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-rw-r--r--src/weapons/WeaponInfo.h35
1 files changed, 30 insertions, 5 deletions
diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h
index c89dd482..6e09e9f2 100644
--- a/src/weapons/WeaponInfo.h
+++ b/src/weapons/WeaponInfo.h
@@ -1,12 +1,18 @@
#pragma once
+#include "AnimManager.h"
#include "AnimationId.h"
#include "WeaponType.h"
+enum AssocGroupId;
+
class CWeaponInfo {
-// static CWeaponInfo(&ms_apWeaponInfos)[14];
- static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_LAST_WEAPONTYPE];
+ static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
+ static char ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32];
public:
+ static uint16 ms_aReloadSampleTime[WEAPONTYPE_TOTALWEAPONS];
+ static int32 ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS];
+
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
@@ -18,13 +24,16 @@ public:
float m_fLifespan;
float m_fSpread;
CVector m_vecFireOffset;
- AnimationId m_AnimToPlay;
- AnimationId m_Anim2ToPlay;
+ AssocGroupId m_AnimToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
+ float m_fAnim2LoopStart;
+ float m_fAnim2LoopEnd;
float m_fAnim2FrameFire;
+ float m_fAnimBreakout;
int32 m_nModelId;
+ int32 m_nModel2Id;
// flags
uint8 m_bUseGravity : 1;
uint8 m_bSlowsDown : 1;
@@ -34,9 +43,24 @@ public:
uint8 m_bExplodes : 1;
uint8 m_bCanAim : 1;
uint8 m_bCanAimWithArm : 1;
+
uint8 m_b1stPerson : 1;
uint8 m_bHeavy : 1;
uint8 m_bThrow : 1;
+ uint8 m_bReloadLoop2Start : 1;
+ uint8 m_bUse2nd : 1;
+ uint8 m_bGround2nd : 1;
+ uint8 m_bFinish3rd : 1;
+ uint8 m_bReload : 1;
+
+ uint8 m_bFightMode : 1;
+ uint8 m_bCrouchFire : 1;
+ uint8 m_bCop3rd : 1;
+ uint8 m_bGround3rd : 1;
+ uint8 m_bPartialAttack : 1;
+ uint8 m_bAnimDetonate : 1;
+
+ uint32 m_nWeaponSlot;
static void Initialise(void);
static void LoadWeaponData(void);
@@ -44,6 +68,7 @@ public:
static eWeaponFire FindWeaponFireType(char *name);
static eWeaponType FindWeaponType(char *name);
static void Shutdown(void);
+ static bool IsWeaponSlotAmmoMergeable(uint32 slot) { return slot == WEAPONSLOT_SHOTGUN || slot == WEAPONSLOT_SUBMACHINEGUN || slot == WEAPONSLOT_RIFLE; }
};
-VALIDATE_SIZE(CWeaponInfo, 0x54); \ No newline at end of file
+VALIDATE_SIZE(CWeaponInfo, 0x64);