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483 lines
18 KiB
483 lines
18 KiB
//========= Copyright � 1996-2005, 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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#if !defined (_GAMECONSOLE)
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#include "econ_item_view.h"
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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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#include "cs_shareddefs.h"
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#ifdef CLIENT_DLL
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#include "glow_outline_effect.h"
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#endif
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#ifdef IRONSIGHT
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#include "weapon_ironsightcontroller.h"
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#endif //IRONSIGHT
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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 int ClassnameToWeaponID( const char *classname );
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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 bool IsGrenadeWeapon( CSWeaponID id );
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extern bool IsArmor( 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_SMALL "BULLET_PLAYER_556MM_SMALL"
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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_357SIG_P250 "BULLET_PLAYER_357SIG_P250"
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#define BULLET_PLAYER_357SIG_SMALL "BULLET_PLAYER_357SIG_SMALL"
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#define BULLET_PLAYER_357SIG_MIN "BULLET_PLAYER_357SIG_MIN"
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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 AMMO_TYPE_DECOY "AMMO_TYPE_DECOY"
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#define AMMO_TYPE_MOLOTOV "AMMO_TYPE_MOLOTOV"
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#define AMMO_TYPE_TASERCHARGE "AMMO_TYPE_TASERCHARGE"
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#define AMMO_TYPE_HEALTHSHOT "AMMO_TYPE_HEALTHSHOT"
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#define AMMO_TYPE_TAGRENADE "AMMO_TYPE_TAGRENADE"
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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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// structure to encapsulate state of head bob
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struct BobState_t
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{
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BobState_t()
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{
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m_flBobTime = 0;
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m_flLastBobTime = 0;
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m_flLastSpeed = 0;
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m_flVerticalBob = 0;
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m_flLateralBob = 0;
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m_flRawVerticalBob = 0;
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m_flRawLateralBob = 0;
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}
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float m_flBobTime;
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float m_flLastBobTime;
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float m_flLastSpeed;
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float m_flVerticalBob;
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float m_flLateralBob;
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float m_flRawVerticalBob;
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float m_flRawLateralBob;
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};
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#ifdef CLIENT_DLL
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float CalcViewModelBobHelper( CBasePlayer *player, BobState_t *pBobState, int nVMIndex = 0 );
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void AddViewModelBobHelper( Vector &origin, QAngle &angles, BobState_t *pBobState );
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class CCSWeaponVisualsDataProcessor;
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#endif
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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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virtual ~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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virtual void OnRoundRestart();
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virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
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void SendActivityEvents( int nActEvents = ACT_VM_RELOAD );
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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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virtual void RemoveUnownedWeaponThink();
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#endif
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virtual int GetShotgunReloadState( void ) { return 0; } // only shotguns use this for multi-stage reloads
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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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BobState_t *GetBobState();
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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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bool IsPistol() const;
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virtual int GetWeaponPrice() const { return GetCSWpnData(). GetWeaponPrice( GetEconItemView() ); }
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virtual bool IsFullAuto() const { return GetCSWpnData(). IsFullAuto( GetEconItemView() ); }
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virtual int GetDamage() const { return GetCSWpnData(). GetDamage( GetEconItemView() ); }
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virtual int GetKillAward() const { return GetCSWpnData(). GetKillAward( GetEconItemView() ); }
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virtual float GetCycleTime( int mode = Primary_Mode ) const { return GetCSWpnData(). GetCycleTime( GetEconItemView(), mode ); }
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virtual float GetArmorRatio() const { return GetCSWpnData(). GetArmorRatio( GetEconItemView() ); }
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virtual bool HasTraditionalScope() const { return GetCSWpnData(). HasTraditionalScope( GetEconItemView() ); }
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virtual float GetInaccuracyStand( int mode = Primary_Mode ) const { return GetCSWpnData(). GetInaccuracyStand( GetEconItemView(), mode ); }
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virtual float GetInaccuracyCrouch( int mode = Primary_Mode ) const { return GetCSWpnData(). GetInaccuracyCrouch( GetEconItemView(), mode ); }
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virtual bool CannotShootUnderwater() const { return GetCSWpnData(). CannotShootUnderwater( GetEconItemView() ); }
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virtual int GetRecoilMagnitude( int mode ) const { return GetCSWpnData(). GetRecoilMagnitude( GetEconItemView(), mode ); }
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virtual int GetRecoilMagnitudeVariance( int mode ) const { return GetCSWpnData(). GetRecoilMagnitudeVariance( GetEconItemView(), mode ); }
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virtual int GetRecoilAngle( int mode ) const { return GetCSWpnData(). GetRecoilAngle( GetEconItemView(), mode ); }
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virtual int GetRecoilAngleVariance( int mode ) const { return GetCSWpnData(). GetRecoilAngleVariance( GetEconItemView(), mode ); }
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virtual float GetMaxSpeed() const { return GetCSWpnData(). GetMaxSpeed( GetEconItemView(), m_weaponMode ); } // What's the player's max speed while holding this weapon.
