58 lines
1.7 KiB
C
58 lines
1.7 KiB
C
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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typedef struct
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{
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string name;
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int id; /* bitflag id */
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int slot;
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int slot_pos;
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int allow_drop;
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void(void) draw;
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void(void) holster;
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void(void) primary;
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void(void) secondary;
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void(void) reload;
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void(void) release;
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void(void) crosshair;
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void(void) precache;
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int(int, int) pickup;
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void(player) updateammo;
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string() wmodel;
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string() pmodel;
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string() deathmsg;
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float() aimanim;
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void(int, vector, float) hudpic;
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} weapon_t;
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void Weapons_DrawCrosshair(void);
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void Weapons_MakeVectors(void);
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vector Weapons_GetCameraPos(void);
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void Weapons_ViewAnimation(int);
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void Weapons_ViewPunchAngle(vector);
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void Weapons_PlaySound(entity, float, string, float, float);
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int Weapons_IsPresent(player, int);
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void Weapons_SetModel(string);
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void Weapons_SetGeomset(string);
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#ifdef CLIENT
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string Weapons_GetPlayermodel(int);
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int Weapons_GetAnimation(void);
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void Weapons_HUDPic(int, int, vector, float);
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#endif
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