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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_CSBASE_H
#define WEAPON_CSBASE_H
#ifdef _WIN32
#pragma once
#endif
#if !defined (_GAMECONSOLE)
#include "econ_item_view.h"
#endif
#include "cs_playeranimstate.h"
#include "cs_weapon_parse.h"
#include "cs_shareddefs.h"
#ifdef CLIENT_DLL
#include "glow_outline_effect.h"
#endif
#ifdef IRONSIGHT
#include "weapon_ironsightcontroller.h"
#endif //IRONSIGHT
#if defined( CLIENT_DLL )
#define CWeaponCSBase C_WeaponCSBase
#endif
// extern int ClassnameToWeaponID( const char *classname );
extern CSWeaponID AliasToWeaponID( const char *alias ); extern const char *WeaponIDToAlias( int id ); extern const char *GetTranslatedWeaponAlias( const char *alias); extern const char * GetWeaponAliasFromTranslated(const char *translatedAlias); extern bool IsPrimaryWeapon( CSWeaponID id ); extern bool IsSecondaryWeapon( CSWeaponID id ); extern bool IsGrenadeWeapon( CSWeaponID id ); extern bool IsArmor( CSWeaponID id ); extern int GetShellForAmmoType( const char *ammoname );
#define SHIELD_VIEW_MODEL "models/weapons/v_shield.mdl"
#define SHIELD_WORLD_MODEL "models/weapons/w_shield.mdl"
class CCSPlayer;
// These are the names of the ammo types that go in the CAmmoDefs and that the
// weapon script files reference.
#define BULLET_PLAYER_50AE "BULLET_PLAYER_50AE"
#define BULLET_PLAYER_762MM "BULLET_PLAYER_762MM"
#define BULLET_PLAYER_556MM "BULLET_PLAYER_556MM"
#define BULLET_PLAYER_556MM_SMALL "BULLET_PLAYER_556MM_SMALL"
#define BULLET_PLAYER_556MM_BOX "BULLET_PLAYER_556MM_BOX"
#define BULLET_PLAYER_338MAG "BULLET_PLAYER_338MAG"
#define BULLET_PLAYER_9MM "BULLET_PLAYER_9MM"
#define BULLET_PLAYER_BUCKSHOT "BULLET_PLAYER_BUCKSHOT"
#define BULLET_PLAYER_45ACP "BULLET_PLAYER_45ACP"
#define BULLET_PLAYER_357SIG "BULLET_PLAYER_357SIG"
#define BULLET_PLAYER_357SIG_P250 "BULLET_PLAYER_357SIG_P250"
#define BULLET_PLAYER_357SIG_SMALL "BULLET_PLAYER_357SIG_SMALL"
#define BULLET_PLAYER_357SIG_MIN "BULLET_PLAYER_357SIG_MIN"
#define BULLET_PLAYER_57MM "BULLET_PLAYER_57MM"
#define AMMO_TYPE_HEGRENADE "AMMO_TYPE_HEGRENADE"
#define AMMO_TYPE_FLASHBANG "AMMO_TYPE_FLASHBANG"
#define AMMO_TYPE_SMOKEGRENADE "AMMO_TYPE_SMOKEGRENADE"
#define AMMO_TYPE_DECOY "AMMO_TYPE_DECOY"
#define AMMO_TYPE_MOLOTOV "AMMO_TYPE_MOLOTOV"
#define AMMO_TYPE_TASERCHARGE "AMMO_TYPE_TASERCHARGE"
#define AMMO_TYPE_HEALTHSHOT "AMMO_TYPE_HEALTHSHOT"
#define AMMO_TYPE_TAGRENADE "AMMO_TYPE_TAGRENADE"
#define CROSSHAIR_CONTRACT_PIXELS_PER_SECOND 7.0f
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
// against the ammo name you specify.