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virtual int GetZoomLevels() const { return GetCSWpnData(). GetZoomLevels( GetEconItemView() ); }
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virtual bool CanBeUsedWithShield() const { return GetCSWpnData(). CanBeUsedWithShield(); }
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virtual const char* GetZoomInSound() const { return GetCSWpnData(). GetZoomInSound(); }
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virtual const char* GetZoomOutSound() const { return GetCSWpnData(). GetZoomOutSound(); }
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virtual float GetBotAudibleRange() const { return GetCSWpnData(). GetBotAudibleRange(); }
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virtual const char* GetWrongTeamMsg() const { return GetCSWpnData(). GetWrongTeamMsg(); }
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virtual const char* GetAnimExtension() const { return GetCSWpnData(). GetAnimExtension(); }
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virtual const char* GetShieldViewModel() const { return GetCSWpnData(). GetShieldViewModel(); }
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virtual const char* GetSilencerModel() const { return GetCSWpnData(). GetSilencerModel(); }
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virtual float GetAddonScale() const { return GetCSWpnData(). GetAddonScale(); }
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virtual float GetThrowVelocity() const { return GetCSWpnData(). GetThrowVelocity(); }
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virtual int GetZoomFOV( int nZoomLevel ) const;
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virtual float GetZoomTime( int nZoomLevel ) const;
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virtual CSWeaponType GetWeaponType( void ) const { return GetCSWpnData().GetWeaponType( GetEconItemView() ); }
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virtual const char *GetDefinitionName( void ) const { return GetEconItemView()->GetStaticData()->GetDefinitionName(); }
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CCSPlayer* GetPlayerOwner() const;
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#ifdef CLIENT_DLL
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C_BaseEntity *GetWeaponForEffect();
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void UpdateOutlineGlow( void );
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CGlowObject m_GlowObject;
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#endif
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virtual int GetRecoilSeed( void ) const;
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// Get CS-specific weapon data.
