );
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virtual void SecondaryAttack( void );
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virtual void Precache( void );
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virtual bool CanBeSelected( void );
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virtual Activity GetDeployActivity( void );
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virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
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virtual void DefaultTouch( CBaseEntity *pOther ); // default weapon touch
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virtual bool DefaultPistolReload();
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virtual bool Deploy();
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virtual void Drop( const Vector &vecVelocity );
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bool PlayEmptySound();
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virtual void ItemPostFrame();
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virtual void ItemBusyFrame();
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virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
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bool m_bDelayFire; // This variable is used to delay the time between subsequent button pressing.
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float m_flAccuracy;
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//=============================================================================
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// HPE_BEGIN:
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// [pfreese] new accuracy model
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//=============================================================================
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CNetworkVar( CSWeaponMode, m_weaponMode);
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virtual float GetInaccuracy() const;
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virtual float GetSpread() const;
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virtual void UpdateAccuracyPenalty();
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CNetworkVar( float, m_fAccuracyPenalty );
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//=============================================================================
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// HPE_END
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//=============================================================================
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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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//=============================================================================
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// HPE_BEGIN:
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//=============================================================================
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// [tj] Accessors for the previous owner of the gun
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void SetPreviousOwner(CCSPlayer* player) { m_prevOwner = player; }
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CCSPlayer* GetPreviousOwner() { return m_prevOwner; }
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// [tj] Accessors for the donor system
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void SetDonor(CCSPlayer* player) { m_donor = player; }
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CCSPlayer* GetDonor() { return m_donor; }
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void SetDonated(bool donated) { m_donated = true;}
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bool GetDonated() { return m_donated; }
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//[dwenger] Accessors for the prior owner list
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void AddToPriorOwnerList(CCSPlayer* pPlayer);
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bool IsAPriorOwner(CCSPlayer* pPlayer);
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//=============================================================================
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// HPE_END
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//=============================================================================
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protected:
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float CalculateNextAttackTime( float flCycleTime );
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private:
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float m_flDecreaseShotsFired;
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CWeaponCSBase( const CWeaponCSBase & );
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int m_iExtraPrimaryAmmo;
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float m_nextPrevOwnerTouchTime;
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CCSPlayer *m_prevOwner;
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int m_iDefaultExtraAmmo;
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//=============================================================================
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// HPE_BEGIN:
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//=============================================================================
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// [dwenger] track all prior owners of this weapon
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CUtlVector< CCSPlayer* > m_PriorOwners;
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// [tj] To keep track of people who drop weapons for teammates during the buy round
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CHandle<CCSPlayer> m_donor;
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bool m_donated;
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//=============================================================================
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// HPE_END
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//=============================================================================
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};
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extern ConVar weapon_accuracy_model;
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#endif // WEAPON_CSBASE_H
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