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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/basecombatweapon_shared.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#ifndef COMBATWEAPON_SHARED_H
+#define COMBATWEAPON_SHARED_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "sharedInterface.h"
+#include "vphysics_interface.h"
+#include "predictable_entity.h"
+#include "soundflags.h"
+#include "weapon_parse.h"
+#include "baseviewmodel_shared.h"
+#include "weapon_proficiency.h"
+#include "utlmap.h"
+
+#if defined( CLIENT_DLL )
+#define CBaseCombatWeapon C_BaseCombatWeapon
+#endif
+
+// Hacky
+#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
+#include "econ_entity.h"
+#endif // TF_CLIENT_DLL || TF_DLL
+
+#if !defined( CLIENT_DLL )
+extern void OnBaseCombatWeaponCreated( CBaseCombatWeapon * );
+extern void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon * );
+
+void *SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID );
+#endif
+
+class CBasePlayer;
+class CBaseCombatCharacter;
+class IPhysicsConstraint;
+class CUserCmd;
+
+// How many times to display altfire hud hints (per weapon)
+#define WEAPON_ALTFIRE_HUD_HINT_COUNT 1
+#define WEAPON_RELOAD_HUD_HINT_COUNT 1
+
+//Start with a constraint in place (don't drop to floor)
+#define SF_WEAPON_START_CONSTRAINED (1<<0)
+#define SF_WEAPON_NO_PLAYER_PICKUP (1<<1)
+#define SF_WEAPON_NO_PHYSCANNON_PUNT (1<<2)
+
+//Percent
+#define CLIP_PERC_THRESHOLD 0.75f
+
+// Put this in your derived class definition to declare it's activity table
+// UNDONE: Cascade these?
+#define DECLARE_ACTTABLE() static acttable_t m_acttable[];\
+ virtual acttable_t *ActivityList( int &iActivityCount ) OVERRIDE;
+
+// You also need to include the activity table itself in your class' implementation:
+// e.g.
+// acttable_t CWeaponStunstick::m_acttable[] =
+// {
+// { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, TRUE },
+// };
+//
+// The stunstick overrides the ACT_MELEE_ATTACK1 activity, replacing it with ACT_MELEE_ATTACK_SWING.
+// This animation is required for this weapon's operation.
+//
+
+// Put this after your derived class' definition to implement the accessors for the
+// activity table.
+// UNDONE: Cascade these?
+#define IMPLEMENT_ACTTABLE(className) \
+ acttable_t *className::ActivityList( int &iActivityCount ) { iActivityCount = ARRAYSIZE(m_acttable); return m_acttable; }
+
+typedef struct
+{
+ int baseAct;
+ int weaponAct;
+ bool required;
+} acttable_t;
+
+
+struct poseparamtable_t
+{
+ const char *pszName;
+ float flValue;
+};
+
+// Put this in your derived class definition to declare it's poseparam table
+#define DECLARE_POSEPARAMTABLE() static poseparamtable_t m_poseparamtable[];\
+ virtual poseparamtable_t* PoseParamList( int &iPoseParamCount ) { return NULL; }
+
+// You also need to include the activity table itself in your class' implementation:
+// e.g.
+// acttable_t CTFGrapplingHook::m_poseparamtable[] =
+// {
+// { "r_arm", 2 },
+// };
+//
+// The grapplinghook overrides the r_arm pose param, value to 2.
+
+#define IMPLEMENT_POSEPARAMTABLE(className)\
+ poseparamtable_t* className::PoseParamList( int &iPoseParamCount ) { iPoseParamCount = ARRAYSIZE(m_poseparamtable); return m_poseparamtable; }
+
+class CHudTexture;
+class Color;
+
+namespace vgui2
+{
+ typedef unsigned long HFont;
+}
+
+// -----------------------------------------
+// Vector cones
+// -----------------------------------------
+// VECTOR_CONE_PRECALCULATED - this resolves to vec3_origin, but adds some
+// context indicating that the person writing the code is not allowing
+// FireBullets() to modify the direction of the shot because the shot direction
+// being passed into the function has already been modified by another piece of
+// code and should be fired as specified. See GetActualShotTrajectory().
