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| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/weapons/WeaponInfo.h | |
| download | re3-miami.tar.gz re3-miami.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/weapons/WeaponInfo.h')
| -rw-r--r-- | src/weapons/WeaponInfo.h | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/src/weapons/WeaponInfo.h b/src/weapons/WeaponInfo.h new file mode 100644 index 0000000..d7f1563 --- /dev/null +++ b/src/weapons/WeaponInfo.h @@ -0,0 +1,74 @@ +#pragma once + +#include "AnimManager.h" +#include "AnimationId.h" +#include "WeaponType.h" + +enum +{ + WEAPONFLAG_USE_GRAVITY = 1, + WEAPONFLAG_SLOWS_DOWN = 1 << 1, + WEAPONFLAG_DISSIPATES = 1 << 2, + WEAPONFLAG_RAND_SPEED = 1 << 3, + WEAPONFLAG_EXPANDS = 1 << 4, + WEAPONFLAG_EXPLODES = 1 << 5, + WEAPONFLAG_CANAIM = 1 << 6, + WEAPONFLAG_CANAIM_WITHARM = 1 << 7, + WEAPONFLAG_1ST_PERSON = 1 << 8, + WEAPONFLAG_HEAVY = 1 << 9, + WEAPONFLAG_THROW = 1 << 10, + WEAPONFLAG_RELOAD_LOOP2START = 1 << 11, + WEAPONFLAG_USE_2ND = 1 << 12, + WEAPONFLAG_GROUND_2ND = 1 << 13, + WEAPONFLAG_FINISH_3RD = 1 << 14, + WEAPONFLAG_RELOAD = 1 << 15, + WEAPONFLAG_FIGHTMODE = 1 << 16, + WEAPONFLAG_CROUCHFIRE = 1 << 17, + WEAPONFLAG_COP3_RD = 1 << 18, + WEAPONFLAG_GROUND_3RD = 1 << 19, + WEAPONFLAG_PARTIALATTACK = 1 << 20, + WEAPONFLAG_ANIMDETONATE = 1 << 21, +}; + +class CWeaponInfo { + 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; + uint32 m_nReload; + int32 m_nAmountofAmmunition; + uint32 m_nDamage; + float m_fSpeed; + float m_fRadius; + float m_fLifespan; + float m_fSpread; + CVector m_vecFireOffset; + 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; + uint32 m_Flags; + + uint32 m_nWeaponSlot; + + static void Initialise(void); + static void LoadWeaponData(void); + static CWeaponInfo *GetWeaponInfo(eWeaponType weaponType); + 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; } + bool IsFlagSet(uint32 flag) const { return (m_Flags & flag) != 0; } +}; + +VALIDATE_SIZE(CWeaponInfo, 0x64); |
