fireDef_s Struct Reference

this is a fire definition for our weapons/ammo More...

#include <inv_shared.h>

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Data Fields

char name [MAX_VAR]
char projectile [MAX_VAR]
char impact [MAX_VAR]
char hitBody [MAX_VAR]
char fireSound [MAX_VAR]
char impactSound [MAX_VAR]
char hitBodySound [MAX_VAR]
float fireAttenuation
float impactAttenuation
char bounceSound [MAX_VAR]
struct objDef_sobj
weaponFireDefIndex_t weapFdsIdx
fireDefIndex_t fdIdx
qboolean soundOnce
qboolean gravity
qboolean launched
qboolean rolled
qboolean reaction
int throughWall
byte dmgweight
float speed
vec2_t shotOrg
vec2_t spread
int delay
int bounce
float bounceFac
float crouch
float range
int shots
int ammo
float delayBetweenShots
int time
vec2_t damage
vec2_t spldmg
float splrad
int weaponSkill
int irgoggles

Detailed Description

this is a fire definition for our weapons/ammo

Definition at line 76 of file inv_shared.h.


Field Documentation

how many ammo this firemode will use

Definition at line 115 of file inv_shared.h.

Referenced by G_ClientShoot(), G_ShootGrenade(), G_ShootSingle(), HUD_DisplayFiremodeEntry(), and HUD_UpdateActorFireMode().

amount of max possible bounces, for example grenades

Definition at line 110 of file inv_shared.h.

Referenced by G_ShootGrenade(), G_ShootSingle(), LE_AddGrenade(), and LE_AddProjectile().

used in G_ShootGrenade() to apply VectorScale() effect

Definition at line 111 of file inv_shared.h.

Referenced by G_ShootGrenade().

char fireDef_s::bounceSound[MAX_VAR]

bouncing sound

Definition at line 86 of file inv_shared.h.

Referenced by LE_AddGrenade(), LE_AddProjectile(), and S_LoadSamples().

used for accuracy calculations (G_ShootGrenade(), G_ShootSingle())

Definition at line 112 of file inv_shared.h.

Referenced by CL_GetHitProbability(), and G_ShootSingle().

G_Damage(), damage[0] is min value of damage, damage[1] is used for randomized calculations of additional damage; damage[0] < 0 means healing, not applying damage

Definition at line 119 of file inv_shared.h.

Referenced by AI_HideNeeded(), AI_SearchBestTarget(), G_ShootSingle(), and INV_ItemDescription().

applied on grenades and grenade launcher. If no delay is set, a touch with an actor will lead to an explosion or a hit of the projectile. If a delay is set, the (e.g. grenade) may bounce away again.

Definition at line 108 of file inv_shared.h.

Referenced by G_ShootGrenade(), and G_ShootSingle().

delay between shots (sounds and particles) for this firemode; the higher the value, the less the delay (1000/delay)

Definition at line 116 of file inv_shared.h.

Referenced by CL_ActorDoShootTime(), CL_ActorShootHiddenTime(), and CL_GetEventTime().

used in G_Damage() to apply damagetype effects - redundant with obj->dmgtype

Definition at line 103 of file inv_shared.h.

Referenced by G_Damage().

Self link of the fd in the objDef_t->fd[][fdIdx] array.

Definition at line 95 of file inv_shared.h.

Referenced by AI_ActorThink(), Com_ParseItem(), G_EventShoot(), G_EventShootHidden(), G_EventThrow(), and HUD_DisplayFiremodeEntry().

attenuation of firing (less louder over distance), see S_PlaySample()

Definition at line 84 of file inv_shared.h.

Referenced by CL_ActorDoShoot(), Com_ParseFire(), and Com_ParseItem().

char fireDef_s::fireSound[MAX_VAR]

the sound when a recruits fires

Definition at line 81 of file inv_shared.h.

Referenced by CL_ActorDoShoot(), CL_ActorDoThrow(), CL_ActorShootHidden(), and S_LoadSamples().

Does gravity has any influence on this item?

Definition at line 98 of file inv_shared.h.

Referenced by CL_ActorTargetAlign_f(), CL_AddTargeting(), and G_ClientShoot().

char fireDef_s::hitBody[MAX_VAR]

hit the body particles

Definition at line 80 of file inv_shared.h.

Referenced by LE_AddGrenade(), and LE_AddProjectile().

char fireDef_s::hitBodySound[MAX_VAR]

the sound that is played on hitting a body

Definition at line 83 of file inv_shared.h.