+
+// NOTE: The way these are calculated is that each component == sin (degrees/2)
+#define VECTOR_CONE_PRECALCULATED vec3_origin
+#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
+#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
+#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
+#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
+#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
+#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
+#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
+#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
+#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
+#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
+#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
+#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
+
+//-----------------------------------------------------------------------------
+// Purpose: Base weapon class, shared on client and server
+//-----------------------------------------------------------------------------
+
+#if defined USES_ECON_ITEMS
+#define BASECOMBATWEAPON_DERIVED_FROM CEconEntity
+#else
+#define BASECOMBATWEAPON_DERIVED_FROM CBaseAnimating
+#endif
+
+//-----------------------------------------------------------------------------
+// Collect trace attacks for weapons that fire multiple projectiles per attack that also penetrate
+//-----------------------------------------------------------------------------
+class CDmgAccumulator
+{
+public:
+ CDmgAccumulator( void );
+ ~CDmgAccumulator();
+
+#ifdef GAME_DLL
+ virtual void Start( void ) { m_bActive = true; }
+ virtual void AccumulateMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity );
+ virtual void Process( void );
+
+private:
+ CTakeDamageInfo m_updatedInfo;
+ CUtlMap< int, CTakeDamageInfo > m_TargetsDmgInfo;
+#endif // GAME_DLL
+
+private:
+ bool m_bActive;
+
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Client side rep of CBaseTFCombatWeapon
+//-----------------------------------------------------------------------------
+// Hacky
+class CBaseCombatWeapon : public BASECOMBATWEAPON_DERIVED_FROM
+{
+public:
+ DECLARE_CLASS( CBaseCombatWeapon, BASECOMBATWEAPON_DERIVED_FROM );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CBaseCombatWeapon();
+ virtual ~CBaseCombatWeapon();
+
+ virtual bool IsBaseCombatWeapon( void ) const { return true; }
+ virtual CBaseCombatWeapon *MyCombatWeaponPointer( void ) { return this; }
+
+ // A derived weapon class should return true here so that weapon sounds, etc, can
+ // apply the proper filter
+ virtual bool IsPredicted( void ) const { return false; }
+
+ virtual void Spawn( void );
+ virtual void Precache( void );
+
+ void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
+
+ // Subtypes are used to manage multiple weapons of the same type on the player.
+ virtual int GetSubType( void ) { return m_iSubType; }
+ virtual void SetSubType( int iType ) { m_iSubType = iType; }
+
+ virtual void Equip( CBaseCombatCharacter *pOwner );
+ virtual void Drop( const Vector &vecVelocity );
+
+ virtual int UpdateClientData( CBasePlayer *pPlayer );
+
+ virtual bool IsAllowedToSwitch( void );
+ virtual bool CanBeSelected( void );
+ virtual bool VisibleInWeaponSelection( void );
+ virtual bool HasAmmo( void );
+
+ // Weapon Pickup For Player
+ virtual void SetPickupTouch( void );
+ virtual void DefaultTouch( CBaseEntity *pOther ); // default weapon touch
+ virtual void GiveTo( CBaseEntity *pOther );
+
+ // HUD Hints
+ virtual bool ShouldDisplayAltFireHUDHint();
+ virtual void DisplayAltFireHudHint();
+ virtual void RescindAltFireHudHint(); ///< undisplay the hud hint and pretend it never showed.
+
+ virtual bool ShouldDisplayReloadHUDHint();
+ virtual void DisplayReloadHudHint();
+ virtual void RescindReloadHudHint();
+
+ // Weapon client handling
+ virtual void SetViewModelIndex( int index = 0 );
+ virtual bool SendWeaponAnim( int iActivity );
+ virtual void SendViewModelAnim( int nSequence );
+ float GetViewModelSequenceDuration(); // Return how long the current view model sequence is.
