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"
302 virtual void InputFrame(
void);
303 virtual void AddedToInventory(
void);
304 virtual void RemovedFromInventory(
void);
308 virtual void Spawned(
void);
309 virtual void SpawnKey(
string,
string);
310 virtual void Save(
float);
311 virtual void Restore(
string,
string);
312 virtual void EvaluateEntity(
void);
313 virtual float SendEntity(entity,
float);
316 virtual bool TestFireAbility(
string);
319 virtual void ClientFX(
bool);
320 virtual void PredictPreFrame(
void);
321 virtual void PredictPostFrame(
void);
322 virtual void ReceiveEntity(
float,
float);
323 virtual void ReceiveEvent(
float);
326 virtual bool UsesSecondaryAmmo(
void);
327 virtual bool IsEmpty(
void);
328 virtual bool IsWeapon(
void);
329 virtual bool HasReserveAmmo(
void);
332 virtual void Draw(
void);
334 virtual void Holster(
void);
336 virtual void PrimaryAttack(
void);
338 virtual void SecondaryAttack(
void);
340 virtual void Reload(
void);
342 virtual void Release(
void);
344 virtual void Idle(
void);
346 virtual void UpdateGUI(
void);
348 nonvirtual
void SetViewModel(
string);
349 nonvirtual
void SetWorldModel(
string);
350 nonvirtual
void SetPlayerModel(
string);
351 nonvirtual
void SetWeaponFrame(
float);
352 nonvirtual
void PlaySound(
string,
float,
bool);
355 nonvirtual nsweapon_state_t GetWeaponState(
void);
357 virtual void SetAttackNext(
float);
358 virtual void SetReloadNext(
float);
359 virtual void SetIdleNext(
float);
360 virtual bool CanFire(
void);
361 virtual bool CanIdle(
void);
362 virtual bool CanReload(
void);
363 virtual bool UseAmmo(
string);
366 virtual void WeaponStartedFiring(
void);
368 virtual void WeaponStoppedFiring(
void);
371 nonvirtual
bool WeaponIsFiring(
void);
374 virtual void FiredWeaponAttack(
string);
376 virtual void ReleasedWeaponAttack(
string);
379 virtual void SwitchedToWeapon(
void);
381 virtual void SwitchedFromWeapon(
void);
384 virtual void UpdateFireInfoCache(
void);
387 nonvirtual
void SwitchFireInfo(
string);
388 nonvirtual
bool DetonateDef(
string);
389 nonvirtual
void Attack(
string);
393 nonvirtual
void _SetWeaponState(nsweapon_state_t);
395 nonvirtual
void _SwitchedToCallback(
void);
397 nonvirtual
void _SwitchedFromCallback(
void);
399 nonvirtual
void _CacheWeaponDefVariables(
void);
400 nonvirtual
void _WeaponStartedFiring(
void);
401 nonvirtual
void _WeaponStoppedFiring(
void);
402 nonvirtual
void _PrimaryAttack(
void);
403 nonvirtual
void _SecondaryAttack(
void);
404 nonvirtual
void _SwitchedWeaponMode(
void);
405 virtual void _AddedCallback(
void);
406 virtual void _RemovedCallback(
void);
409 nonvirtual
ncWeapon GetNextWeapon(
void);
411 nonvirtual
ncWeapon GetPreviousWeapon(
void);
413 nonvirtual
void EmptySound(
void);
415 nonvirtual
void SetViewZoom(
float);
418 virtual void HandleAnimEvent(
float,
int,
string);
422 nonvirtual
void _ReloadFinished(
void);
426 string m_strWeaponTitle;
432 string m_strWeaponViewModel;
433 string m_strWeaponPlayerModel;
434 string m_strWeaponScript;
435 string m_strAmmoType;
436 bool m_bAmmoRequired;
437 int m_iClipStartSize;
438 string m_strFlashShader;
439 string m_strFlashModel;
440 vector m_vecFlashColor;
441 float m_flFlashRadius;
442 string m_strDropItemDef;
443 string m_strSmokeParticle;
444 bool m_bSmokeContinous;
451 string m_primaryFireInfo;
452 string m_secondaryFireInfo;
453 int m_primaryAmmoType;
454 int m_secondaryAmmoType;
455 float m_flPrimedFuse;
456 float m_flTriggerDelay;
459 bool m_bRemoveOnEmpty;
460 string m_strLastFireInfo;
461 float m_jointTrailWorld;
462 float m_jointTrailView;
464 bool m_bAltModeSwitch;
465 bool m_bBuggyIdleAnim;
467 float m_nextWeapon_entnum;
468 float m_prevWeapon_entnum;
473 string m_fiDetonateOnFire;
474 vector m_fiPunchAngle;
475 vector m_fiPunchSpring;
477 string m_fiSndFailed;
478 string m_fiSndFireLast;
479 string m_fiSndRelease;
483 bool m_fiAmmoRequired;
486 string m_fiOnRelease;
487 bool m_fiWillRelease;
489 string m_fiSndFireLoop;
490 float m_flReloadSpeed;
491 float m_fiChargeTime;
493 string m_fiSndFireStart;
494 string m_fiSndFireStop;
495 string m_fiSndFireLoop;
496 bool m_fiDrawAfterRelease;
497 bool m_fireUnderwater;
503 float m_fiBrassDelay;
506 float m_fiOverheatLength;
507 float m_fiOverheatPoints;
509 NETWORKED_INT(m_iClip)
510 NETWORKED_INT(m_iClipSize)
511 NETWORKED_FLOAT(m_iMode)
512 NETWORKED_MODELINDEX(m_viewModel)
513 NETWORKED_MODELINDEX(m_worldModel)
514 NETWORKED_MODELINDEX(m_playerModel)
515 NETWORKED_FLOAT(m_flFireRate)
516 NETWORKED_FLOAT(m_dState)
517 NETWORKED_BOOL(m_bFiring)
518 NETWORKED_BOOL(m_flOverheating)
521.ncWeapon m_nextWeapon;
This entity class represents inventory items, weapons.
Definition: Item.h:138
This entity class represents weapon based items.
Definition: Weapon.h:298
void ncWeapon(void)
Definition: Weapon.qc:18
typedef enumflags
Defines the valid alignment flags for text fields.
Definition: font.h:37