19 WEAPONFL_CHANGED_MODELINDEX,
20 WEAPONFL_CHANGED_ORIGIN,
21 WEAPONFL_CHANGED_ANGLES,
22 WEAPONFL_CHANGED_VELOCITY,
23 WEAPONFL_CHANGED_ANGULARVELOCITY,
24 WEAPONFL_CHANGED_SIZE,
25 WEAPONFL_CHANGED_FLAGS,
26 WEAPONFL_CHANGED_SOLID,
27 WEAPONFL_CHANGED_FRAME,
28 WEAPONFL_CHANGED_SKIN,
29 WEAPONFL_CHANGED_MOVETYPE,
30 WEAPONFL_CHANGED_EFFECTS,
31 WEAPONFL_CHANGED_BODY,
32 WEAPONFL_CHANGED_SCALE,
33 WEAPONFL_CHANGED_ENTITYDEF,
34 WEAPONFL_CHANGED_CLIP,
35 WEAPONFL_CHANGED_CHAIN,
36 WEAPONFL_CHANGED_STATE,
37 WEAPONFL_CHANGED_NEXTWEAPON,
38 WEAPONFL_CHANGED_PREVWEAPON,
48 WEAPONSTATE_OVERHEATED,
50 WEAPONSTATE_RELOAD_START,
52 WEAPONSTATE_RELOAD_END
55string nsweapon_state_s[] =
58 "WEAPONSTATE_RELOAD_START",
60 "WEAPONSTATE_RELOAD_END",
61 "WEAPONSTATE_CHARGING",
62 "WEAPONSTATE_FIRELOOP",
63 "WEAPONSTATE_RELEASED",
64 "WEAPONSTATE_OVERHEATED"
174 virtual void InputFrame(
void);
175 virtual void AddedToInventory(
void);
176 virtual void RemovedFromInventory(
void);
180 virtual void Spawned(
void);
181 virtual void SpawnKey(
string,
string);
182 virtual void Save(
float);
183 virtual void Restore(
string,
string);
184 virtual void EvaluateEntity(
void);
185 virtual float SendEntity(entity,
float);
188 virtual bool TestFireAbility(
string);
191 virtual void UpdateViewmodel(
void);
192 virtual void ClientFX(
bool);
193 virtual void PredictPreFrame(
void);
194 virtual void PredictPostFrame(
void);
195 virtual void ReceiveEntity(
float,
float);
196 virtual void ReceiveEvent(
float);
199 virtual bool UsesSecondaryAmmo(
void);
200 virtual bool IsEmpty(
void);
201 virtual bool IsWeapon(
void);
202 virtual bool HasReserveAmmo(
void);
205 virtual void Draw(
void);
207 virtual void Holster(
void);
209 virtual void PrimaryAttack(
void);
211 virtual void SecondaryAttack(
void);
213 virtual void Reload(
void);
215 virtual void Release(
void);
217 virtual void Idle(
void);
219 virtual void UpdateGUI(
void);
221 nonvirtual
void SetViewModel(
string);
222 nonvirtual
void SetWorldModel(
string);
223 nonvirtual
void SetPlayerModel(
string);
224 nonvirtual
void SetWeaponFrame(
float);
225 nonvirtual
void PlaySound(
string,
float,
bool);
228 nonvirtual nsweapon_state_t GetWeaponState(
void);
230 virtual void SetAttackNext(
float);
231 virtual void SetReloadNext(
float);
232 virtual void SetIdleNext(
float);
233 virtual bool CanFire(
void);
234 virtual bool CanIdle(
void);
235 virtual bool CanReload(
void);
236 virtual bool UseAmmo(
string);
239 virtual void WeaponStartedFiring(
void);
241 virtual void WeaponStoppedFiring(
void);
244 nonvirtual
bool WeaponIsFiring(
void);
247 virtual void FiredWeaponAttack(
string);
249 virtual void ReleasedWeaponAttack(
string);
252 virtual void SwitchedToWeapon(
void);
254 virtual void SwitchedFromWeapon(
void);
257 virtual void UpdateFireInfoCache(
void);
260 nonvirtual
void SwitchFireInfo(
string);
261 nonvirtual