+ bool IsViewModelSequenceFinished( void ) const; // Returns if the viewmodel's current animation is finished
+
+ virtual void SetViewModel();
+
+ virtual bool HasWeaponIdleTimeElapsed( void );
+ virtual void SetWeaponIdleTime( float time );
+ virtual float GetWeaponIdleTime( void );
+
+ // Weapon selection
+ virtual bool HasAnyAmmo( void ); // Returns true is weapon has ammo
+ virtual bool HasPrimaryAmmo( void ); // Returns true is weapon has ammo
+ virtual bool HasSecondaryAmmo( void ); // Returns true is weapon has ammo
+ bool UsesPrimaryAmmo( void ); // returns true if the weapon actually uses primary ammo
+ bool UsesSecondaryAmmo( void ); // returns true if the weapon actually uses secondary ammo
+ void GiveDefaultAmmo( void );
+
+ virtual bool CanHolster( void ) const { return TRUE; }; // returns true if the weapon can be holstered
+ virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
+ virtual bool CanDeploy( void ) { return true; } // return true if the weapon's allowed to deploy
+ virtual bool Deploy( void ); // returns true is deploy was successful
+ virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
+ virtual CBaseCombatWeapon *GetLastWeapon( void ) { return this; }
+ virtual void SetWeaponVisible( bool visible );
+ virtual bool IsWeaponVisible( void );
+ virtual bool ReloadOrSwitchWeapons( void );
+ virtual void OnActiveStateChanged( int iOldState ) { return; }
+ virtual bool HolsterOnDetach() { return false; }
+ virtual bool IsHolstered(){ return false; }
+ virtual void Detach() {}
+
+ // Weapon behaviour
+ virtual void ItemPreFrame( void ); // called each frame by the player PreThink
+ virtual void ItemPostFrame( void ); // called each frame by the player PostThink
+ virtual void ItemBusyFrame( void ); // called each frame by the player PostThink, if the player's not ready to attack yet
+ virtual void ItemHolsterFrame( void ) {}; // called each frame by the player PreThink, if the weapon is holstered
+ virtual void WeaponIdle( void ); // called when no buttons pressed
+ virtual void HandleFireOnEmpty(); // Called when they have the attack button down
+ // but they are out of ammo. The default implementation
+ // either reloads, switches weapons, or plays an empty sound.
+ virtual bool CanPerformSecondaryAttack() const;
+
+ virtual bool ShouldBlockPrimaryFire() { return false; }
+
+#ifdef CLIENT_DLL
+ virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ) {}
+ virtual int CalcOverrideModelIndex() OVERRIDE;
+#endif
+
+ virtual bool IsWeaponZoomed() { return false; } // Is this weapon in its 'zoomed in' mode?
+
+ // Reloading
+ virtual void CheckReload( void );
+ virtual void FinishReload( void );
+ virtual void AbortReload( void );
+ virtual bool Reload( void );
+ bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
+ bool ReloadsSingly( void ) const;
+
+ virtual bool AutoFiresFullClip( void ) const { return false; }
+ virtual void UpdateAutoFire( void );
+
+ // Weapon firing
+ virtual void PrimaryAttack( void ); // do "+ATTACK"
+ virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
+
+ // Firing animations
+ virtual Activity GetPrimaryAttackActivity( void );
+ virtual Activity GetSecondaryAttackActivity( void );
+ virtual Activity GetDrawActivity( void );
+ virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
+
+ // Bullet launch information
+ virtual int GetBulletType( void );
+ virtual const Vector& GetBulletSpread( void );
+ virtual Vector GetBulletSpread( WeaponProficiency_t proficiency ) { return GetBulletSpread(); }
+ virtual float GetSpreadBias( WeaponProficiency_t proficiency ) { return 1.0; }
+ virtual float GetFireRate( void );
+ virtual int GetMinBurst() { return 1; }
+ virtual int GetMaxBurst() { return 1; }
+ virtual float GetMinRestTime() { return 0.3; }
+ virtual float GetMaxRestTime() { return 0.6; }
+ virtual int GetRandomBurst() { return random->RandomInt( GetMinBurst(), GetMaxBurst() ); }
+ virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
+ virtual void StopWeaponSound( WeaponSound_t sound_type );
+ virtual const WeaponProficiencyInfo_t *GetProficiencyValues();
+
+ // Autoaim
+ virtual float GetMaxAutoAimDeflection() { return 0.99f; }
+ virtual float WeaponAutoAimScale() { return 1.0f; } // allows a weapon to influence the perceived size of the target's autoaim radius.
