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author | Nikolay Korolev <nickvnuk@gmail.com> | 2020-04-15 22:28:09 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-04-15 22:28:09 +0200 |
commit | 5cb7e2e42a17104a80053f1219ebbb022ff1dea1 (patch) | |
tree | c59643f93c566c0813551f0b59596d44573c7c5b /src/weapons/Weapon.h | |
parent | Merge pull request #429 from Nick007J/master (diff) | |
parent | fixed crash (diff) | |
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Diffstat (limited to 'src/weapons/Weapon.h')
-rw-r--r-- | src/weapons/Weapon.h | 60 |
1 files changed, 47 insertions, 13 deletions
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index 84760550..265ffddb 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -1,5 +1,8 @@ #pragma once +#define DRIVEBYAUTOAIMING_MAXDIST (2.5f) +#define DOOMAUTOAIMING_MAXDIST (9000.0f) + enum eWeaponType { WEAPONTYPE_UNARMED, @@ -49,7 +52,10 @@ enum eWeaponState }; class CEntity; +class CPhysical; class CAutomobile; +struct CColPoint; +class CWeaponInfo; class CWeapon { @@ -64,22 +70,50 @@ public: CWeapon() { m_bAddRotOffset = false; } + + CWeaponInfo *GetInfo(); - static void ShutdownWeapons(void); - void Initialise(eWeaponType type, int ammo); - void Update(int32 audioEntity); + static void InitialiseWeapons(void); + static void ShutdownWeapons (void); + static void UpdateWeapons (void); + + void Initialise(eWeaponType type, int32 ammo); + + bool Fire (CEntity *shooter, CVector *fireSource); + bool FireFromCar (CAutomobile *shooter, bool left); + bool FireMelee (CEntity *shooter, CVector &fireSource); + bool FireInstantHit(CEntity *shooter, CVector *fireSource); + + void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size); + void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead); + + bool FireShotgun (CEntity *shooter, CVector *fireSource); + bool FireProjectile(CEntity *shooter, CVector *fireSource, float power); + + static void GenerateFlameThrowerParticles(CVector pos, CVector dir); + + bool FireAreaEffect (CEntity *shooter, CVector *fireSource); + bool FireSniper (CEntity *shooter); + bool FireM16_1stPerson (CEntity *shooter); + bool FireInstantHitFromCar(CAutomobile *shooter, bool left); + + static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); + static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); + static void DoDriveByAutoAiming(CEntity *shooter, CVector *source, CVector *target); + void Reload(void); - bool Fire(CEntity*, CVector*); - void FireFromCar(CAutomobile *car, bool left); - void AddGunshell(CEntity*, CVector const&, CVector2D const&, float); - bool IsTypeMelee(void); + void Update(int32 audioEntity); + bool IsTypeMelee (void); bool IsType2Handed(void); - static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end); - bool HitsGround(CEntity* holder, CVector* firePos, CEntity* aimingTo); + + static void MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target); + + bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo); + static void BlowUpExplosiveThings(CEntity *thing); bool HasWeaponAmmoToBeUsed(void); - static void InitialiseWeapons(void); - static void UpdateWeapons(void); + + static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects); }; -static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error"); +VALIDATE_SIZE(CWeapon, 0x18); -void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);
\ No newline at end of file +void FireOneInstantHitRound(CVector *source, CVector *target, int32 damage);
\ No newline at end of file |