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re3/src/weapons/Weapon.cpp

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#include "common.h"
#include "patcher.h"
#include "Weapon.h"
#include "Timer.h"
#include "WeaponInfo.h"
WRAPPER bool CWeapon::Fire(CEntity*, CVector*) { EAXJMP(0x55C380); }
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WRAPPER void CWeapon::FireFromCar(CAutomobile *car, bool left) { EAXJMP(0x55C940); }
WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, float) { EAXJMP(0x55F770); }
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WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
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WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
void
CWeapon::Initialise(eWeaponType type, int ammo)
{
m_eWeaponType = type;
m_eWeaponState = WEAPONSTATE_READY;
if (ammo > 99999)
m_nAmmoTotal = 99999;
else
m_nAmmoTotal = ammo;
m_nAmmoInClip = 0;
Reload();
m_nTimer = 0;
}
void
CWeapon::Reload(void)
{
if (m_nAmmoTotal == 0)
return;
CWeaponInfo *info = CWeaponInfo::GetWeaponInfo(m_eWeaponType);
if (m_nAmmoTotal >= info->m_nAmountofAmmunition)
m_nAmmoInClip = info->m_nAmountofAmmunition;
else
m_nAmmoInClip = m_nAmmoTotal;
}
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bool
CWeapon::IsType2Handed(void)
{
return m_eWeaponType >= WEAPONTYPE_SHOTGUN && m_eWeaponType <= WEAPONTYPE_FLAMETHROWER && m_eWeaponType != WEAPONTYPE_ROCKETLAUNCHER;
}
bool
CWeapon::IsTypeMelee(void)
{
return m_eWeaponType == WEAPONTYPE_UNARMED || m_eWeaponType == WEAPONTYPE_BASEBALLBAT;
}
STARTPATCHES
InjectHook(0x55C330, &CWeapon::Initialise, PATCH_JUMP);
InjectHook(0x5639D0, &CWeapon::Reload, PATCH_JUMP);
ENDPATCHES