+
+ // TF Sprinting functions
+ virtual bool StartSprinting( void ) { return false; };
+ virtual bool StopSprinting( void ) { return false; };
+
+ // TF Injury functions
+ virtual float GetDamage( float flDistance, int iLocation ) { return 0.0; };
+
+ virtual void SetActivity( Activity act, float duration );
+ inline void SetActivity( Activity eActivity ) { m_Activity = eActivity; }
+ inline Activity GetActivity( void ) const { return m_Activity; }
+
+ virtual void AddViewKick( void ); // Add in the view kick for the weapon
+
+ virtual char *GetDeathNoticeName( void ); // Get the string to print death notices with
+
+ CBaseCombatCharacter *GetOwner() const;
+ void SetOwner( CBaseCombatCharacter *owner );
+ virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
+
+ virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) {};
+ virtual float CalcViewmodelBob( void ) { return 0.0f; };
+
+ // Returns information about the various control panels
+ virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
+ virtual void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
+
+ virtual bool ShouldShowControlPanels( void ) { return true; }
+
+ void Lock( float lockTime, CBaseEntity *pLocker );
+ bool IsLocked( CBaseEntity *pAsker );
+
+ //All weapons can be picked up by NPCs by default
+ virtual bool CanBePickedUpByNPCs( void ) { return true; }
+
+ virtual int GetSkinOverride() const { return -1; }
+
+public:
+
+ // Weapon info accessors for data in the weapon's data file
+ const FileWeaponInfo_t &GetWpnData( void ) const;
+ virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
+ virtual const char *GetWorldModel( void ) const;
+ virtual const char *GetAnimPrefix( void ) const;
+ virtual int GetMaxClip1( void ) const;
+ virtual int GetMaxClip2( void ) const;
+ virtual int GetDefaultClip1( void ) const;
+ virtual int GetDefaultClip2( void ) const;
+ virtual int GetWeight( void ) const;
+ virtual bool AllowsAutoSwitchTo( void ) const;
+ virtual bool AllowsAutoSwitchFrom( void ) const;
+ virtual bool ForceWeaponSwitch( void ) const { return false; }
+ virtual int GetWeaponFlags( void ) const;
+ virtual int GetSlot( void ) const;
+ virtual int GetPosition( void ) const;
+ virtual char const *GetName( void ) const;
+ virtual char const *GetPrintName( void ) const;
+ virtual char const *GetShootSound( int iIndex ) const;
+ virtual int GetRumbleEffect() const;
+ virtual bool UsesClipsForAmmo1( void ) const;
+ virtual bool UsesClipsForAmmo2( void ) const;
+ bool IsMeleeWeapon() const;
+
+ // derive this function if you mod uses encrypted weapon info files
+ virtual const unsigned char *GetEncryptionKey( void );
+
+ virtual int GetPrimaryAmmoType( void ) const { return m_iPrimaryAmmoType; }
+ virtual int GetSecondaryAmmoType( void ) const { return m_iSecondaryAmmoType; }
+ virtual int Clip1() { return m_iClip1; }
+ virtual int Clip2() { return m_iClip2; }
+
+ // Ammo quantity queries for weapons that do not use clips. These are only
+ // used to determine how much ammo is in a weapon that does not have an owner.
+ // That is, a weapon that's on the ground for the player to get ammo out of.