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virtual CCSWeaponInfo const &GetCSWpnData() const;
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virtual int GetCSZoomLevel() { return 0; }
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// Get specific CS weapon ID (ie: WEAPON_AK47, etc)
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virtual CSWeaponID GetCSWeaponID( void ) const { return m_nWeaponID; }
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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 GetCSWeaponID() == 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().GetWeaponType() == type; }
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const char *GetTracerType( void ) { return GetCSWpnData().GetTracerEffectName( GetEconItemView() ); }
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loadout_positions_t GetDefaultLoadoutSlot( void ) { return (loadout_positions_t)( GetEconItemView() ? GetEconItemView()->GetItemDefinition()->GetLoadoutSlot( 0 ) : 0 ); }
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// return true if this weapon has a silencer equipped
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virtual bool IsSilenced( void ) const { return m_bSilencerOn; }
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// return true is this weapon is capable of being silenced
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// TODO: allow weapons to define this in the weapon script file and have it live in WpnData
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virtual bool HasSilencer( void ) const
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{
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return GetCSWpnData().HasSilencer( GetEconItemView() );
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}
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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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float GetRecoveryTime( void );
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virtual bool HasZoom() { return false; }
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void CallSecondaryAttack();
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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 GetMuzzleAttachmentIndex_1stPerson( C_BaseViewModel *pViewModel );
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virtual int GetMuzzleAttachmentIndex_3rdPerson( void );
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virtual int GetEjectBrassAttachmentIndex_1stPerson( C_BaseViewModel *pViewModel );
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virtual int GetEjectBrassAttachmentIndex_3rdPerson( void );
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virtual bool DoesHideViewModelWhenZoomed( void ) { return GetCSWpnData(). DoesHideViewModelWhenZoomed( GetEconItemView() ); }
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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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float m_flGunAccuracyPosition;
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virtual const char* GetMuzzleFlashEffectName_1stPerson( void );
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virtual const char* GetMuzzleFlashEffectName_3rdPerson( void );
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virtual const char* GetEjectBrassEffectName( void );
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virtual const char* GetHeatEffectName( void );
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int GetReticleWeaponSpread( void );
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int GetReticleCrosshairGap( void );
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bool WantReticleShown( void );
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#else
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virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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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 SendViewModelAnim( int nSequence );
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virtual void SecondaryAttack( void );
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virtual bool CanPrimaryAttack( void ) {return true;}
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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 const char *GetShootSound( int iIndex ) const;
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virtual const char *GetPlayerAnimationExtension( void ) const;
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virtual const char *GetAddonModel( void ) const;
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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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virtual void WeaponReset( void ) {}
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virtual bool WeaponHasBurst() const { return false; }
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virtual bool IsInBurstMode() { return m_bBurstMode; }
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virtual bool IsRevolver() const { return false; }
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void ItemPostFrame_ProcessPrimaryAttack( CCSPlayer *pPlayer );
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bool ItemPostFrame_ProcessZoomAction( CCSPlayer *pPlayer );
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bool ItemPostFrame_ProcessSecondaryAttack( CCSPlayer *pPlayer );
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void ItemPostFrame_ProcessReloadAction( CCSPlayer *pPlayer );
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void ItemPostFrame_ProcessIdleNoAction( CCSPlayer *pPlayer );
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void ItemPostFrame_RevolverResetHaulback();
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CNetworkVar( CSWeaponMode, m_weaponMode);
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virtual float GetInaccuracy() const;
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#if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
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virtual float GetAccuracyFishtail() const { return m_fAccuracyFishtail; }
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virtual void SetAccuracyFishtail( float fFishtail ) { m_fAccuracyFishtail = fFishtail; }
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#endif
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virtual float GetSpread() const { return GetCSWpnData().GetSpread( GetEconItemView(), m_weaponMode.Get() ); }
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virtual void UpdateAccuracyPenalty();
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CNetworkVar( float, m_fAccuracyPenalty );
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#if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
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CNetworkVar( float, m_fAccuracyFishtail );
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#endif
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float m_fAccuracySmoothedForZoom;
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float m_fScopeZoomEndTime;
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CNetworkVar( int, m_iRecoilIndex ); // DEPRECATED. Kept for old demo compatibility.
