//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #ifndef COMBATWEAPON_SHARED_H #define COMBATWEAPON_SHARED_H #ifdef _WIN32 #pragma once #endif #include "baseviewmodel_shared.h" #include "predictable_entity.h" #include "sharedInterface.h" #include "soundflags.h" #include "utlmap.h" #include "vphysics_interface.h" #include "weapon_parse.h" #include "weapon_proficiency.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 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; } // 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 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); 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) // 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