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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+#ifndef TF_WEAPON_PARSE_H
+#define TF_WEAPON_PARSE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "weapon_parse.h"
+#include "networkvar.h"
+#include "tf_shareddefs.h"
+
+//=============================================================================
+//
+// TF Weapon Info
+//
+
+struct WeaponData_t
+{
+ int m_nDamage;
+ int m_nBulletsPerShot;
+ float m_flRange;
+ float m_flSpread;
+ float m_flPunchAngle;
+ float m_flTimeFireDelay; // Time to delay between firing
+ float m_flTimeIdle; // Time to idle after firing
+ float m_flTimeIdleEmpty; // Time to idle after firing last bullet in clip
+ float m_flTimeReloadStart; // Time to start into a reload (ie. shotgun)
+ float m_flTimeReload; // Time to reload
+ bool m_bDrawCrosshair; // Should the weapon draw a crosshair
+ int m_iProjectile; // The type of projectile this mode fires
+ int m_iAmmoPerShot; // How much ammo each shot consumes
+ float m_flProjectileSpeed; // Start speed for projectiles (nail, etc.); NOTE: union with something non-projectile
+ float m_flSmackDelay; // how long after swing should damage happen for melee weapons
+ bool m_bUseRapidFireCrits;
+
+ void Init( void )
+ {
+ m_nDamage = 0;
+ m_nBulletsPerShot = 0;
+ m_flRange = 0.0f;
+ m_flSpread = 0.0f;
+ m_flPunchAngle = 0.0f;
+ m_flTimeFireDelay = 0.0f;
+ m_flTimeIdle = 0.0f;
+ m_flTimeIdleEmpty = 0.0f;
+ m_flTimeReloadStart = 0.0f;
+ m_flTimeReload = 0.0f;
+ m_iProjectile = TF_PROJECTILE_NONE;
+ m_iAmmoPerShot = 0;
+ m_flProjectileSpeed = 0.0f;
+ m_flSmackDelay = 0.0f;
+ m_bUseRapidFireCrits = false;
+ };
+};
+
+class CTFWeaponInfo : public FileWeaponInfo_t
+{
+public:
+
+ DECLARE_CLASS_GAMEROOT( CTFWeaponInfo, FileWeaponInfo_t );
+
+ CTFWeaponInfo();
+ ~CTFWeaponInfo();
+
+ virtual void Parse( ::KeyValues *pKeyValuesData, const char *szWeaponName );
+
+ WeaponData_t const &GetWeaponData( int iWeapon ) const { return m_WeaponData[iWeapon]; }
+
+public:
+
+ WeaponData_t m_WeaponData[2];
+
+ int m_iWeaponType;
+
+ // Grenade.
+ bool m_bGrenade;
+ float m_flDamageRadius;
+ float m_flPrimerTime;
+ bool m_bLowerWeapon;
+ bool m_bSuppressGrenTimer;
+
+ // Skins
+ bool m_bHasTeamSkins_Viewmodel;
+ bool m_bHasTeamSkins_Worldmodel;
+
+ // Muzzle flash
+ char m_szMuzzleFlashModel[128];
+ float m_flMuzzleFlashModelDuration;
+ char m_szMuzzleFlashParticleEffect[128];
+
+ // Tracer
+ char m_szTracerEffect[128];
+
+ // Eject Brass
+ bool m_bDoInstantEjectBrass;
+ char m_szBrassModel[128];
+
+ // Explosion Effect
+ char m_szExplosionSound[128];
+ char m_szExplosionEffect[128];
+ char m_szExplosionPlayerEffect[128];
+ char m_szExplosionWaterEffect[128];
+
+ bool m_bDontDrop;
+};
+
+#endif // TF_WEAPON_PARSE_H