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CNetworkVar( float, m_flRecoilIndex );
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CNetworkVar( bool, m_bBurstMode );
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CNetworkVar( float, m_flPostponeFireReadyTime );
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void ResetPostponeFireReadyTime( void ) { m_flPostponeFireReadyTime = FLT_MAX; }
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void SetPostponeFireReadyTime( float flFutureTime ) { m_flPostponeFireReadyTime = flFutureTime; }
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bool IsPostponFireReadyTimeElapsed( void ) { return (m_flPostponeFireReadyTime < gpGlobals->curtime); }
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virtual bool IsReloadVisuallyComplete() {return m_bReloadVisuallyComplete; }
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CNetworkVar( bool, m_bReloadVisuallyComplete );
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CNetworkVar( bool, m_bSilencerOn );
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CNetworkVar( float, m_flDoneSwitchingSilencer ); // soonest time switching the silencer will be complete
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CNetworkVar( float, m_flDroppedAtTime ); // when was this weapon last dropped
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bool IsSwitchingSilencer( void ) { return ( m_flDoneSwitchingSilencer >= gpGlobals->curtime ); }
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void SetExtraAmmoCount( int count ) { m_iExtraPrimaryAmmo = count; }
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int GetExtraAmmoCount( void ) const { return m_iExtraPrimaryAmmo; }
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void SetPreviousOwner( CCSPlayer* player ) { m_hPrevOwner = ( CBasePlayer * )player; }
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CCSPlayer* GetPreviousOwner() const { return ( CCSPlayer* )m_hPrevOwner.Get(); }
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// [tj] Accessors for the donor system
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void SetDonor( CCSPlayer* player ) { m_donor.Set( player ); }
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CCSPlayer* GetDonor() const { return m_donor.Get(); }
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void SetDonated(bool donated) { m_donated = true;}
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bool GetDonated() const { 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 ) const;
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CCSPlayer * GetOriginalOwner();
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CNetworkVar( int, m_iOriginalTeamNumber );
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int GetOriginalTeamNumber() { return m_iOriginalTeamNumber; }
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void AddPriorOwner( CCSPlayer* pPlayer );
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bool WasOwnedByTeam( int teamNumber );
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bool CanBePickedUp( void ) { return m_bCanBePickedUp; }
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#ifdef CLIENT_DLL
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virtual void SaveCustomMaterialsTextures( void );
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#endif
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protected:
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float CalculateNextAttackTime( float flCycleTime );
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void Recoil( CSWeaponMode weaponMode );
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bool m_bCanBePickedUp;
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private:
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CWeaponCSBase( const CWeaponCSBase & );
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virtual int GetWeaponID( void ) const { return GetCSWeaponID(); }
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#ifdef CLIENT_DLL
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void UpdateCustomMaterial( void );
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void CheckCustomMaterial( void );
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bool m_bVisualsDataSet;
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bool m_bOldFirstPersonSpectatedState;
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#endif
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CSWeaponID m_nWeaponID;
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int m_iExtraPrimaryAmmo;
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float m_nextOwnerTouchTime;
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float m_nextPrevOwnerTouchTime;
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CNetworkHandle( CBasePlayer, m_hPrevOwner );
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int m_iDefaultExtraAmmo;
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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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void ResetGunHeat( void );
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void UpdateGunHeat( float heat, int iAttachmentIndex );
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CNetworkVar( float, m_fLastShotTime );
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bool m_bWasOwnedByCT;
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bool m_bWasOwnedByTerrorist;
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#ifdef CLIENT_DLL
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int GetViewModelSplitScreenSlot( C_BaseViewModel *pViewModel );
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// Smoke effect variables.
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float m_gunHeat;
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unsigned int m_smokeAttachments;
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float m_lastSmokeTime;
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#else
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bool m_bFiredOutOfAmmoEvent;
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int m_numRemoveUnownedWeaponThink;
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#endif
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public:
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#ifdef CLIENT_DLL
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float m_flLastClientFireBulletTime;
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#endif
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#ifdef IRONSIGHT
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CIronSightController *GetIronSightController( void );
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void UpdateIronSightController( void );
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CIronSightController *m_IronSightController;
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CNetworkVar( int, m_iIronSightMode );
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#endif //IRONSIGHT
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};
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extern ConVar weapon_recoil_decay1;
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extern ConVar weapon_recoil_decay2_exp;
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extern ConVar weapon_recoil_decay2_lin;
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extern ConVar weapon_recoil_vel_decay;
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extern ConVar weapon_recoil_extra;
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extern ConVar weapon_recoil_scale;
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extern ConVar weapon_recoil_scale_motion_controller;
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#endif // WEAPON_CSBASE_H
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