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
enum CSWeaponMode { Primary_Mode = 0, Secondary_Mode, WeaponMode_MAX };
// structure to encapsulate state of head bob
struct BobState_t { BobState_t() { m_flBobTime = 0; m_flLastBobTime = 0; m_flLastSpeed = 0; m_flVerticalBob = 0; m_flLateralBob = 0; m_flRawVerticalBob = 0; m_flRawLateralBob = 0; }
float m_flBobTime; float m_flLastBobTime; float m_flLastSpeed; float m_flVerticalBob; float m_flLateralBob; float m_flRawVerticalBob; float m_flRawLateralBob; };
#ifdef CLIENT_DLL
float CalcViewModelBobHelper( CBasePlayer *player, BobState_t *pBobState, int nVMIndex = 0 ); void AddViewModelBobHelper( Vector &origin, QAngle &angles, BobState_t *pBobState );
class CCSWeaponVisualsDataProcessor; #endif
class CWeaponCSBase : public CBaseCombatWeapon { public: DECLARE_CLASS( CWeaponCSBase, CBaseCombatWeapon ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CWeaponCSBase(); virtual ~CWeaponCSBase();
#ifdef GAME_DLL
DECLARE_DATADESC();
virtual void CheckRespawn(); virtual CBaseEntity* Respawn(); virtual const Vector& GetBulletSpread(); virtual float GetDefaultAnimSpeed();
virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd ); virtual bool ShouldRemoveOnRoundRestart(); virtual void OnRoundRestart();
virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
void SendActivityEvents( int nActEvents = ACT_VM_RELOAD );
void Materialize(); void AttemptToMaterialize(); virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual bool IsRemoveable();
virtual void RemoveUnownedWeaponThink(); #endif
virtual int GetShotgunReloadState( void ) { return 0; } // only shotguns use this for multi-stage reloads
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ); virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ); virtual float CalcViewmodelBob( void ); BobState_t *GetBobState(); // All predicted weapons need to implement and return true
virtual bool IsPredicted() const;
bool IsPistol() const;
virtual int GetWeaponPrice() const { return GetCSWpnData(). GetWeaponPrice( GetEconItemView() ); } virtual bool IsFullAuto() const { return GetCSWpnData(). IsFullAuto( GetEconItemView() ); } virtual int GetDamage() const { return GetCSWpnData(). GetDamage( GetEconItemView() ); } virtual int GetKillAward() const { return GetCSWpnData(). GetKillAward( GetEconItemView() ); } virtual float GetCycleTime( int mode = Primary_Mode ) const { return GetCSWpnData(). GetCycleTime( GetEconItemView(), mode ); } virtual float GetArmorRatio() const { return GetCSWpnData(). GetArmorRatio( GetEconItemView() ); } virtual bool HasTraditionalScope() const { return GetCSWpnData(). HasTraditionalScope( GetEconItemView() ); } virtual float GetInaccuracyStand( int mode = Primary_Mode ) const { return GetCSWpnData(). GetInaccuracyStand( GetEconItemView(), mode ); } virtual float GetInaccuracyCrouch( int mode = Primary_Mode ) const { return GetCSWpnData(). GetInaccuracyCrouch( GetEconItemView(), mode ); }
virtual bool CannotShootUnderwater() const { return GetCSWpnData(). CannotShootUnderwater( GetEconItemView() ); }
virtual int GetRecoilMagnitude( int mode ) const { return GetCSWpnData(). GetRecoilMagnitude( GetEconItemView(), mode ); } virtual int GetRecoilMagnitudeVariance( int mode ) const { return GetCSWpnData(). GetRecoilMagnitudeVariance( GetEconItemView(), mode ); } virtual int GetRecoilAngle( int mode ) const { return GetCSWpnData(). GetRecoilAngle( GetEconItemView(), mode ); } virtual int GetRecoilAngleVariance( int mode ) const { return GetCSWpnData(). GetRecoilAngleVariance( GetEconItemView(), mode ); }
virtual float GetMaxSpeed() const { return GetCSWpnData(). GetMaxSpeed( GetEconItemView(), m_weaponMode ); } // What's the player's max speed while holding this weapon.