+ int GetPrimaryAmmoCount() { return m_iPrimaryAmmoCount; }
+ void SetPrimaryAmmoCount( int count ) { m_iPrimaryAmmoCount = count; }
+
+ int GetSecondaryAmmoCount() { return m_iSecondaryAmmoCount; }
+ void SetSecondaryAmmoCount( int count ) { m_iSecondaryAmmoCount = count; }
+
+ virtual CHudTexture const *GetSpriteActive( void ) const;
+ virtual CHudTexture const *GetSpriteInactive( void ) const;
+ virtual CHudTexture const *GetSpriteAmmo( void ) const;
+ virtual CHudTexture const *GetSpriteAmmo2( void ) const;
+ virtual CHudTexture const *GetSpriteCrosshair( void ) const;
+ virtual CHudTexture const *GetSpriteAutoaim( void ) const;
+ virtual CHudTexture const *GetSpriteZoomedCrosshair( void ) const;
+ virtual CHudTexture const *GetSpriteZoomedAutoaim( void ) const;
+
+ virtual Activity ActivityOverride( Activity baseAct, bool *pRequired );
+ virtual acttable_t* ActivityList( int &iActivityCount ) { return NULL; }
+
+ virtual void PoseParameterOverride( bool bReset );
+ virtual poseparamtable_t* PoseParamList( int &iPoseParamCount ) { return NULL; }
+
+ virtual void Activate( void );
+
+ virtual bool ShouldUseLargeViewModelVROverride() { return false; }
+public:
+// Server Only Methods
+#if !defined( CLIENT_DLL )
+
+ DECLARE_DATADESC();
+ virtual void FallInit( void ); // prepare to fall to the ground
+ virtual void FallThink( void ); // make the weapon fall to the ground after spawning
+
+ // Weapon spawning
+ bool IsConstrained() { return m_pConstraint != NULL; }
+ bool IsInBadPosition ( void ); // Is weapon in bad position to pickup?
+ bool RepositionWeapon ( void ); // Attempts to reposition the weapon in a location where it can be
+ virtual void Materialize( void ); // make a weapon visible and tangible
+ void AttemptToMaterialize( void ); // see if the game rules will let the weapon become visible and tangible
+ virtual void CheckRespawn( void ); // see if this weapon should respawn after being picked up
+ CBaseEntity *Respawn ( void ); // copy a weapon
+
+ static int GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs );
+
+ // Weapon dropping / destruction
+ virtual void Delete( void );
+ void DestroyItem( void );
+ virtual void Kill( void );
+
+ virtual int CapabilitiesGet( void ) { return 0; }
+ virtual int ObjectCaps( void );
+
+ bool IsRemoveable() { return m_bRemoveable; }
+ void SetRemoveable( bool bRemoveable ) { m_bRemoveable = bRemoveable; }
+
+ // Returns bits for weapon conditions
+ virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
+ virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
+ virtual int WeaponRangeAttack2Condition( float flDot, float flDist );
+ virtual int WeaponMeleeAttack1Condition( float flDot, float flDist );
+ virtual int WeaponMeleeAttack2Condition( float flDot, float flDist );
+
+ virtual void Operator_FrameUpdate( CBaseCombatCharacter *pOperator );
+ virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
+ virtual void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) { return; }
+ // NOTE: This should never be called when a character is operating the weapon. Animation events should be
+ // routed through the character, and then back into CharacterAnimEvent()
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ virtual int UpdateTransmitState( void );
+
+ void InputHideWeapon( inputdata_t &inputdata );
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+
+ virtual CDmgAccumulator *GetDmgAccumulator( void ) { return NULL; }
+
+ void SetSoundsEnabled( bool bSoundsEnabled ) { m_bSoundsEnabled = bSoundsEnabled; }
+
+// Client only methods
+#else
+
+ virtual void BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const;
+
+ virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
+ {
+#if defined USES_ECON_ITEMS
+ return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
+#else
+ return false;
+#endif
+ }
+
+ // Should this object cast shadows?
