2019-05-29 16:06:33 +00:00
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#pragma once
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2019-06-20 11:22:44 +00:00
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#include "Entity.h"
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2019-05-29 16:06:33 +00:00
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2019-07-04 20:31:21 +00:00
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enum eWeaponType
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2019-05-29 16:06:33 +00:00
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{
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2019-07-04 20:31:21 +00:00
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WEAPONTYPE_UNARMED,
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2019-05-29 16:06:33 +00:00
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WEAPONTYPE_BASEBALLBAT,
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WEAPONTYPE_COLT45,
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WEAPONTYPE_UZI,
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WEAPONTYPE_SHOTGUN,
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WEAPONTYPE_AK47,
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WEAPONTYPE_M16,
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WEAPONTYPE_SNIPERRIFLE,
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WEAPONTYPE_ROCKETLAUNCHER,
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WEAPONTYPE_FLAMETHROWER,
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WEAPONTYPE_MOLOTOV,
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WEAPONTYPE_GRENADE,
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WEAPONTYPE_DETONATOR,
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2019-07-04 20:31:21 +00:00
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WEAPONTYPE_TOTAL_INVENTORY_WEAPONS,
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WEAPONTYPE_TOTALWEAPONS,
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WEAPONTYPE_ARMOUR,
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WEAPONTYPE_RAMMEDBYCAR,
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WEAPONTYPE_RUNOVERBYCAR,
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WEAPONTYPE_EXPLOSION,
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WEAPONTYPE_UZI_DRIVEBY,
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WEAPONTYPE_WATER,
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WEAPONTYPE_FALL_DAMAGE,
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WEAPONTYPE_UNIDENTIFIED,
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2019-05-29 16:06:33 +00:00
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};
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2019-06-20 11:22:44 +00:00
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enum eWeaponFire {
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WEAPON_FIRE_MELEE,
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WEAPON_FIRE_INSTANT_HIT,
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WEAPON_FIRE_PROJECTILE,
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WEAPON_FIRE_AREA_EFFECT,
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WEAPON_FIRE_USE
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};
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// Taken from MTA SA, seems it's unchanged
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enum eWeaponState
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{
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WEAPONSTATE_READY,
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WEAPONSTATE_FIRING,
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WEAPONSTATE_RELOADING,
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WEAPONSTATE_OUT_OF_AMMO,
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WEAPONSTATE_MELEE_MADECONTACT
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};
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2019-05-29 16:06:33 +00:00
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class CWeapon
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{
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public:
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eWeaponType m_eWeaponType;
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2019-06-20 11:22:44 +00:00
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eWeaponState m_eWeaponState;
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2019-06-30 21:50:40 +00:00
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uint32 m_nAmmoInClip;
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uint32 m_nAmmoTotal;
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2019-07-01 19:46:44 +00:00
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uint32 m_nTimer;
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2019-05-29 16:06:33 +00:00
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bool m_bAddRotOffset;
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2019-06-20 11:22:44 +00:00
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2019-06-30 21:50:40 +00:00
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CWeapon() {
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m_bAddRotOffset = false;
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}
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void Initialise(eWeaponType type, int ammo);
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void Reload(void);
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2019-06-20 11:22:44 +00:00
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bool Fire(CEntity*, CVector*);
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2019-06-21 18:16:51 +00:00
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void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
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2019-07-05 22:44:49 +00:00
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bool IsTypeMelee(void);
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2019-07-15 12:11:40 +00:00
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bool IsType2Handed(void);
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2019-05-29 16:06:33 +00:00
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};
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static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
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