virtual int GetZoomLevels() const { return GetCSWpnData(). GetZoomLevels( GetEconItemView() ); }
virtual bool CanBeUsedWithShield() const { return GetCSWpnData(). CanBeUsedWithShield(); } virtual const char* GetZoomInSound() const { return GetCSWpnData(). GetZoomInSound(); } virtual const char* GetZoomOutSound() const { return GetCSWpnData(). GetZoomOutSound(); } virtual float GetBotAudibleRange() const { return GetCSWpnData(). GetBotAudibleRange(); } virtual const char* GetWrongTeamMsg() const { return GetCSWpnData(). GetWrongTeamMsg(); } virtual const char* GetAnimExtension() const { return GetCSWpnData(). GetAnimExtension(); } virtual const char* GetShieldViewModel() const { return GetCSWpnData(). GetShieldViewModel(); } virtual const char* GetSilencerModel() const { return GetCSWpnData(). GetSilencerModel(); } virtual float GetAddonScale() const { return GetCSWpnData(). GetAddonScale(); } virtual float GetThrowVelocity() const { return GetCSWpnData(). GetThrowVelocity(); }
virtual int GetZoomFOV( int nZoomLevel ) const; virtual float GetZoomTime( int nZoomLevel ) const;
virtual CSWeaponType GetWeaponType( void ) const { return GetCSWpnData().GetWeaponType( GetEconItemView() ); } virtual const char *GetDefinitionName( void ) const { return GetEconItemView()->GetStaticData()->GetDefinitionName(); }
CCSPlayer* GetPlayerOwner() const; #ifdef CLIENT_DLL
C_BaseEntity *GetWeaponForEffect(); void UpdateOutlineGlow( void ); CGlowObject m_GlowObject; #endif
virtual int GetRecoilSeed( void ) const;
// Get CS-specific weapon data.
virtual CCSWeaponInfo const &GetCSWpnData() const; virtual int GetCSZoomLevel() { return 0; }
// Get specific CS weapon ID (ie: WEAPON_AK47, etc)
virtual CSWeaponID GetCSWeaponID( void ) const { return m_nWeaponID; }
// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
bool IsA( CSWeaponID id ) const { return GetCSWeaponID() == id; }
// return true if this weapon is a kinf of the given weapon type (ie: "IsKindOf" WEAPONTYPE_RIFLE )
bool IsKindOf( CSWeaponType type ) const { return GetCSWpnData().GetWeaponType() == type; }
const char *GetTracerType( void ) { return GetCSWpnData().GetTracerEffectName( GetEconItemView() ); }
loadout_positions_t GetDefaultLoadoutSlot( void ) { return (loadout_positions_t)( GetEconItemView() ? GetEconItemView()->GetItemDefinition()->GetLoadoutSlot( 0 ) : 0 ); }
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const { return m_bSilencerOn; } // return true is this weapon is capable of being silenced
// TODO: allow weapons to define this in the weapon script file and have it live in WpnData
virtual bool HasSilencer( void ) const { return GetCSWpnData().HasSilencer( GetEconItemView() ); }
virtual void SetWeaponModelIndex( const char *pName ); virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
virtual void OnJump( float fImpulse ); virtual void OnLand( float fVelocity );
float GetRecoveryTime( void );
virtual bool HasZoom() { return false; } void CallSecondaryAttack();
public: #if defined( CLIENT_DLL )
virtual void ProcessMuzzleFlashEvent(); virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ); virtual bool ShouldPredict(); virtual void DrawCrosshair(); virtual void OnDataChanged( DataUpdateType_t type );