+ virtual ShadowType_t ShadowCastType();
+ virtual void SetDormant( bool bDormant );
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void OnRestore();
+
+ virtual void RestartParticleEffect( void ) {}
+
+ virtual void Redraw(void);
+ virtual void ViewModelDrawn( CBaseViewModel *pViewModel );
+ // Get the position that bullets are seen coming out. Note: the returned values are different
+ // for first person and third person.
+ bool GetShootPosition( Vector &vOrigin, QAngle &vAngles );
+ virtual void DrawCrosshair( void );
+ virtual bool ShouldDrawCrosshair( void ) { return true; }
+
+ // Weapon state checking
+ virtual bool IsCarriedByLocalPlayer( void );
+ virtual bool ShouldDrawUsingViewModel( void );
+ virtual bool IsActiveByLocalPlayer( void );
+
+ bool IsBeingCarried() const;
+
+ // Is the carrier alive?
+ bool IsCarrierAlive() const;
+
+ // Returns the aiment render origin + angles
+ virtual int DrawModel( int flags );
+ virtual bool ShouldDraw( void );
+ virtual bool ShouldDrawPickup( void );
+ virtual void HandleInput( void ) { return; };
+ virtual void OverrideMouseInput( float *x, float *y ) { return; };
+ virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) { return 1; }
+ virtual bool AddLookShift( void ) { return true; };
+
+ virtual void GetViewmodelBoneControllers(C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]) { return; }
+
+ virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
+ WEAPON_FILE_INFO_HANDLE GetWeaponFileInfoHandle() { return m_hWeaponFileInfo; }
+
+ virtual int GetWorldModelIndex( void );
+
+ virtual void GetToolRecordingState( KeyValues *msg );
+
+ virtual void GetWeaponCrosshairScale( float &flScale ) { flScale = 1.f; }
+
+#if !defined USES_ECON_ITEMS
+ // Viewmodel overriding
+ virtual bool ViewModel_IsTransparent( void ) { return IsTransparent(); }
+ virtual bool ViewModel_IsUsingFBTexture( void ) { return UsesPowerOfTwoFrameBufferTexture(); }
+ virtual bool IsOverridingViewmodel( void ) { return false; };
+ virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
+ bool WantsToOverrideViewmodelAttachments( void ) { return false; }
+#endif
+
+#endif // End client-only methods
+
+ virtual bool CanLower( void ) { return false; }
+ virtual bool Ready( void ) { return false; }
+ virtual bool Lower( void ) { return false; }
+
+ virtual void HideThink( void );
+ virtual bool CanReload( void );
+
+private:
+ typedef CHandle< CBaseCombatCharacter > CBaseCombatCharacterHandle;
+ CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
+
+protected:
+#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
+ // Regulate crit frequency to reduce client-side seed hacking
+ void AddToCritBucket( float flAmount );
+ void RemoveFromCritBucket( float flAmount ) { m_flCritTokenBucket -= flAmount; }
+ bool IsAllowedToWithdrawFromCritBucket( float flDamage );
+
+ float m_flCritTokenBucket;
+ int m_nCritChecks;
+ int m_nCritSeedRequests;
+#endif // TF
+
+public:
+
+ // Networked fields
+ CNetworkVar( int, m_nViewModelIndex );
+
+ // Weapon firing
+ CNetworkVar( float, m_flNextPrimaryAttack ); // soonest time ItemPostFrame will call PrimaryAttack
+ CNetworkVar( float, m_flNextSecondaryAttack ); // soonest time ItemPostFrame will call SecondaryAttack
+ CNetworkVar( float, m_flTimeWeaponIdle ); // soonest time ItemPostFrame will call WeaponIdle
+ // Weapon state
+ bool m_bInReload; // Are we in the middle of a reload;
+ bool m_bFireOnEmpty; // True when the gun is empty and the player is still holding down the attack key(s)
+ bool m_bFiringWholeClip; // Are we in the middle of firing the whole clip;
+ // Weapon art
+ CNetworkVar( int, m_iViewModelIndex );
+ CNetworkVar( int, m_iWorldModelIndex );
+ // Sounds
+ float m_flNextEmptySoundTime; // delay on empty sound playing
+
+ Activity GetIdealActivity( void ) { return m_IdealActivity; }
+ int GetIdealSequence( void ) { return m_nIdealSequence; }
+
+ bool SetIdealActivity( Activity ideal );
+ void MaintainIdealActivity( void );
+
+#ifdef CLIENT_DLL
+ virtual const Vector& GetViewmodelOffset() { return vec3_origin; }
+#endif // CLIENT_DLL
+
+private:
+ Activity m_Activity;
+ int m_nIdealSequence;
+ Activity m_IdealActivity;
+
+ bool m_bRemoveable;
+
+ int m_iPrimaryAmmoCount;
+ int m_iSecondaryAmmoCount;
+
+public:
+
+ IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nNextThinkTick );
+
+#ifdef CLIENT_DLL
+ static void RecvProxy_WeaponState( const CRecvProxyData *pData, void *pStruct, void *pOut );
+#endif
+ int WeaponState() const { return m_iState; }
+
+ // Weapon data
+ CNetworkVar( int, m_iState ); // See WEAPON_* definition
+ string_t m_iszName; // Classname of this weapon.
