19 WEAPONFL_CHANGED_MODELINDEX,
20 WEAPONFL_CHANGED_ORIGIN,
21 WEAPONFL_CHANGED_ANGLES,
22 WEAPONFL_CHANGED_VELOCITY,
23 WEAPONFL_CHANGED_ANGULARVELOCITY,
24 WEAPONFL_CHANGED_SIZE,
25 WEAPONFL_CHANGED_FLAGS,
26 WEAPONFL_CHANGED_SOLID,
27 WEAPONFL_CHANGED_FRAME,
28 WEAPONFL_CHANGED_SKIN,
29 WEAPONFL_CHANGED_MOVETYPE,
30 WEAPONFL_CHANGED_EFFECTS,
31 WEAPONFL_CHANGED_BODY,
32 WEAPONFL_CHANGED_SCALE,
33 WEAPONFL_CHANGED_ENTITYDEF,
34 WEAPONFL_CHANGED_CLIP,
35 WEAPONFL_CHANGED_CHAIN,
36 WEAPONFL_CHANGED_STATE,
37 WEAPONFL_CHANGED_NEXTWEAPON,
38 WEAPONFL_CHANGED_PREVWEAPON,
48 WEAPONSTATE_OVERHEATED,
50 WEAPONSTATE_RELOAD_START,
52 WEAPONSTATE_RELOAD_END,
53 WEAPONSTATE_BURSTFIRING
56string nsweapon_state_s[] =
59 "WEAPONSTATE_RELOAD_START",
61 "WEAPONSTATE_RELOAD_END",
62 "WEAPONSTATE_CHARGING",
63 "WEAPONSTATE_FIRELOOP",
64 "WEAPONSTATE_RELEASED",
65 "WEAPONSTATE_OVERHEATED"
309 virtual void InputFrame(
void);
310 virtual void AddedToInventory(
void);
311 virtual void RemovedFromInventory(
void);
315 virtual void Spawned(
void);
316 virtual void SpawnKey(
string,
string);
317 virtual void Save(
float);
318 virtual void Restore(
string,
string);
319 virtual void EvaluateEntity(
void);
320 virtual float SendEntity(entity,
float);
321 virtual void RestoreComplete(
void);
322 virtual void GiveBonusItems(entity,
bool);
323 virtual bool ItemBonusCheck(entity);
325 virtual void EjectBrass(
void);
326 virtual void EjectCartridge(
void);
329 virtual bool TestFireAbility(
string);
332 virtual void ClientFX(
bool);
333 virtual void PredictPreFrame(
void);
334 virtual void PredictPostFrame(
void);
335 virtual void ReceiveEntity(
float,
float);
336 virtual void ReceiveEvent(
float);
339 virtual bool UsesSecondaryAmmo(
void);
340 virtual bool IsEmpty(
void);
341 virtual bool IsWeapon(
void);
342 virtual bool HasReserveAmmo(
void);
345 virtual void Draw(
void);
347 virtual void Holster(
void);
349 virtual void PrimaryAttack(
void);
351 virtual void SecondaryAttack(
void);
353 virtual void Reload(
void);
355 virtual void Release(
void);
357 virtual void Idle(
void);
359 virtual void UpdateGUI(
void);
361 nonvirtual
void SetViewModel(
string);
362 nonvirtual
void SetWorldModel(
string);
363 nonvirtual
void SetPlayerModel(
string);
364 nonvirtual
void SetWeaponFrame(
float);
365 nonvirtual
void PlaySound(
string,
float,
bool);
368 nonvirtual nsweapon_state_t GetWeaponState(
void);
370 virtual void SetAttackNext(
float);
371 virtual void SetReloadNext(
float);
372 virtual void SetIdleNext(
float);
373 virtual bool CanFire(
void);
374 virtual bool CanIdle(
void);
375 virtual bool CanReload(
void);
376 virtual bool UseAmmo(
string);
379 virtual void WeaponStartedFiring(
void);
381 virtual void WeaponStoppedFiring(
void);
383 virtual void WeaponStartedReloading(
void);
385 virtual void WeaponStoppedReloading(
void);
388 virtual void FiredWeaponAttack(
string);
390 virtual void ReleasedWeaponAttack(
string);
393 virtual void SwitchedToWeapon(
void);
395 virtual void SwitchedFromWeapon(
void);
398 virtual void UpdateFireInfoCache(
void);
400 virtual void FireInfoChanged(
void);
403 nonvirtual
bool WeaponIsFiring(
void);
406 nonvirtual
void SwitchFireInfo(
string);
407 nonvirtual
bool DetonateDef(
string);
408 nonvirtual
void Attack(
string);
410 nonvirtual
int GetClip(
void);
411 nonvirtual