Referenced by LE_AddGrenade(), LE_AddProjectile(), and S_LoadSamples().

char fireDef_s::impact[MAX_VAR]

impact particle

Definition at line 79 of file inv_shared.h.

Referenced by LE_AddGrenade(), and LE_AddProjectile().

attenuation of impact (less louder over distance), see S_PlaySample()

Definition at line 85 of file inv_shared.h.

Referenced by Com_ParseFire(), Com_ParseItem(), LE_AddProjectile(), and LET_Projectile().

char fireDef_s::impactSound[MAX_VAR]

the sound that is played on impact

Definition at line 82 of file inv_shared.h.

Referenced by LE_AddGrenade(), LE_AddProjectile(), and S_LoadSamples().

Is this an irgoogle?

Definition at line 124 of file inv_shared.h.

Referenced by CL_ActorDoShoot(), G_ClientShoot(), and G_SplashDamage().

used for calculating parabolas in Com_GrenadeTarget()

Definition at line 99 of file inv_shared.h.

Referenced by CL_TargetingGrenade(), and G_ShootGrenade().

char fireDef_s::name[MAX_VAR]

fire defintion name (translatable)

Definition at line 77 of file inv_shared.h.

Referenced by G_PrintActorStats(), HUD_DisplayFiremodeEntry(), HUD_PopupFiremodeReservation(), HUD_UpdateActorFireMode(), and INV_ItemDescription().

char fireDef_s::projectile[MAX_VAR]

projectile particle

Definition at line 78 of file inv_shared.h.

Referenced by LE_AddGrenade(), and LE_AddProjectile().

range of the weapon ammunition, defined per firemode

Definition at line 113 of file inv_shared.h.

Referenced by AI_FighterCheckShoot(), AI_HideNeeded(), CL_TargetingGrenade(), CL_TargetingStraight(), Com_ParseFire(), G_ClientShoot(), G_ShootGrenade(), G_ShootSingle(), and INV_ItemDescription().

This firemode can be used/selected for reaction fire.

Definition at line 101 of file inv_shared.h.

Referenced by HUD_DisplayFiremodeEntry(), and INVSH_HasReactionFireEnabledWeapon().

Can it be rolled - e.g. grenades - used in "Roll" firemodes, see Com_GrenadeTarget()

Definition at line 100 of file inv_shared.h.

Referenced by CL_TargetingGrenade(), and G_ShootGrenade().

This can shift a muzzle vertically (first value) and horizontally (second value) for the trace that is done on the server side.

Definition at line 106 of file inv_shared.h.

Referenced by CL_TargetingGrenade(), and G_GetShotOrigin().

how many shots this firemode will produce

Definition at line 114 of file inv_shared.h.

Referenced by AI_SearchBestTarget(), G_ClientShoot(), and INV_ItemDescription().

when set, firing sound is played only once, see CL_ActorDoThrow() and CL_ActorShootHidden()

Definition at line 97 of file inv_shared.h.

Referenced by CL_ActorDoShoot(), and CL_ActorShootHidden().

projectile-related; zero value means unlimited speed (most of the cases). for that unlimited speed we use special particle (which cannot work with speed non-zero valued.

Definition at line 104 of file inv_shared.h.

Referenced by CL_ActorDoShootTime(), CL_GetEventTime(), and LE_AddProjectile().

G_SplashDamage(), currently we use only first value (spldmg[0]) for apply splashdamage effect

Definition at line 121 of file inv_shared.h.

Referenced by AI_SearchBestTarget(), G_SplashDamage(), and INV_ItemDescription().

allow the shooting through a wall

Definition at line 102 of file inv_shared.h.

Referenced by G_ShootSingle().

The index of the "weapon_mod" entry (objDef_t->fd[weapFdsIdx]) this fd is located in. Depending on this value you can find out via objDef_t->weapIdx[weapFdsIdx] what weapon this firemode is used for. This does _NOT_ equal the index of the weapon object in ods.

Definition at line 91 of file inv_shared.h.

Referenced by AI_SearchBestTarget(), CL_SwapSkills(), Com_ParseItem(), G_ActorHasWorkingFireModeSet(), G_EventShoot(), G_EventShootHidden(), G_EventThrow(), HUD_CheckFiremodeReservation(), HUD_DisplayFiremodes(), HUD_FireWeapon_f(), HUD_PopupFiremodeReservation(), HUD_UpdateActorFireMode(), and HUD_UpdateReactionFiremodes().


The documentation for this struct was generated from the following file:

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