bool DetonateDef(
string);
262 nonvirtual
void Attack(
string);
266 nonvirtual
void _SetWeaponState(nsweapon_state_t);
268 nonvirtual
void _SwitchedToCallback(
void);
270 nonvirtual
void _SwitchedFromCallback(
void);
272 nonvirtual
void _CacheWeaponDefVariables(
void);
273 nonvirtual
void _WeaponStartedFiring(
void);
274 nonvirtual
void _WeaponStoppedFiring(
void);
275 nonvirtual
void _PrimaryAttack(
void);
276 nonvirtual
void _SecondaryAttack(
void);
277 nonvirtual
void _SwitchedWeaponMode(
void);
278 virtual void _AddedCallback(
void);
279 virtual void _RemovedCallback(
void);
282 nonvirtual
NSWeapon GetNextWeapon(
void);
284 nonvirtual
NSWeapon GetPreviousWeapon(
void);
287 virtual void HandleAnimEvent(
float,
int,
string);
291 nonvirtual
void _ReloadFinished(
void);
295 string m_strWeaponTitle;
301 string m_strWeaponViewModel;
302 string m_strWeaponPlayerModel;
303 string m_strWeaponScript;
304 string m_strAmmoType;
305 bool m_bAmmoRequired;
306 int m_iClipStartSize;
307 string m_strFlashShader;
308 string m_strFlashModel;
309 vector m_vecFlashColor;
310 float m_flFlashRadius;
311 string m_strDropItemDef;
312 string m_strSmokeParticle;
313 bool m_bSmokeContinous;
320 string m_primaryFireInfo;
321 string m_secondaryFireInfo;
322 int m_primaryAmmoType;
323 int m_secondaryAmmoType;
324 float m_muzzleModelIndex;
325 float m_altMuzzleModelIndex;
326 float m_flPrimedFuse;
327 float m_flTriggerDelay;
330 bool m_bRemoveOnEmpty;
331 string m_strLastFireInfo;
332 float m_jointTrailWorld;
333 float m_jointTrailView;
335 bool m_bAltModeSwitch;
336 bool m_bBuggyIdleAnim;
338 float m_nextWeapon_entnum;
339 float m_prevWeapon_entnum;
344 string m_fiDetonateOnFire;
345 float m_fiMeleeRange;
346 vector m_fiPunchAngle;
347 vector m_fiPunchSpring;
349 string m_fiSndFailed;
350 string m_fiSndFireLast;
351 string m_fiSndRelease;
355 bool m_fiAmmoRequired;
358 string m_fiOnRelease;
359 bool m_fiWillRelease;
361 string m_fiSndFireLoop;
362 float m_flReloadSpeed;
363 float m_fiChargeTime;
365 string m_fiSndFireStart;
366 string m_fiSndFireStop;
367 string m_fiSndFireLoop;
368 bool m_fiDrawAfterRelease;
373 float m_fiJointMuzzle;
374 float m_fiJointBarrel;
376 float m_fiBrassDelay;
379 float m_fiOverheatLength;
380 float m_fiOverheatPoints;
382 NETWORKED_INT(m_iClip)
383 NETWORKED_INT(m_iClipSize)
384 NETWORKED_FLOAT(m_iMode)
385 NETWORKED_MODELINDEX(m_viewModel)
386 NETWORKED_MODELINDEX(m_worldModel)
387 NETWORKED_MODELINDEX(m_playerModel)
388 NETWORKED_FLOAT(m_flFireRate)
389 NETWORKED_FLOAT(m_dState)
390 NETWORKED_BOOL(m_bFiring)
391 NETWORKED_BOOL(m_flOverheating)
394.NSWeapon m_nextWeapon;
This entity class represents inventory items, weapons.
Definition: NSItem.h:67
This entity class represents weapon based items.
Definition: NSWeapon.h:170
void NSWeapon(void)
Definition: NSWeapon.qc:18
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37