diff options
Diffstat (limited to 'src/weapons/Weapon.h')
-rw-r--r-- | src/weapons/Weapon.h | 14 |
1 files changed, 10 insertions, 4 deletions
diff --git a/src/weapons/Weapon.h b/src/weapons/Weapon.h index c7685e0d..cb1d9835 100644 --- a/src/weapons/Weapon.h +++ b/src/weapons/Weapon.h @@ -7,7 +7,8 @@ class CEntity; class CPhysical; -class CAutomobile; +class CVehicle; +class CPed; struct CColPoint; class CWeaponInfo; @@ -24,6 +25,7 @@ public: CWeapon() { m_bAddRotOffset = false; } + CWeapon(eWeaponType type, int32 ammo); CWeaponInfo *GetInfo(); @@ -32,9 +34,10 @@ public: static void UpdateWeapons (void); void Initialise(eWeaponType type, int32 ammo); + void Shutdown(); bool Fire (CEntity *shooter, CVector *fireSource); - bool FireFromCar (CAutomobile *shooter, bool left); + bool FireFromCar (CVehicle *shooter, bool left, bool right); bool FireMelee (CEntity *shooter, CVector &fireSource); bool FireInstantHit(CEntity *shooter, CVector *fireSource); @@ -49,14 +52,14 @@ public: bool FireAreaEffect (CEntity *shooter, CVector *fireSource); bool FireSniper (CEntity *shooter); bool FireM16_1stPerson (CEntity *shooter); - bool FireInstantHitFromCar(CAutomobile *shooter, bool left); + 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 *shooter, CVector *source, CVector *target); void Reload(void); - void Update(int32 audioEntity); + void Update(int32 audioEntity, CPed *pedToAdjustSound); bool IsTypeMelee (void); bool IsType2Handed(void); @@ -65,7 +68,10 @@ public: bool HitsGround(CEntity *holder, CVector *fireSource, CEntity *aimingTo); static void BlowUpExplosiveThings(CEntity *thing); bool HasWeaponAmmoToBeUsed(void); + static void AddGunFlashBigGuns(CVector, CVector); + 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); #ifdef COMPATIBLE_SAVES |