#pragma once #include "WeaponType.h" #define CAR_DRIVEBYAUTOAIMING_MAXDIST (2.5f) #define DOOMAUTOAIMING_MAXDIST (9000.0f) class CEntity; class CPhysical; class CVehicle; class CPed; struct CColPoint; class CWeaponInfo; class CWeapon { public: eWeaponType m_eWeaponType; eWeaponState m_eWeaponState; int32 m_nAmmoInClip; int32 m_nAmmoTotal; uint32 m_nTimer; bool m_bAddRotOffset; static bool bPhotographHasBeenTaken; CWeapon() { m_bAddRotOffset = false; } CWeapon(eWeaponType type, int32 ammo); CWeaponInfo *GetInfo(); static void InitialiseWeapons(void); static void ShutdownWeapons (void); static void UpdateWeapons (void); void Initialise(eWeaponType type, int32 ammo); void Shutdown(); bool Fire (CEntity *shooter, CVector *fireSource); bool FireFromCar (CVehicle *shooter, bool left, bool right); bool FireMelee (CEntity *shooter, CVector &fireSource); bool FireInstantHit(CEntity *shooter, CVector *fireSource); static void AddGunFlashBigGuns(CVector start, CVector end); void AddGunshell (CEntity *shooter, CVector const &source, CVector2D const &direction, float size); void DoBulletImpact(CEntity *shooter, CEntity *victim, CVector *source, CVector *target, CColPoint *point, CVector2D ahead); bool FireShotgun (CEntity *shooter, CVector *fireSource); bool FireProjectile(CEntity *shooter, CVector *fireSource, float power); static void GenerateFlameThrowerParticles(CVector pos, CVector dir); bool FireAreaEffect (CEntity *shooter, CVector *fireSource); bool LaserScopeDot (CVector *pOutPos, float *pOutSize); bool FireSniper (CEntity *shooter); bool TakePhotograph (CEntity *shooter); bool FireM16_1stPerson (CEntity *shooter); bool FireInstantHitFromCar(CVehicle *shooter, bool left, bool right); static void DoDoomAiming (CEntity *shooter, CVector *source, CVector *target); static void DoTankDoomAiming (CEntity *shooter, CEntity *driver, CVector *source, CVector *target); static void DoDriveByAutoAiming(CEntity *driver, CVehicle *vehicle, CVector *source, CVector *target); void Reload(void); void Update(int32 audioEntity, CPed *pedToAdjustSound); bool IsTypeMelee (void); bool IsType2Handed(void); static void MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target); bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo); static void BlowUpExplosiveThings(CEntity *thing); bool HasWeaponAmmoToBeUsed(void); static bool IsShotgun(int weapon) { return weapon == WEAPONTYPE_SHOTGUN || weapon == WEAPONTYPE_SPAS12_SHOTGUN || weapon == WEAPONTYPE_STUBBY_SHOTGUN; } static bool ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects); static void CheckForShootingVehicleOccupant(CEntity **victim, CColPoint *point, eWeaponType weapon, CVector const& source, CVector const& target); #ifdef COMPATIBLE_SAVES void Save(uint8*& buf); void Load(uint8*& buf); #endif }; VALIDATE_SIZE(CWeapon, 0x18); void FireOneInstantHitRound(CVector *source, CVector *target, int32 damage);