virtual int GetMuzzleAttachmentIndex_1stPerson( C_BaseViewModel *pViewModel ); virtual int GetMuzzleAttachmentIndex_3rdPerson( void ); virtual int GetEjectBrassAttachmentIndex_1stPerson( C_BaseViewModel *pViewModel ); virtual int GetEjectBrassAttachmentIndex_3rdPerson( void );
virtual bool DoesHideViewModelWhenZoomed( void ) { return GetCSWpnData(). DoesHideViewModelWhenZoomed( GetEconItemView() ); }
float m_flCrosshairDistance; int m_iAmmoLastCheck; int m_iAlpha; int m_iScopeTextureID; int m_iCrosshairTextureID; // for white additive texture
float m_flGunAccuracyPosition;
virtual const char* GetMuzzleFlashEffectName_1stPerson( void ); virtual const char* GetMuzzleFlashEffectName_3rdPerson( void ); virtual const char* GetEjectBrassEffectName( void ); virtual const char* GetHeatEffectName( void );
int GetReticleWeaponSpread( void ); int GetReticleCrosshairGap( void ); bool WantReticleShown( void );
#else
virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); virtual bool Reload(); virtual void Spawn(); virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual bool PhysicsSplash( const Vector ¢erPoint, const Vector &normal, float rawSpeed, float scaledSpeed );
#endif
bool IsUseable(); virtual bool CanDeploy( void ); virtual void UpdateShieldState( void ); virtual bool SendWeaponAnim( int iActivity ); virtual void SendViewModelAnim( int nSequence ); virtual void SecondaryAttack( void ); virtual bool CanPrimaryAttack( void ) {return true;} virtual void Precache( void ); virtual bool CanBeSelected( void ); virtual Activity GetDeployActivity( void ); virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ); virtual void DefaultTouch( CBaseEntity *pOther ); // default weapon touch
virtual bool DefaultPistolReload();
virtual bool Deploy(); virtual void Drop( const Vector &vecVelocity ); bool PlayEmptySound(); virtual const char *GetShootSound( int iIndex ) const; virtual const char *GetPlayerAnimationExtension( void ) const; virtual const char *GetAddonModel( void ) const; virtual void ItemPostFrame(); virtual void ItemBusyFrame(); virtual const char *GetViewModel( int viewmodelindex = 0 ) const; virtual void WeaponReset( void ) {} virtual bool WeaponHasBurst() const { return false; } virtual bool IsInBurstMode() { return m_bBurstMode; } virtual bool IsRevolver() const { return false; }
void ItemPostFrame_ProcessPrimaryAttack( CCSPlayer *pPlayer ); bool ItemPostFrame_ProcessZoomAction( CCSPlayer *pPlayer ); bool ItemPostFrame_ProcessSecondaryAttack( CCSPlayer *pPlayer ); void ItemPostFrame_ProcessReloadAction( CCSPlayer *pPlayer ); void ItemPostFrame_ProcessIdleNoAction( CCSPlayer *pPlayer );
void ItemPostFrame_RevolverResetHaulback();
CNetworkVar( CSWeaponMode, m_weaponMode);
virtual float GetInaccuracy() const; #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
virtual float GetAccuracyFishtail() const { return m_fAccuracyFishtail; } virtual void SetAccuracyFishtail( float fFishtail ) { m_fAccuracyFishtail = fFishtail; } #endif
virtual float GetSpread() const { return GetCSWpnData().GetSpread( GetEconItemView(), m_weaponMode.Get() ); }
virtual void UpdateAccuracyPenalty();
CNetworkVar( float, m_fAccuracyPenalty ); #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
CNetworkVar( float, m_fAccuracyFishtail ); #endif
float m_fAccuracySmoothedForZoom; float m_fScopeZoomEndTime; CNetworkVar( int, m_iRecoilIndex ); // DEPRECATED. Kept for old demo compatibility.
