/* * This file is generated by Entity Class Compiler, (c) CroTeam 1997-98 */ EP_ENUMBEG(WeaponItemType) EP_ENUMVALUE(WIT_COLT, "Colt"), EP_ENUMVALUE(WIT_SINGLESHOTGUN, "Single shotgun"), EP_ENUMVALUE(WIT_DOUBLESHOTGUN, "Double shotgun"), EP_ENUMVALUE(WIT_TOMMYGUN, "Tommygun"), EP_ENUMVALUE(WIT_MINIGUN, "Minigun"), EP_ENUMVALUE(WIT_ROCKETLAUNCHER, "Rocket launcher"), EP_ENUMVALUE(WIT_GRENADELAUNCHER, "Grenade launcher"), EP_ENUMVALUE(WIT_SNIPER, "Sniper"), EP_ENUMVALUE(WIT_FLAMER, "Flamer"), EP_ENUMVALUE(WIT_LASER, "Laser"), EP_ENUMVALUE(WIT_CHAINSAW, "Chainsaw"), EP_ENUMVALUE(WIT_CANNON, "Cannon"), EP_ENUMVALUE(WIT_GHOSTBUSTER, "obsolete"), EP_ENUMEND(WeaponItemType); #define ENTITYCLASS CWeaponItem CEntityProperty CWeaponItem_properties[] = { CEntityProperty(CEntityProperty::EPT_ENUM, &WeaponItemType_enum, (0x00000322<<8)+1, offsetof(CWeaponItem, m_EwitType), "Type", 'Y', 0x7F0000FFUL, 0), }; #define CWeaponItem_propertiesct ARRAYCOUNT(CWeaponItem_properties) CEntityComponent CWeaponItem_components[] = { #define CLASS_BASE ((0x00000322<<8)+0) CEntityComponent(ECT_CLASS, CLASS_BASE, "EFNM" "Classes\\Item.ecl"), #define MODEL_COLT ((0x00000322<<8)+30) CEntityComponent(ECT_MODEL, MODEL_COLT, "EFNM" "Models\\Weapons\\Colt\\ColtItem.mdl"), #define MODEL_COLTCOCK ((0x00000322<<8)+31) CEntityComponent(ECT_MODEL, MODEL_COLTCOCK, "EFNM" "Models\\Weapons\\Colt\\ColtCock.mdl"), #define MODEL_COLTMAIN ((0x00000322<<8)+32) CEntityComponent(ECT_MODEL, MODEL_COLTMAIN, "EFNM" "Models\\Weapons\\Colt\\ColtMain.mdl"), #define MODEL_COLTBULLETS ((0x00000322<<8)+33) CEntityComponent(ECT_MODEL, MODEL_COLTBULLETS, "EFNM" "Models\\Weapons\\Colt\\ColtBullets.mdl"), #define TEXTURE_COLTMAIN ((0x00000322<<8)+34) CEntityComponent(ECT_TEXTURE, TEXTURE_COLTMAIN, "EFNM" "Models\\Weapons\\Colt\\ColtMain.tex"), #define TEXTURE_COLTCOCK ((0x00000322<<8)+35) CEntityComponent(ECT_TEXTURE, TEXTURE_COLTCOCK, "EFNM" "Models\\Weapons\\Colt\\ColtCock.tex"), #define TEXTURE_COLTBULLETS ((0x00000322<<8)+36) CEntityComponent(ECT_TEXTURE, TEXTURE_COLTBULLETS, "EFNM" "Models\\Weapons\\Colt\\ColtBullets.tex"), #define MODEL_SINGLESHOTGUN ((0x00000322<<8)+40) CEntityComponent(ECT_MODEL, MODEL_SINGLESHOTGUN, "EFNM" "Models\\Weapons\\SingleShotgun\\SingleShotgunItem.mdl"), #define MODEL_SS_SLIDER ((0x00000322<<8)+41) CEntityComponent(ECT_MODEL, MODEL_SS_SLIDER, "EFNM" "Models\\Weapons\\SingleShotgun\\Slider.mdl"), #define MODEL_SS_HANDLE ((0x00000322<<8)+42) CEntityComponent(ECT_MODEL, MODEL_SS_HANDLE, "EFNM" "Models\\Weapons\\SingleShotgun\\Handle.mdl"), #define MODEL_SS_BARRELS ((0x00000322<<8)+43) CEntityComponent(ECT_MODEL, MODEL_SS_BARRELS, "EFNM" "Models\\Weapons\\SingleShotgun\\Barrels.mdl"), #define TEXTURE_SS_HANDLE ((0x00000322<<8)+44) CEntityComponent(ECT_TEXTURE, TEXTURE_SS_HANDLE, "EFNM" "Models\\Weapons\\SingleShotgun\\Handle.tex"), #define TEXTURE_SS_BARRELS ((0x00000322<<8)+45) CEntityComponent(ECT_TEXTURE, TEXTURE_SS_BARRELS, "EFNM" "Models\\Weapons\\SingleShotgun\\Barrels.tex"), #define MODEL_DOUBLESHOTGUN ((0x00000322<<8)+50) CEntityComponent(ECT_MODEL, MODEL_DOUBLESHOTGUN, "EFNM" "Models\\Weapons\\DoubleShotgun\\DoubleShotgunItem.mdl"), #define MODEL_DS_HANDLE ((0x00000322<<8)+51) CEntityComponent(ECT_MODEL, MODEL_DS_HANDLE, "EFNM" "Models\\Weapons\\DoubleShotgun\\Dshotgunhandle.mdl"), #define MODEL_DS_BARRELS ((0x00000322<<8)+52) CEntityComponent(ECT_MODEL, MODEL_DS_BARRELS, "EFNM" "Models\\Weapons\\DoubleShotgun\\Dshotgunbarrels.mdl"), #define MODEL_DS_SWITCH ((0x00000322<<8)+54) CEntityComponent(ECT_MODEL, MODEL_DS_SWITCH, "EFNM" "Models\\Weapons\\DoubleShotgun\\Switch.mdl"), #define TEXTURE_DS_HANDLE ((0x00000322<<8)+56) CEntityComponent(ECT_TEXTURE, TEXTURE_DS_HANDLE, "EFNM" "Models\\Weapons\\DoubleShotgun\\Handle.tex"), #define TEXTURE_DS_BARRELS ((0x00000322<<8)+57) CEntityComponent(ECT_TEXTURE, TEXTURE_DS_BARRELS, "EFNM" "Models\\Weapons\\DoubleShotgun\\Barrels.tex"), #define TEXTURE_DS_SWITCH ((0x00000322<<8)+58) CEntityComponent(ECT_TEXTURE, TEXTURE_DS_SWITCH, "EFNM" "Models\\Weapons\\DoubleShotgun\\Switch.tex"), #define MODEL_TOMMYGUN ((0x00000322<<8)+70) CEntityComponent(ECT_MODEL, MODEL_TOMMYGUN, "EFNM" "Models\\Weapons\\TommyGun\\TommyGunItem.mdl"), #define MODEL_TG_BODY ((0x00000322<<8)+71) CEntityComponent(ECT_MODEL, MODEL_TG_BODY, "EFNM" "Models\\Weapons\\TommyGun\\Body.mdl"), #define MODEL_TG_SLIDER ((0x00000322<<8)+72) CEntityComponent(ECT_MODEL, MODEL_TG_SLIDER, "EFNM" "Models\\Weapons\\TommyGun\\Slider.mdl"), #define TEXTURE_TG_BODY ((0x00000322<<8)+73) CEntityComponent(ECT_TEXTURE, TEXTURE_TG_BODY, "EFNM" "Models\\Weapons\\TommyGun\\Body.tex"), #define MODEL_MINIGUN ((0x00000322<<8)+80) CEntityComponent(ECT_MODEL, MODEL_MINIGUN, "EFNM" "Models\\Weapons\\MiniGun\\MiniGunItem.mdl"), #define MODEL_MG_BARRELS ((0x00000322<<8)+81) CEntityComponent(ECT_MODEL, MODEL_MG_BARRELS, "EFNM" "Models\\Weapons\\MiniGun\\Barrels.mdl"), #define