re3/src/weapons/WeaponInfo.h

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C
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#pragma once
2020-03-28 14:47:52 +00:00
2020-04-19 16:34:08 +00:00
#include "AnimationId.h"
#include "WeaponType.h"
class CWeaponInfo {
// static CWeaponInfo(&ms_apWeaponInfos)[14];
static CWeaponInfo ms_apWeaponInfos[14];
public:
eWeaponFire m_eWeaponFire;
float m_fRange;
uint32 m_nFiringRate;
uint32 m_nReload;
uint32 m_nAmountofAmmunition;
uint32 m_nDamage;
float m_fSpeed;
float m_fRadius;
float m_fLifespan;
float m_fSpread;
CVector m_vecFireOffset;
AnimationId m_AnimToPlay;
AnimationId m_Anim2ToPlay;
float m_fAnimLoopStart;
float m_fAnimLoopEnd;
float m_fAnimFrameFire;
float m_fAnim2FrameFire;
int32 m_nModelId;
// flags
uint8 m_bUseGravity : 1;
uint8 m_bSlowsDown : 1;
uint8 m_bDissipates : 1;
uint8 m_bRandSpeed : 1;
uint8 m_bExpands : 1;
uint8 m_bExplodes : 1;
uint8 m_bCanAim : 1;
uint8 m_bCanAimWithArm : 1;
uint8 m_b1stPerson : 1;
uint8 m_bHeavy : 1;
uint8 m_bThrow : 1;
static void Initialise(void);
static void LoadWeaponData(void);
static CWeaponInfo *GetWeaponInfo(eWeaponType weaponType);
static eWeaponFire FindWeaponFireType(char *name);
static eWeaponType FindWeaponType(char *name);
static void Shutdown(void);
};
VALIDATE_SIZE(CWeaponInfo, 0x54);