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//========= Copyright � 1996-2005, 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; 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
int pPhysicsForceImpulse; // CVar for the physics impulse
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
const ConVar* pPhysicsForceImpulseCVar; // 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, const CBaseCombatCharacter *owner); bool CanCarryInfiniteAmmo(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, int impulse, 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, char const* impulse_cvar, int nFlags, int minSplashSize = 4, int maxSplashSize = 8 ); int NumAmmoTypes() { return m_nAmmoIndex; }
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
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