CNetworkVar( float, m_flRecoilIndex ); CNetworkVar( bool, m_bBurstMode );
CNetworkVar( float, m_flPostponeFireReadyTime ); void ResetPostponeFireReadyTime( void ) { m_flPostponeFireReadyTime = FLT_MAX; } void SetPostponeFireReadyTime( float flFutureTime ) { m_flPostponeFireReadyTime = flFutureTime; } bool IsPostponFireReadyTimeElapsed( void ) { return (m_flPostponeFireReadyTime < gpGlobals->curtime); }
virtual bool IsReloadVisuallyComplete() {return m_bReloadVisuallyComplete; } CNetworkVar( bool, m_bReloadVisuallyComplete );
CNetworkVar( bool, m_bSilencerOn ); CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
CNetworkVar( float, m_flDroppedAtTime ); // when was this weapon last dropped
bool IsSwitchingSilencer( void ) { return ( m_flDoneSwitchingSilencer >= gpGlobals->curtime ); }
void SetExtraAmmoCount( int count ) { m_iExtraPrimaryAmmo = count; } int GetExtraAmmoCount( void ) const { return m_iExtraPrimaryAmmo; }
void SetPreviousOwner( CCSPlayer* player ) { m_hPrevOwner = ( CBasePlayer * )player; } CCSPlayer* GetPreviousOwner() const { return ( CCSPlayer* )m_hPrevOwner.Get(); }
// [tj] Accessors for the donor system
void SetDonor( CCSPlayer* player ) { m_donor.Set( player ); } CCSPlayer* GetDonor() const { return m_donor.Get(); } void SetDonated(bool donated) { m_donated = true;} bool GetDonated() const { return m_donated; }
//[dwenger] Accessors for the prior owner list
void AddToPriorOwnerList( CCSPlayer* pPlayer ); bool IsAPriorOwner( CCSPlayer* pPlayer ) const;
CCSPlayer * GetOriginalOwner();
CNetworkVar( int, m_iOriginalTeamNumber );
int GetOriginalTeamNumber() { return m_iOriginalTeamNumber; }
void AddPriorOwner( CCSPlayer* pPlayer ); bool WasOwnedByTeam( int teamNumber ); bool CanBePickedUp( void ) { return m_bCanBePickedUp; }
#ifdef CLIENT_DLL
virtual void SaveCustomMaterialsTextures( void ); #endif
protected:
float CalculateNextAttackTime( float flCycleTime ); void Recoil( CSWeaponMode weaponMode );
bool m_bCanBePickedUp;
private:
CWeaponCSBase( const CWeaponCSBase & );
virtual int GetWeaponID( void ) const { return GetCSWeaponID(); } #ifdef CLIENT_DLL
void UpdateCustomMaterial( void ); void CheckCustomMaterial( void ); bool m_bVisualsDataSet; bool m_bOldFirstPersonSpectatedState; #endif
CSWeaponID m_nWeaponID;
int m_iExtraPrimaryAmmo; float m_nextOwnerTouchTime; float m_nextPrevOwnerTouchTime;
CNetworkHandle( CBasePlayer, m_hPrevOwner );
int m_iDefaultExtraAmmo;
// [dwenger] track all prior owners of this weapon
CUtlVector< CCSPlayer* > m_PriorOwners;
// [tj] To keep track of people who drop weapons for teammates during the buy round
CHandle<CCSPlayer> m_donor; bool m_donated;
void ResetGunHeat( void ); void UpdateGunHeat( float heat, int iAttachmentIndex );
CNetworkVar( float, m_fLastShotTime );
bool m_bWasOwnedByCT; bool m_bWasOwnedByTerrorist;
#ifdef CLIENT_DLL
int GetViewModelSplitScreenSlot( C_BaseViewModel *pViewModel );
// Smoke effect variables.
float m_gunHeat; unsigned int m_smokeAttachments; float m_lastSmokeTime;
#else
bool m_bFiredOutOfAmmoEvent; int m_numRemoveUnownedWeaponThink;
#endif
public:
#ifdef CLIENT_DLL
float m_flLastClientFireBulletTime; #endif
#ifdef IRONSIGHT
CIronSightController *GetIronSightController( void ); void UpdateIronSightController( void ); CIronSightController *m_IronSightController; CNetworkVar( int, m_iIronSightMode ); #endif //IRONSIGHT
};
extern ConVar weapon_recoil_decay1; extern ConVar weapon_recoil_decay2_exp; extern ConVar weapon_recoil_decay2_lin; extern ConVar weapon_recoil_vel_decay; extern ConVar weapon_recoil_extra; extern ConVar weapon_recoil_scale; extern ConVar weapon_recoil_scale_motion_controller;
#endif // WEAPON_CSBASE_H
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