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author | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-08-27 18:52:43 +0200 |
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committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-08-27 18:52:43 +0200 |
commit | a38702a7d233fbadb4dfbbf250e7e5653dad3eed (patch) | |
tree | b65c0bbecf36eed11fd503a49d5498b20cff8acd /src/weapons/Weapon.h | |
parent | Update Ped.cpp (diff) | |
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Diffstat (limited to 'src/weapons/Weapon.h')
-rw-r--r-- | src/weapons/Weapon.h | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index cb59582f..f720b312 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -21,7 +21,9 @@ public: int32 m_nAmmoTotal; uint32 m_nTimer; bool m_bAddRotOffset; - + + static bool bPhotographHasBeenTaken; + CWeapon() { m_bAddRotOffset = false; } @@ -41,6 +43,7 @@ public: bool FireMelee (CEntity *shooter, CVector &fireSource); bool FireInstantHit(CEntity *shooter, CVector *fireSource); + static void AddGunFlashBigGuns(CVector start, CVector end); 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); @@ -50,13 +53,15 @@ public: static void GenerateFlameThrowerParticles(CVector pos, CVector dir); bool FireAreaEffect (CEntity *shooter, CVector *fireSource); + bool LaserScopeDot (CVector *pOutPos, float *pOutSize); bool FireSniper (CEntity *shooter); + bool TakePhotograph (CEntity *shooter); bool FireM16_1stPerson (CEntity *shooter); bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right); - static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); - static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); - static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target); + static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); + static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); + static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target); void Reload(void); void Update(int32 audioEntity, CPed *pedToAdjustSound); @@ -68,14 +73,12 @@ public: bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo); static void BlowUpExplosiveThings(CEntity *thing); bool HasWeaponAmmoToBeUsed(void); - static void AddGunFlashBigGuns(CVector, CVector); static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; } - // TODO(Miami): Is that still used? 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 void CheckForShootingVehicleOccupant(CEntity**, CColPoint*, eWeaponType, CVector const&, CVector const&); + static void CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target); #ifdef COMPATIBLE_SAVES void Save(uint8*& buf); |