MODEL_MG_BODY ((0x00000322<<8)+82) CEntityComponent(ECT_MODEL, MODEL_MG_BODY, "EFNM" "Models\\Weapons\\MiniGun\\Body.mdl"), #define MODEL_MG_ENGINE ((0x00000322<<8)+83) CEntityComponent(ECT_MODEL, MODEL_MG_ENGINE, "EFNM" "Models\\Weapons\\MiniGun\\Engine.mdl"), #define TEXTURE_MG_BODY ((0x00000322<<8)+84) CEntityComponent(ECT_TEXTURE, TEXTURE_MG_BODY, "EFNM" "Models\\Weapons\\MiniGun\\Body.tex"), #define TEXTURE_MG_BARRELS ((0x00000322<<8)+99) CEntityComponent(ECT_TEXTURE, TEXTURE_MG_BARRELS, "EFNM" "Models\\Weapons\\MiniGun\\Barrels.tex"), #define MODEL_ROCKETLAUNCHER ((0x00000322<<8)+90) CEntityComponent(ECT_MODEL, MODEL_ROCKETLAUNCHER, "EFNM" "Models\\Weapons\\RocketLauncher\\RocketLauncherItem.mdl"), #define MODEL_RL_BODY ((0x00000322<<8)+91) CEntityComponent(ECT_MODEL, MODEL_RL_BODY, "EFNM" "Models\\Weapons\\RocketLauncher\\Body.mdl"), #define TEXTURE_RL_BODY ((0x00000322<<8)+92) CEntityComponent(ECT_TEXTURE, TEXTURE_RL_BODY, "EFNM" "Models\\Weapons\\RocketLauncher\\Body.tex"), #define MODEL_RL_ROTATINGPART ((0x00000322<<8)+93) CEntityComponent(ECT_MODEL, MODEL_RL_ROTATINGPART, "EFNM" "Models\\Weapons\\RocketLauncher\\RotatingPart.mdl"), #define TEXTURE_RL_ROTATINGPART ((0x00000322<<8)+94) CEntityComponent(ECT_TEXTURE, TEXTURE_RL_ROTATINGPART, "EFNM" "Models\\Weapons\\RocketLauncher\\RotatingPart.tex"), #define MODEL_RL_ROCKET ((0x00000322<<8)+95) CEntityComponent(ECT_MODEL, MODEL_RL_ROCKET, "EFNM" "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl"), #define TEXTURE_RL_ROCKET ((0x00000322<<8)+96) CEntityComponent(ECT_TEXTURE, TEXTURE_RL_ROCKET, "EFNM" "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex"), #define MODEL_GRENADELAUNCHER ((0x00000322<<8)+100) CEntityComponent(ECT_MODEL, MODEL_GRENADELAUNCHER, "EFNM" "Models\\Weapons\\GrenadeLauncher\\GrenadeLauncherItem.mdl"), #define MODEL_GL_BODY ((0x00000322<<8)+101) CEntityComponent(ECT_MODEL, MODEL_GL_BODY, "EFNM" "Models\\Weapons\\GrenadeLauncher\\Body.mdl"), #define MODEL_GL_MOVINGPART ((0x00000322<<8)+102) CEntityComponent(ECT_MODEL, MODEL_GL_MOVINGPART, "EFNM" "Models\\Weapons\\GrenadeLauncher\\MovingPipe.mdl"), #define MODEL_GL_GRENADE ((0x00000322<<8)+103) CEntityComponent(ECT_MODEL, MODEL_GL_GRENADE, "EFNM" "Models\\Weapons\\GrenadeLauncher\\GrenadeBack.mdl"), #define TEXTURE_GL_BODY ((0x00000322<<8)+104) CEntityComponent(ECT_TEXTURE, TEXTURE_GL_BODY, "EFNM" "Models\\Weapons\\GrenadeLauncher\\Body.tex"), #define