mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
123 lines
2.4 KiB
C++
123 lines
2.4 KiB
C++
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//===========================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_ifmbase.h"
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
|
||
|
#include "vgui/ISurface.h"
|
||
|
#include "vgui_controls/Controls.h"
|
||
|
#include "hud_crosshair.h"
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CWeaponIFMBase tables.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBase, DT_WeaponIFMBase )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponIFMBase, DT_WeaponIFMBase )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponIFMBase )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_ifm_base, CWeaponIFMBase );
|
||
|
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
|
||
|
BEGIN_DATADESC( CWeaponIFMBase )
|
||
|
|
||
|
END_DATADESC()
|
||
|
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// CWeaponIFMBase implementation.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CWeaponIFMBase::CWeaponIFMBase()
|
||
|
{
|
||
|
SetPredictionEligible( true );
|
||
|
AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
|
||
|
}
|
||
|
|
||
|
bool CWeaponIFMBase::IsPredicted() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
void CWeaponIFMBase::OnDataChanged( DataUpdateType_t type )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( type );
|
||
|
|
||
|
if ( GetPredictable() && !ShouldPredict() )
|
||
|
{
|
||
|
ShutdownPredictable();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CWeaponIFMBase::ShouldPredict()
|
||
|
{
|
||
|
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
||
|
return true;
|
||
|
|
||
|
return BaseClass::ShouldPredict();
|
||
|
}
|
||
|
|
||
|
|
||
|
#else
|
||
|
|
||
|
void CWeaponIFMBase::Spawn()
|
||
|
{
|
||
|
BaseClass::Spawn();
|
||
|
|
||
|
// Set this here to allow players to shoot dropped weapons
|
||
|
SetCollisionGroup( COLLISION_GROUP_WEAPON );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
/*
|
||
|
void CWeaponIFMBase::FallInit( void )
|
||
|
{
|
||
|
#ifndef CLIENT_DLL
|
||
|
SetModel( GetWorldModel() );
|
||
|
VPhysicsDestroyObject();
|
||
|
|
||
|
if ( HasSpawnFlags( SF_NORESPAWN ) == false )
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
|
||
|
UTIL_DropToFloor( this, MASK_SOLID );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
SetSolid( SOLID_BBOX );
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SetPickupTouch();
|
||
|
|
||
|
SetThink( &CBaseCombatWeapon::FallThink );
|
||
|
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
*/
|