re3/src/weapons/WeaponType.h

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#pragma once
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// --MIAMI: TODO
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enum eWeaponType
{
WEAPONTYPE_UNARMED,
WEAPONTYPE_BASEBALLBAT,
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WEAPONTYPE_GRENADE,
WEAPONTYPE_DETONATOR_GRENADE,
WEAPONTYPE_MOLOTOV,
WEAPONTYPE_ROCKET,
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WEAPONTYPE_COLT45,
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WEAPONTYPE_SHOTGUN,
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WEAPONTYPE_TEC9,
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WEAPONTYPE_UZI,
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WEAPONTYPE_SILENCED_INGRAM,
WEAPONTYPE_MP5,
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WEAPONTYPE_M16,
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WEAPONTYPE_AK47,
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WEAPONTYPE_SNIPERRIFLE,
WEAPONTYPE_ROCKETLAUNCHER,
WEAPONTYPE_FLAMETHROWER,
WEAPONTYPE_DETONATOR,
WEAPONTYPE_HELICANNON,
WEAPONTYPE_LAST_WEAPONTYPE,
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WEAPONTYPE_HEALTH,
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WEAPONTYPE_ARMOUR,
WEAPONTYPE_RAMMEDBYCAR,
WEAPONTYPE_RUNOVERBYCAR,
WEAPONTYPE_EXPLOSION,
WEAPONTYPE_UZI_DRIVEBY,
WEAPONTYPE_DROWNING,
WEAPONTYPE_FALL,
WEAPONTYPE_UNIDENTIFIED,
WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE,
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};
enum {
TOTAL_WEAPON_SLOTS = 10,
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};
enum eWeaponFire {
WEAPON_FIRE_MELEE,
WEAPON_FIRE_INSTANT_HIT,
WEAPON_FIRE_PROJECTILE,
WEAPON_FIRE_AREA_EFFECT,
WEAPON_FIRE_USE
};
// Taken from MTA SA, seems it's unchanged
enum eWeaponState
{
WEAPONSTATE_READY,
WEAPONSTATE_FIRING,
WEAPONSTATE_RELOADING,
WEAPONSTATE_OUT_OF_AMMO,
WEAPONSTATE_MELEE_MADECONTACT
};