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#pragma once
#include "AnimationId.h"
#include "WeaponType.h"
enum
{
WEAPONFLAG_USE_GRAVITY = 1,
WEAPONFLAG_SLOWS_DOWN = 1 << 1,
WEAPONFLAG_DISSIPATES = 1 << 2,
WEAPONFLAG_RAND_SPEED = 1 << 3,
WEAPONFLAG_EXPANDS = 1 << 4,
WEAPONFLAG_EXPLODES = 1 << 5,
WEAPONFLAG_CANAIM = 1 << 6,
WEAPONFLAG_CANAIM_WITHARM = 1 << 7,
WEAPONFLAG_1ST_PERSON = 1 << 8,
WEAPONFLAG_HEAVY = 1 << 9,
WEAPONFLAG_THROW = 1 << 10,
};
class CWeaponInfo {
public:
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;
AnimationId m_AnimToPlay;
AnimationId m_Anim2ToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
float m_fAnim2FrameFire;
int32 m_nModelId;
uint32 m_Flags;
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);
bool IsFlagSet(uint32 flag) const { return (m_Flags & flag) != 0; }
};
VALIDATE_SIZE(CWeaponInfo, 0x54);
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