+ CNetworkVar( int, m_iPrimaryAmmoType ); // "primary" ammo index into the ammo info array
+ CNetworkVar( int, m_iSecondaryAmmoType ); // "secondary" ammo index into the ammo info array
+ CNetworkVar( int, m_iClip1 ); // number of shots left in the primary weapon clip, -1 it not used
+ CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used
+ bool m_bFiresUnderwater; // true if this weapon can fire underwater
+ bool m_bAltFiresUnderwater; // true if this weapon can fire underwater
+ float m_fMinRange1; // What's the closest this weapon can be used?
+ float m_fMinRange2; // What's the closest this weapon can be used?
+ float m_fMaxRange1; // What's the furthest this weapon can be used?
+ float m_fMaxRange2; // What's the furthest this weapon can be used?
+ bool m_bReloadsSingly; // True if this weapon reloads 1 round at a time
+ float m_fFireDuration; // The amount of time that the weapon has sustained firing
+ int m_iSubType;
+
+ float m_flUnlockTime;
+ EHANDLE m_hLocker; // Who locked this weapon.
+
+ CNetworkVar( bool, m_bFlipViewModel );
+
+ IPhysicsConstraint *GetConstraint() { return m_pConstraint; }
+
+private:
+ WEAPON_FILE_INFO_HANDLE m_hWeaponFileInfo;
+ IPhysicsConstraint *m_pConstraint;
+
+ int m_iAltFireHudHintCount; // How many times has this weapon displayed its alt-fire HUD hint?
+ int m_iReloadHudHintCount; // How many times has this weapon displayed its reload HUD hint?
+ bool m_bAltFireHudHintDisplayed; // Have we displayed an alt-fire HUD hint since this weapon was deployed?
+ bool m_bReloadHudHintDisplayed; // Have we displayed a reload HUD hint since this weapon was deployed?
+ float m_flHudHintPollTime; // When to poll the weapon again for whether it should display a hud hint.
+ float m_flHudHintMinDisplayTime; // if the hint is squelched before this, reset my counter so we'll display it again.
+
+ // Server only
+#if !defined( CLIENT_DLL )
+
+ bool m_bSoundsEnabled;
+
+ // Outputs
+protected:
+ COutputEvent m_OnPlayerUse; // Fired when the player uses the weapon.
+ COutputEvent m_OnPlayerPickup; // Fired when the player picks up the weapon.
+ COutputEvent m_OnNPCPickup; // Fired when an NPC picks up the weapon.
+ COutputEvent m_OnCacheInteraction; // For awarding lambda cache achievements in HL2 on 360. See .FGD file for details
+
+#else // Client .dll only
+ bool m_bJustRestored;
+
+ // Allow weapons resource to access m_hWeaponFileInfo directly
+ friend class WeaponsResource;
+
+protected:
+ int m_iOldState;
+
+#endif // End Client .dll only
+};
+
+#endif // COMBATWEAPON_SHARED_H