80 lines
2.7 KiB
C
80 lines
2.7 KiB
C
//========= Copyright <20> 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// com_weapons.h
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// Shared weapons common function prototypes
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#if !defined( COM_WEAPONSH )
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#define COM_WEAPONSH
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#ifdef _WIN32
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#pragma once
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#endif
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#include "hud_iface.h"
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#define PLAYER_CAN_SHOOT (1 << 0)
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#define PLAYER_FREEZE_TIME_OVER ( 1 << 1 )
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#define PLAYER_IN_BOMB_ZONE (1 << 2)
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#define PLAYER_HOLDING_SHIELD (1 << 3)
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#define CROSSHAIR_
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#define ACCURACY_AIR (1 << 0) // accuracy depends on FL_ONGROUND
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#define ACCURACY_SPEED (1 << 1)
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#define ACCURACY_DUCK (1 << 2) // more accurate when ducking
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#define ACCURACY_MULTIPLY_BY_14 (1 << 3) // accuracy multiply to 1.4
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#define ACCURACY_MULTIPLY_BY_14_2 (1 << 4) // accuracy multiply to 1.4
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#ifndef WPNSTATE_USP_SILENCED
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#define WPNSTATE_USP_SILENCED (1<<0)
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#define WPNSTATE_GLOCK18_BURST_MODE (1<<1)
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#define WPNSTATE_M4A1_SILENCED (1<<2)
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#define WPNSTATE_ELITE_LEFT (1<<3)
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#define WPNSTATE_FAMAS_BURST_MODE (1<<4)
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#define WPNSTATE_SHIELD_DRAWN (1<<5)
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#endif
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extern "C"
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{
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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 );
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}
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void COM_Log( char *pszFile, char *fmt, ...);
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int CL_IsDead( void );
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float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
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int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
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int HUD_GetWeaponAnim( void );
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void HUD_SendWeaponAnim( int iAnim, int body, int force );
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void HUD_PlaySound( char *sound, float volume );
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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 );
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void HUD_SetMaxSpeed( const struct edict_s *ed, float speed );
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int stub_PrecacheModel( char* s );
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int stub_PrecacheSound( char* s );
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unsigned short stub_PrecacheEvent( int type, const char *s );
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const char *stub_NameForFunction ( u_int32_t function );
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void stub_SetModel ( struct edict_s *e, const char *m );
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int GetWeaponAccuracyFlags( int weaponid );
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extern cvar_t *cl_lw;
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extern int g_runfuncs;
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extern vec3_t v_angles;
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extern float g_lastFOV;
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extern int g_iWeaponFlags;
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extern bool g_bInBombZone;
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extern int g_iFreezeTimeOver;
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extern bool g_bHoldingShield;
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extern int g_iPlayerFlags;
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extern vec3_t g_vPlayerVelocity;
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extern float g_flPlayerSpeed;
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extern struct local_state_s *g_curstate;
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extern struct local_state_s *g_finalstate;
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extern int g_iShotsFired;
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#endif
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