//========= Copyright � 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #pragma once // com_weapons.h // Shared weapons common function prototypes #if !defined( COM_WEAPONSH ) #define COM_WEAPONSH #include "hud_iface.h" #define PLAYER_CAN_SHOOT (1 << 0) #define PLAYER_FREEZE_TIME_OVER ( 1 << 1 ) #define PLAYER_IN_BOMB_ZONE (1 << 2) #define PLAYER_HOLDING_SHIELD (1 << 3) #define CROSSHAIR_ #define ACCURACY_AIR (1 << 0) // accuracy depends on FL_ONGROUND #define ACCURACY_SPEED (1 << 1) #define ACCURACY_DUCK (1 << 2) // more accurate when ducking #define ACCURACY_MULTIPLY_BY_14 (1 << 3) // accuracy multiply to 1.4 #define ACCURACY_MULTIPLY_BY_14_2 (1 << 4) // accuracy multiply to 1.4 #ifndef WPNSTATE_USP_SILENCED #define WPNSTATE_USP_SILENCED (1<<0) #define WPNSTATE_GLOCK18_BURST_MODE (1<<1) #define WPNSTATE_M4A1_SILENCED (1<<2) #define WPNSTATE_ELITE_LEFT (1<<3) #define WPNSTATE_FAMAS_BURST_MODE (1<<4) #define WPNSTATE_SHIELD_DRAWN (1<<5) #endif extern "C" { void _DLLEXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ); } void COM_Log( char *pszFile, char *fmt, ...); int CL_IsDead( void ); float UTIL_SharedRandomFloat( unsigned int seed, float low, float high ); int UTIL_SharedRandomLong( unsigned int seed, int low, int high ); int HUD_GetWeaponAnim( void ); void HUD_SendWeaponAnim(int iAnim, int iWeaponId, int iBody, int iForce ); int HUD_GetWeapon( void ); void HUD_PlaySound( char *sound, float volume ); void HUD_PlaybackEvent( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ); void HUD_SetMaxSpeed( const struct edict_s *ed, float speed ); int stub_PrecacheModel( char* s ); int stub_PrecacheSound( char* s ); unsigned short stub_PrecacheEvent( int type, const char *s ); const char *stub_NameForFunction ( unsigned int function ); void stub_SetModel ( struct edict_s *e, const char *m ); int GetWeaponAccuracyFlags( int weaponid ); extern cvar_t *cl_lw; extern int g_runfuncs; extern vec3_t v_angles; extern float g_lastFOV; extern int g_iWeaponFlags; extern bool g_bInBombZone; extern int g_iFreezeTimeOver; extern bool g_bHoldingShield; extern bool g_bHoldingKnife; extern int g_iPlayerFlags; extern vec3_t g_vPlayerVelocity; extern float g_flPlayerSpeed; extern struct local_state_s *g_curstate; extern struct local_state_s *g_finalstate; extern int g_iShotsFired; #endif