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#pragma once
enum eWeaponType
{
WEAPONTYPE_UNARMED,
WEAPONTYPE_BASEBALLBAT,
WEAPONTYPE_COLT45,
WEAPONTYPE_UZI,
WEAPONTYPE_SHOTGUN,
WEAPONTYPE_AK47,
WEAPONTYPE_M16,
WEAPONTYPE_SNIPERRIFLE,
WEAPONTYPE_ROCKETLAUNCHER,
WEAPONTYPE_FLAMETHROWER,
WEAPONTYPE_MOLOTOV,
WEAPONTYPE_GRENADE,
WEAPONTYPE_DETONATOR,
WEAPONTYPE_HELICANNON,
WEAPONTYPE_LAST_WEAPONTYPE,
WEAPONTYPE_ARMOUR,
WEAPONTYPE_RAMMEDBYCAR,
WEAPONTYPE_RUNOVERBYCAR,
WEAPONTYPE_EXPLOSION,
WEAPONTYPE_UZI_DRIVEBY,
WEAPONTYPE_DROWNING,
WEAPONTYPE_FALL,
WEAPONTYPE_UNIDENTIFIED,
WEAPONTYPE_TOTALWEAPONS = WEAPONTYPE_LAST_WEAPONTYPE,
WEAPONTYPE_TOTAL_INVENTORY_WEAPONS = 13,
};
enum eWeaponFire {
WEAPON_FIRE_MELEE,
WEAPON_FIRE_INSTANT_HIT,
WEAPON_FIRE_PROJECTILE,
WEAPON_FIRE_AREA_EFFECT,
WEAPON_FIRE_USE
};
// Taken from MTA SA, seems it's unchanged
enum eWeaponState
{
WEAPONSTATE_READY,
WEAPONSTATE_FIRING,
WEAPONSTATE_RELOADING,
WEAPONSTATE_OUT_OF_AMMO,
WEAPONSTATE_MELEE_MADECONTACT
};
class CEntity;
class CAutomobile;
class CWeapon
{
public:
eWeaponType m_eWeaponType;
eWeaponState m_eWeaponState;
uint32 m_nAmmoInClip;
uint32 m_nAmmoTotal;
uint32 m_nTimer;
bool m_bAddRotOffset;
CWeapon() {
m_bAddRotOffset = false;
}
static void ShutdownWeapons(void);
void Initialise(eWeaponType type, int ammo);
void Update(int32 audioEntity);
void Reload(void);
bool Fire(CEntity*, CVector*);
void FireFromCar(CAutomobile *car, bool left);
void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
bool IsTypeMelee(void);
bool IsType2Handed(void);
static void DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end);
bool HitsGround(CEntity* holder, CVector* firePos, CEntity* aimingTo);
bool HasWeaponAmmoToBeUsed(void);
static void InitialiseWeapons(void);
static void UpdateWeapons(void);
static void BlowUpExplosiveThings(CEntity*);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);
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