TEXTURE_GL_MOVINGPART ((0x00000322<<8)+105) CEntityComponent(ECT_TEXTURE, TEXTURE_GL_MOVINGPART, "EFNM" "Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex"), #define MODEL_SNIPER ((0x00000322<<8)+110) CEntityComponent(ECT_MODEL, MODEL_SNIPER, "EFNM" "ModelsMP\\Weapons\\Sniper\\Sniper.mdl"), #define MODEL_SNIPER_BODY ((0x00000322<<8)+111) CEntityComponent(ECT_MODEL, MODEL_SNIPER_BODY, "EFNM" "ModelsMP\\Weapons\\Sniper\\Body.mdl"), #define TEXTURE_SNIPER_BODY ((0x00000322<<8)+112) CEntityComponent(ECT_TEXTURE, TEXTURE_SNIPER_BODY, "EFNM" "ModelsMP\\Weapons\\Sniper\\Body.tex"), #define MODEL_FLAMER ((0x00000322<<8)+130) CEntityComponent(ECT_MODEL, MODEL_FLAMER, "EFNM" "ModelsMP\\Weapons\\Flamer\\FlamerItem.mdl"), #define MODEL_FL_BODY ((0x00000322<<8)+131) CEntityComponent(ECT_MODEL, MODEL_FL_BODY, "EFNM" "ModelsMP\\Weapons\\Flamer\\Body.mdl"), #define MODEL_FL_RESERVOIR ((0x00000322<<8)+132) CEntityComponent(ECT_MODEL, MODEL_FL_RESERVOIR, "EFNM" "ModelsMP\\Weapons\\Flamer\\FuelReservoir.mdl"), #define MODEL_FL_FLAME ((0x00000322<<8)+133) CEntityComponent(ECT_MODEL, MODEL_FL_FLAME, "EFNM" "ModelsMP\\Weapons\\Flamer\\Flame.mdl"), #define TEXTURE_FL_BODY ((0x00000322<<8)+134) CEntityComponent(ECT_TEXTURE, TEXTURE_FL_BODY, "EFNM" "ModelsMP\\Weapons\\Flamer\\Body.tex"), #define TEXTURE_FL_FLAME ((0x00000322<<8)+135) CEntityComponent(ECT_TEXTURE, TEXTURE_FL_FLAME, "EFNM" "ModelsMP\\Effects\\Flame\\Flame.tex"), #define TEXTURE_FL_FUELRESERVOIR ((0x00000322<<8)+136) CEntityComponent(ECT_TEXTURE, TEXTURE_FL_FUELRESERVOIR, "EFNM" "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex"), #define MODEL_LASER ((0x00000322<<8)+140) CEntityComponent(ECT_MODEL, MODEL_LASER, "EFNM" "Models\\Weapons\\Laser\\LaserItem.mdl"), #define MODEL_LS_BODY ((0x00000322<<8)+141) CEntityComponent(ECT_MODEL, MODEL_LS_BODY, "EFNM" "Models\\Weapons\\Laser\\Body.mdl"), #define MODEL_LS_BARREL ((0x00000322<<8)+142) CEntityComponent(ECT_MODEL, MODEL_LS_BARREL, "EFNM" "Models\\Weapons\\Laser\\Barrel.mdl"), #define TEXTURE_LS_BODY ((0x00000322<<8)+143) CEntityComponent(ECT_TEXTURE, TEXTURE_LS_BODY, "EFNM" "Models\\Weapons\\Laser\\Body.tex"), #define TEXTURE_LS_BARREL ((0x00000322<<8)+144) CEntityComponent(ECT_TEXTURE, TEXTURE_LS_BARREL, "EFNM" "Models\\Weapons\\Laser\\Barrel.tex"), #define MODEL_CHAINSAW ((0x00000322<<8)+150) CEntityComponent(ECT_MODEL, MODEL_CHAINSAW, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\ChainsawItem.mdl"), #define MODEL_CS_BODY ((0x00000322<<8)+151) CEntityComponent(ECT_MODEL, MODEL_CS_BODY, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\Body.mdl"), #define MODEL_CS_BLADE ((0x00000322<<8)+152) CEntityComponent(ECT_MODEL, MODEL_CS_BLADE, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\Blade.mdl"), #define MODEL_CS_TEETH ((0x00000322<<8)+153) CEntityComponent(ECT_MODEL, MODEL_CS_TEETH, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\Teeth.mdl"), #define TEXTURE_CS_BODY ((0x00000322<<8)+154) CEntityComponent(ECT_TEXTURE, TEXTURE_CS_BODY, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\Body.tex"), #define TEXTURE_CS_BLADE ((0x00000322<<8)+155) CEntityComponent(ECT_TEXTURE, TEXTURE_CS_BLADE, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\Blade.tex"), #define TEXTURE_CS_TEETH ((0x00000322<<8)+156) CEntityComponent(ECT_TEXTURE, TEXTURE_CS_TEETH, "EFNM" "ModelsMP\\Weapons\\Chainsaw\\Teeth.tex"), #define MODEL_CANNON ((0x00000322<<8)+170) CEntityComponent(ECT_MODEL, MODEL_CANNON, "EFNM" "Models\\Weapons\\Cannon\\Cannon.mdl"), #define MODEL_CN_BODY ((0x00000322<<8)+171) CEntityComponent(ECT_MODEL, MODEL_CN_BODY, "EFNM" "Models\\Weapons\\Cannon\\Body.mdl"), #define TEXTURE_CANNON ((0x00000322<<8)+173) CEntityComponent(ECT_TEXTURE, TEXTURE_CANNON, "EFNM" "Models\\Weapons\\Cannon\\Body.tex"), #define TEXTURE_FLARE ((0x00000322<<8)+190) CEntityComponent(ECT_TEXTURE, TEXTURE_FLARE, "EFNM" "Models\\Items\\Flares\\Flare.tex"), #define MODEL_FLARE ((0x00000322<<8)+191) CEntityComponent(ECT_MODEL, MODEL_FLARE, "EFNM" "Models\\Items\\Flares\\Flare.mdl"), #define TEX_REFL_BWRIPLES01 ((0x00000322<<8)+200) CEntityComponent(ECT_TEXTURE, TEX_REFL_BWRIPLES01, "EFNM" "Models\\ReflectionTextures\\BWRiples01.tex"), #define TEX_REFL_BWRIPLES02 ((0x00000322<<8)+201) CEntityComponent(ECT_TEXTURE, TEX_REFL_BWRIPLES02, "EFNM" "Models\\ReflectionTextures\\BWRiples02.tex"), #define TEX_REFL_LIGHTMETAL01 ((0x00000322<<8)+202) CEntityComponent(ECT_TEXTURE, TEX_REFL_LIGHTMETAL01, "EFNM" "Models\\ReflectionTextures\\LightMetal01.tex"), #define TEX_REFL_LIGHTBLUEMETAL01 ((0x00000322<<8)+203) CEntityComponent(ECT_TEXTURE, TEX_REFL_LIGHTBLUEMETAL01, "EFNM" "Models\\ReflectionTextures\\LightBlueMetal01.tex"), #define TEX_REFL_DARKMETAL ((0x00000322<<8)+204) CEntityComponent(ECT_TEXTURE, TEX_REFL_DARKMETAL, "EFNM" "Models\\ReflectionTextures\\DarkMetal.tex"), #define