blob: e70130044a8ee200b4ba7af96513394b2a6838ee (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
#pragma once
#include "AnimManager.h"
#include "AnimationId.h"
#include "WeaponType.h"
enum AssocGroupId;
class CWeaponInfo {
static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
public:
static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
uint32 m_nReload;
int32 m_nAmountofAmmunition;
uint32 m_nDamage;
float m_fSpeed;
float m_fRadius;
float m_fLifespan;
float m_fSpread;
CVector m_vecFireOffset;
AssocGroupId m_AnimToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
float m_fAnim2LoopStart;
float m_fAnim2LoopEnd;
float m_fAnim2FrameFire;
float m_fAnimBreakout;
int32 m_nModelId;
int32 m_nModel2Id;
// flags
uint8 m_bUseGravity : 1;
uint8 m_bSlowsDown : 1;
uint8 m_bDissipates : 1;
uint8 m_bRandSpeed : 1;
uint8 m_bExpands : 1;
uint8 m_bExplodes : 1;
uint8 m_bCanAim : 1;
uint8 m_bCanAimWithArm : 1;
uint8 m_b1stPerson : 1;
uint8 m_bHeavy : 1;
uint8 m_bThrow : 1;
uint8 m_bReloadLoop2Start : 1;
uint8 m_bUse2nd : 1;
uint8 m_bGround2nd : 1;
uint8 m_bFinish3rd : 1;
uint8 m_bReload : 1;
uint8 m_bFightMode : 1;
uint8 m_bCrouchFire : 1;
uint8 m_bCop3rd : 1;
uint8 m_bGround3rd : 1;
uint8 m_bPartialAttack : 1;
uint8 m_bAnimDetonate : 1;
uint32 m_nWeaponSlot;
static void Initialise(void);
static void LoadWeaponData(void);
static CWeaponInfo *GetWeaponInfo(eWeaponType weaponType);
static eWeaponFire FindWeaponFireType(char *name);
static eWeaponType FindWeaponType(char *name);
static void Shutdown(void);
};
VALIDATE_SIZE(CWeaponInfo, 0x64);
|