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-rw-r--r--src/weapons/Weapon.h30
1 files changed, 21 insertions, 9 deletions
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h
index c7685e0d..f720b312 100644
--- a/src/weapons/Weapon.h
+++ b/src/weapons/Weapon.h
@@ -2,12 +2,13 @@
#include "WeaponType.h"
-#define DRIVEBYAUTOAIMING_MAXDIST (2.5f)
+#define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f)
#define DOOMAUTOAIMING_MAXDIST (9000.0f)
class CEntity;
class CPhysical;
-class CAutomobile;
+class CVehicle;
+class CPed;
struct CColPoint;
class CWeaponInfo;
@@ -20,10 +21,13 @@ public:
int32 m_nAmmoTotal;
uint32 m_nTimer;
bool m_bAddRotOffset;
-
+
+ static bool bPhotographHasBeenTaken;
+
CWeapon() {
m_bAddRotOffset = false;
}
+ CWeapon(eWeaponType type, int32 ammo);
CWeaponInfo *GetInfo();
@@ -32,12 +36,14 @@ public:
static void UpdateWeapons (void);
void Initialise(eWeaponType type, int32 ammo);
+ void Shutdown();
bool Fire (CEntity *shooter, CVector *fireSource);
- bool FireFromCar (CAutomobile *shooter, bool left);
+ bool FireFromCar (CVehicle *shooter, bool left, bool right);
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);
@@ -47,16 +53,18 @@ 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(CAutomobile *shooter, bool left);
+ 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 *shooter, 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);
+ void Update(int32 audioEntity, CPed *pedToAdjustSound);
bool IsTypeMelee (void);
bool IsType2Handed(void);
@@ -66,8 +74,12 @@ public:
static void BlowUpExplosiveThings(CEntity *thing);
bool HasWeaponAmmoToBeUsed(void);
+ static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; }
+
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 **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target);
+
#ifdef COMPATIBLE_SAVES
void Save(uint8*& buf);
void Load(uint8*& buf);