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"
304 virtual void InputFrame(
void);
305 virtual void AddedToInventory(
void);
306 virtual void RemovedFromInventory(
void);
310 virtual void Spawned(
void);
311 virtual void SpawnKey(
string,
string);
312 virtual void Save(
float);
313 virtual void Restore(
string,
string);
314 virtual void EvaluateEntity(
void);
315 virtual float SendEntity(entity,
float);
316 virtual void RestoreComplete(
void);
319 virtual bool TestFireAbility(
string);
322 virtual void ClientFX(
bool);
323 virtual void PredictPreFrame(
void);
324 virtual void PredictPostFrame(
void);
325 virtual void ReceiveEntity(
float,
float);
326 virtual void ReceiveEvent(
float);
329 virtual bool UsesSecondaryAmmo(
void);
330 virtual bool IsEmpty(
void);
331 virtual bool IsWeapon(
void);
332 virtual bool HasReserveAmmo(
void);
335 virtual void Draw(
void);
337 virtual void Holster(
void);
339 virtual void PrimaryAttack(
void);
341 virtual void SecondaryAttack(
void);
343 virtual void Reload(
void);
345 virtual void Release(
void);
347 virtual void Idle(
void);
349 virtual void UpdateGUI(
void);
351 nonvirtual
void SetViewModel(
string);
352 nonvirtual
void SetWorldModel(
string);
353 nonvirtual
void SetPlayerModel(
string);
354 nonvirtual
void SetWeaponFrame(
float);
355 nonvirtual
void PlaySound(
string,
float,
bool);
358 nonvirtual nsweapon_state_t GetWeaponState(
void);
360 virtual void SetAttackNext(
float);
361 virtual void SetReloadNext(
float);
362 virtual void SetIdleNext(
float);
363 virtual bool CanFire(
void);
364 virtual bool CanIdle(
void);
365 virtual bool CanReload(
void);
366 virtual bool UseAmmo(
string);
369 virtual void WeaponStartedFiring(
void);
371 virtual void WeaponStoppedFiring(
void);
374 nonvirtual
bool WeaponIsFiring(
void);
377 virtual void FiredWeaponAttack(
string);
379 virtual void ReleasedWeaponAttack(
string);
382 virtual void SwitchedToWeapon(
void);
384 virtual void SwitchedFromWeapon(
void);
387 virtual void UpdateFireInfoCache(
void);
390 nonvirtual
void SwitchFireInfo(
string);
391 nonvirtual
bool DetonateDef(
string);
392 nonvirtual
void Attack(
string);
394 nonvirtual
int GetClip(
void);
395 nonvirtual
int GetClipSize(
void);
396 nonvirtual
bool RequiresAmmo(
void);
397 nonvirtual
int FireInfoSelected(
void);
398 nonvirtual
float OverheatingProgress(
void);
399 nonvirtual
float PlayerSpeedMod(
void);
402 virtual void ReloadCachedAttributes(
void);
406 nonvirtual
void _SetWeaponState(nsweapon_state_t);
408 nonvirtual
void _SwitchedToCallback(
void);
410 nonvirtual
void _SwitchedFromCallback(
void);
411 nonvirtual
void _WeaponStartedFiring(
void);
412 nonvirtual
void _WeaponStoppedFiring(
void);
413 nonvirtual
void _PrimaryAttack(
void);
414 nonvirtual
void _SecondaryAttack(
void);
415 nonvirtual
void _SwitchedWeaponMode(
void);
416 virtual void _AddedCallback(
void);
417 virtual void _RemovedCallback(
void);
420 nonvirtual
ncWeapon GetNextWeapon(
void);
422 nonvirtual
ncWeapon GetPreviousWeapon(
void);
424 nonvirtual
void EmptySound(
void);
426 nonvirtual
void SetViewZoom(
float);
429 virtual void HandleAnimEvent(
float,
int,
string);
433 nonvirtual
void _ReloadFinished(
void);
437 string m_weaponTitle;
439 int m_weaponHUDSlotPos;
440 string m_weaponHUDIcon;
441 string m_weaponHUDIconSel;
442 string m_weaponViewModelPath;
443 string m_weaponPlayerModelPath;
444 string m_weaponScript;
445 string m_weaponAmmoType;
446 bool m_weaponRequiresAmmo;
447 int m_weaponClipStartSize;
448 string m_weaponDropsItem;
450 NETWORKED_INT(m_weaponClip)
451 NETWORKED_INT(m_weaponClipSize)
452 NETWORKED_FLOAT(m_weaponFireInfoValue)
453 NETWORKED_MODELINDEX(m_viewModel)
454 NETWORKED_MODELINDEX(m_worldModel)
455 NETWORKED_MODELINDEX(m_playerModel)
456 NETWORKED_FLOAT(m_weaponFireRate)
457 NETWORKED_FLOAT(m_weaponState)
458 NETWORKED_BOOL(m_weaponIsFiring)
459 NETWORKED_BOOL(m_weaponOverheating)
462 string m_weaponLastFireInfo;
463 string m_primaryFireInfo;
464 string m_secondaryFireInfo;
465 int m_primaryAmmoType;
466 int m_secondaryAmmoType;
467 float m_jointTrailWorld;
468 float m_jointTrailView;
469 float m_weaponAmmoRegenTime;
470 float m_weaponAmmoDepleteTime;
474 float m_nextWeapon_entnum;
475 float m_prevWeapon_entnum;
480 string m_fiMuzzleFlashMaterial;
481 string m_fiMuzzleFlashModelPath;
482 vector m_fiMuzzleFlashColor;
483 float m_fiMuzzleFlashRadius;
484 string m_fiFXSmokeParticle;
485 bool m_fiFXSmokeContinous;
487 bool m_fiAmmoRequired;
489 bool m_fiDrawAfterRelease;
490 bool m_fiFireUnderwater;
491 bool m_fiLoopingFire;
493 bool m_fiWillRelease;
494 float m_fiBrassDelay;
495 float m_fiChargeTime;
497 float m_fiOverheatLength;
498 float m_fiOverheatPoints;
499 float m_fiReloadTime;
502 float m_fiPrimedFuse;
505 bool m_fiRemoveOnEmpty;
507 string m_fiDetonateOnFire;
509 string m_fiOnRelease;
512 string m_fiSndFailed;
514 string m_fiSndFireLast;
515 string m_fiSndFireLoop;
516 string m_fiSndFireLoop;
517 string m_fiSndFireStart;
518 string m_fiSndFireStop;
519 string m_fiSndRelease;
520 vector m_fiPunchAngle;
521 vector m_fiPunchSpring;
523 bool m_fiAltModeSwitch;
524 bool m_fiBuggyIdleAnim;
528 float m_fiDepleteRate;
This entity class represents inventory items, weapons.
Definition: Item.h:138
This entity class represents weapon based items.
Definition: Weapon.h:300
void ncWeapon(void)
Definition: Weapon.qc:18
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37