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re3/src/weapons/Weapon.h

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#pragma once
#include "Entity.h"
enum eWeaponType
{
WEAPONTYPE_UNARMED = 0,
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
};
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 CWeapon
{
public:
eWeaponType m_eWeaponType;
eWeaponState m_eWeaponState;
int32 m_nAmmoInClip;
int32 m_nAmmoTotal;
int32 m_nTimer;
bool m_bAddRotOffset;
bool Fire(CEntity*, CVector*);
static void AddGunshell(CEntity*, CVector const&, CVector2D const&, float);
};
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");