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Copy pathweapons_entity_wrap.cpp
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152 lines (130 loc) · 4.81 KB
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/**
* =============================================================================
* Source Python
* Copyright (C) 2012-2015 Source Python Development Team. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, the Source Python Team gives you permission
* to link the code of this program (as well as its derivative works) to
* "Half-Life 2," the "Source Engine," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, the Source.Python
* Development Team grants this exception to all derivative works.
*/
//-----------------------------------------------------------------------------
// Includes.
//-----------------------------------------------------------------------------
#include "export_main.h"
#include "utilities/wrap_macros.h"
#include "modules/memory/memory_tools.h"
#include "weapons_entity.h"
//-----------------------------------------------------------------------------
// Forward declarations.
//-----------------------------------------------------------------------------
void export_weapon_entity(scope);
//-----------------------------------------------------------------------------
// Declare the _weapons._scripts module.
//-----------------------------------------------------------------------------
DECLARE_SP_SUBMODULE(_weapons, _entity)
{
export_weapon_entity(_entity);
}
//-----------------------------------------------------------------------------
// Exports WeaponDataBase_t.
//-----------------------------------------------------------------------------
void export_weapon_entity(scope _entity)
{
class_<WeaponMixin, bases<CBaseEntityWrapper>, boost::noncopyable> _WeaponMixin("WeaponMixin", no_init);
_WeaponMixin.def("__init__",
make_constructor(
&WeaponMixin::__init__,
default_call_policies(),
args("entity_index")
)
);
_WeaponMixin.add_property(
"next_attack",
&WeaponMixin::GetNextAttack,
&WeaponMixin::SetNextAttack,
"Get/set the weapons's next primary fire attack time.\n\n"
":rtype: float");
_WeaponMixin.add_property(
"next_secondary_fire_attack",
&WeaponMixin::GetNextSecondaryFireAttack,
&WeaponMixin::SetNextSecondaryFireAttack,
"Get/set the weapons's next secondary fire attack time.\n\n"
":rtype: float");
_WeaponMixin.add_property(
"ammoprop",
&WeaponMixin::GetAmmoProp,
&WeaponMixin::SetAmmoProp,
"Get/set the weapons's primary fire ammo prop type.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"secondary_fire_ammoprop",
&WeaponMixin::GetSecondaryFireAmmoProp,
&WeaponMixin::SetSecondaryFireAmmoProp,
"Get/set the weapons's secondary fire ammo prop type.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"owner_handle",
&WeaponMixin::GetOwnerHandle,
&WeaponMixin::SetOwnerHandle,
"Get/set the weapons's owner handle.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"_clip",
&WeaponMixin::GetClip,
&WeaponMixin::SetClip,
"Get/set the weapons's primary fire clip.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"_secondary_fire_clip",
&WeaponMixin::GetSecondaryFireClip,
&WeaponMixin::SetSecondaryFireClip,
"Get/set the weapons's secondary fire clip.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"flip_view_model",
&WeaponMixin::GetFlipViewModel,
&WeaponMixin::SetFlipViewModel,
"Get/set the weapons's flip view model.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"world_model_index",
&WeaponMixin::GetWorldModelIndex,
&WeaponMixin::SetWorldModelIndex,
"Get/set the weapons's world model index.\n\n"
":rtype: int");
// CS:GO
_WeaponMixin.add_property(
"primary_ammo_count",
&WeaponMixin::GetPrimaryAmmoCount,
&WeaponMixin::SetPrimaryAmmoCount,
"Get/set the weapons's primary ammo count.\n\n"
".. note:: Only available in CS:GO.\n\n"
":rtype: int");
_WeaponMixin.add_property(
"secondary_ammo_count",
&WeaponMixin::GetSecondaryAmmoCount,
&WeaponMixin::SetSecondaryAmmoCount,
"Get/set the weapons's secondary ammo count.\n\n"
".. note:: Only available in CS:GO.\n\n"
":rtype: int");
CLASSMETHOD(_WeaponMixin, GET_OBJ_NAME, &WeaponMixin::_obj)
ADD_PTR(WeaponMixin)
ADD_SIZE(WeaponMixin)
STORE_CLASS("WeaponMixin", "WeaponMixin")
}