TEX_REFL_PURPLE01 ((0x00000322<<8)+205) CEntityComponent(ECT_TEXTURE, TEX_REFL_PURPLE01, "EFNM" "Models\\ReflectionTextures\\Purple01.tex"), #define TEX_SPEC_WEAK ((0x00000322<<8)+210) CEntityComponent(ECT_TEXTURE, TEX_SPEC_WEAK, "EFNM" "Models\\SpecularTextures\\Weak.tex"), #define TEX_SPEC_MEDIUM ((0x00000322<<8)+211) CEntityComponent(ECT_TEXTURE, TEX_SPEC_MEDIUM, "EFNM" "Models\\SpecularTextures\\Medium.tex"), #define TEX_SPEC_STRONG ((0x00000322<<8)+212) CEntityComponent(ECT_TEXTURE, TEX_SPEC_STRONG, "EFNM" "Models\\SpecularTextures\\Strong.tex"), #define SOUND_PICK ((0x00000322<<8)+213) CEntityComponent(ECT_SOUND, SOUND_PICK, "EFNM" "Sounds\\Items\\Weapon.wav"), }; #define CWeaponItem_componentsct ARRAYCOUNT(CWeaponItem_components) CEventHandlerEntry CWeaponItem_handlers[] = { {0x03220001, STATE_CItem_ItemCollected, CEntity::pEventHandler(&CWeaponItem:: #line 389 "D:/SE1_GPL/Sources/EntitiesMP/WeaponItem.es" ItemCollected),DEBUGSTRING("CWeaponItem::ItemCollected")}, {1, -1, CEntity::pEventHandler(&CWeaponItem:: #line 421 "D:/SE1_GPL/Sources/EntitiesMP/WeaponItem.es" Main),DEBUGSTRING("CWeaponItem::Main")}, {0x03220002, -1, CEntity::pEventHandler(&CWeaponItem::H0x03220002_Main_01), DEBUGSTRING("CWeaponItem::H0x03220002_Main_01")}, {0x03220003, -1, CEntity::pEventHandler(&CWeaponItem::H0x03220003_Main_02), DEBUGSTRING("CWeaponItem::H0x03220003_Main_02")}, {0x03220004, -1, CEntity::pEventHandler(&CWeaponItem::H0x03220004_Main_03), DEBUGSTRING("CWeaponItem::H0x03220004_Main_03")}, {0x03220005, -1, CEntity::pEventHandler(&CWeaponItem::H0x03220005_Main_04), DEBUGSTRING("CWeaponItem::H0x03220005_Main_04")}, {0x03220006, -1, CEntity::pEventHandler(&CWeaponItem::H0x03220006_Main_05), DEBUGSTRING("CWeaponItem::H0x03220006_Main_05")}, }; #define CWeaponItem_handlersct ARRAYCOUNT(CWeaponItem_handlers) CEntity *CWeaponItem_New(void) { return new CWeaponItem; }; void CWeaponItem_OnInitClass(void) {}; void CWeaponItem_OnEndClass(void) {}; void CWeaponItem_OnPrecache(CDLLEntityClass *pdec, INDEX iUser) {}; void CWeaponItem_OnWorldEnd(CWorld *pwo) {}; void CWeaponItem_OnWorldInit(CWorld *pwo) {}; void CWeaponItem_OnWorldTick(CWorld *pwo) {}; void CWeaponItem_OnWorldRender(CWorld *pwo) {}; ENTITY_CLASSDEFINITION(CWeaponItem, CItem, "Weapon Item", "Thumbnails\\WeaponItem.tbn", 0x00000322); DECLARE_CTFILENAME(_fnmCWeaponItem_tbn, "Thumbnails\\WeaponItem.tbn");