int GetClipSize(
void);
412 nonvirtual
bool RequiresAmmo(
void);
413 nonvirtual
int FireInfoSelected(
void);
414 nonvirtual
float OverheatingProgress(
void);
415 nonvirtual
float PlayerSpeedMod(
void);
418 virtual void ReloadCachedAttributes(
void);
422 nonvirtual
void _SetWeaponState(nsweapon_state_t);
424 nonvirtual
void _SwitchedToCallback(
void);
426 nonvirtual
void _SwitchedFromCallback(
void);
427 nonvirtual
void _WeaponStartedFiring(
void);
428 nonvirtual
void _WeaponStoppedFiring(
void);
429 nonvirtual
void _PrimaryAttack(
void);
430 nonvirtual
void _SecondaryAttack(
void);
431 nonvirtual
void _SwitchedWeaponMode(
void);
432 virtual void _AddedCallback(
void);
433 virtual void _RemovedCallback(
void);
436 nonvirtual
ncWeapon GetNextWeapon(
void);
438 nonvirtual
ncWeapon GetPreviousWeapon(
void);
440 nonvirtual
void EmptySound(
void);
442 nonvirtual
void SetViewZoom(
float);
445 virtual void HandleAnimEvent(
float,
int,
string);
449 nonvirtual
void _ReloadFinished(
void);
453 string m_weaponTitle;
455 int m_weaponHUDSlotPos;
456 string m_weaponHUDIcon;
457 string m_weaponHUDIconSel;
458 string m_weaponViewModelPath;
459 string m_weaponPlayerModelPath;
460 string m_weaponScript;
461 string m_weaponAmmoType;
462 bool m_weaponRequiresAmmo;
463 int m_weaponClipStartSize;
464 string m_weaponDropsItem;
466 NETWORKED_INT(m_weaponClip)
467 NETWORKED_INT(m_weaponClipSize)
468 NETWORKED_FLOAT(m_weaponFireInfoValue)
469 NETWORKED_MODELINDEX(m_viewModel)
470 NETWORKED_MODELINDEX(m_worldModel)
471 NETWORKED_MODELINDEX(m_playerModel)
472 NETWORKED_FLOAT(m_weaponFireRate)
473 NETWORKED_FLOAT(m_weaponState)
474 NETWORKED_BOOL(m_weaponIsFiring)
475 NETWORKED_BOOL(m_weaponOverheating)
476 NETWORKED_FLOAT(m_burstCount)
479 string m_weaponLastFireInfo;
480 string m_primaryFireInfo;
481 string m_secondaryFireInfo;
482 int m_primaryAmmoType;
483 int m_secondaryAmmoType;
484 float m_jointTrailWorld;
485 float m_jointTrailView;
486 float m_weaponAmmoRegenTime;
487 float m_weaponAmmoDepleteTime;
489 bool m_altAlternates;
492 float m_nextWeapon_entnum;
493 float m_prevWeapon_entnum;
498 string m_fiMuzzleFlashMaterial;
499 string m_fiMuzzleFlashModelPath;
500 vector m_fiMuzzleFlashColor;
501 float m_fiMuzzleFlashRadius;
502 string m_fiFXSmokeParticle;
503 bool m_fiFXSmokeContinous;
505 bool m_fiAmmoRequired;
507 bool m_fiDrawAfterRelease;
508 bool m_fiFireUnderwater;
509 bool m_fiLoopingFire;
511 bool m_fiWillRelease;
512 float m_fiBrassDelay;
513 float m_fiCartridgeDelay;
514 float m_fiChargeTime;
516 float m_fiOverheatLength;
517 float m_fiOverheatPoints;
518 float m_fiReloadTime;
521 float m_fiPrimedFuse;
524 bool m_fiRemoveOnEmpty;
525 bool m_switchOnEmpty;
527 string m_fiCartridgeDef;
528 string m_fiDetonateOnFire;
530 string m_fiOnRelease;
555 vector m_fiPunchAngle;
556 vector m_fiPunchSpring;
558 bool m_fiAltModeSwitch;
559 bool m_fiBuggyIdleAnim;
563 float m_fiDepleteRate;
567 float m_fiKnockBackRelease;
568 float m_fiTestDistance;
571.ncWeapon m_nextWeapon;
This entity class represents inventory items, weapons.
Definition: Item.h:138
Dictionary for sound effect definition.
Definition: SoundDict.h:39
This entity class represents weapon based items.
Definition: Weapon.h:305
void ncWeapon(void)
Definition: Weapon.qc:18
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37