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mirror of https://github.com/alliedmodders/hl2sdk.git synced 2025-09-19 20:16:10 +08:00

Updated FileWeaponInfo_t struct and fixed compile errors in shareddefs.h (bug 4744, r=ds).

This commit is contained in:
ProdigySim
2010-12-19 21:49:36 -08:00
parent cabe543f67
commit b91e37dddb
2 changed files with 11 additions and 1 deletions

View File

@ -10,6 +10,8 @@
#ifdef _WIN32 #ifdef _WIN32
#pragma once #pragma once
#endif #endif
#include "mathlib/vector.h"
#include "utlvector.h"
#define TICK_INTERVAL (gpGlobals->interval_per_tick) #define TICK_INTERVAL (gpGlobals->interval_per_tick)

View File

@ -38,6 +38,11 @@ typedef enum {
SPECIAL2, SPECIAL2,
SPECIAL3, SPECIAL3,
TAUNT, TAUNT,
UNKNOWNSOUND1,
UNKNOWNSOUND2,
UNKNOWNSOUND3,
UNKNOWNSOUND4,
UNKNOWNSOUND5,
// Add new shoot sound types here // Add new shoot sound types here
@ -46,7 +51,7 @@ typedef enum {
int GetWeaponSoundFromString( const char *pszString ); int GetWeaponSoundFromString( const char *pszString );
#define MAX_SHOOT_SOUNDS 16 // Maximum number of shoot sounds per shoot type #define MAX_SHOOT_SOUNDS 20 // Maximum number of shoot sounds per shoot type
#define MAX_WEAPON_STRING 80 #define MAX_WEAPON_STRING 80
#define MAX_WEAPON_PREFIX 16 #define MAX_WEAPON_PREFIX 16
@ -97,6 +102,7 @@ public:
int iFlags; // miscellaneous weapon flags int iFlags; // miscellaneous weapon flags
char szAmmo1[MAX_WEAPON_AMMO_NAME]; // "primary" ammo type char szAmmo1[MAX_WEAPON_AMMO_NAME]; // "primary" ammo type
char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type
char szAIAddOn[MAX_WEAPON_STRING]; // addon that this weapon can become
// Sound blocks // Sound blocks
char aShootSounds[NUM_SHOOT_SOUND_TYPES][MAX_WEAPON_STRING]; char aShootSounds[NUM_SHOOT_SOUND_TYPES][MAX_WEAPON_STRING];
@ -123,6 +129,8 @@ public:
CHudTexture *iconZoomedCrosshair; CHudTexture *iconZoomedCrosshair;
CHudTexture *iconZoomedAutoaim; CHudTexture *iconZoomedAutoaim;
CHudTexture *iconSmall; CHudTexture *iconSmall;
CHudTexture *iconDual;
CHudTexture *iconDualSmall;
// TF2 specific // TF2 specific
bool bShowUsageHint; // if true, then when you receive the weapon, show a hint about it bool bShowUsageHint; // if true, then when you receive the weapon, show a hint about it