This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "basecombatweapon_shared.h"
#ifndef BASEHLCOMBATWEAPON_SHARED_H
#define BASEHLCOMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#if defined( CLIENT_DLL )
#define CBaseHLCombatWeapon C_BaseHLCombatWeapon
#endif
class CBaseHLCombatWeapon : public CBaseCombatWeapon
{
#if !defined( CLIENT_DLL )
DECLARE_DATADESC();
#endif
DECLARE_CLASS( CBaseHLCombatWeapon, CBaseCombatWeapon );
public:
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual bool WeaponShouldBeLowered( void );
bool CanLower();
virtual bool Ready( void );
virtual bool Lower( void );
virtual bool Deploy( void );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
virtual void WeaponIdle( void );
virtual bool SendWeaponAnim( int iActivity );
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
virtual float CalcViewmodelBob( void );
virtual Vector GetBulletSpread( WeaponProficiency_t proficiency );
virtual float GetSpreadBias( WeaponProficiency_t proficiency );
virtual const WeaponProficiencyInfo_t *GetProficiencyValues();
static const WeaponProficiencyInfo_t *GetDefaultProficiencyValues();
virtual void ItemHolsterFrame( void );
virtual bool IsSpecialSuitAbility( void ); // Weapon can be used as a suit ability
int m_iPrimaryAttacks; // # of primary attacks performed with this weapon
int m_iSecondaryAttacks; // # of secondary attacks performed with this weapon
protected:
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
float m_flHolsterTime; // When the weapon was holstered
};
#endif // BASEHLCOMBATWEAPON_SHARED_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef HL_MOVEDATA_H
#define HL_MOVEDATA_H
#ifdef _WIN32
#pragma once
#endif
#include "igamemovement.h"
// This class contains HL2-specific prediction data.
class CHLMoveData : public CMoveData
{
public:
bool m_bIsSprinting;
};
class CFuncLadder;
class CReservePlayerSpot;
//-----------------------------------------------------------------------------
// Purpose: Data related to automatic mounting/dismounting from ladders
//-----------------------------------------------------------------------------
struct LadderMove_t
{
DECLARE_SIMPLE_DATADESC();
// Are we forcing player movement during mount/dismount
bool m_bForceLadderMove;
// Is the forced move getting on or off the ladder
bool m_bForceMount;
// Simulation info for forcing the player move
float m_flStartTime;
float m_flArrivalTime;
Vector m_vecGoalPosition;
Vector m_vecStartPosition;
// The ladder entity owning the forced move (for marking us "on" the ladder after automounting it)
CHandle< CFuncLadder > m_hForceLadder;
CHandle< CReservePlayerSpot > m_hReservedSpot;
};
#endif // HL_MOVEDATA_H