mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-12 11:49:09 +00:00
1
This commit is contained in:
@@ -0,0 +1,442 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "in_buttons.h"
|
||||
#include "takedamageinfo.h"
|
||||
#include "ammodef.h"
|
||||
#include "portal_gamerules.h"
|
||||
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
extern IVModelInfoClient* modelinfo;
|
||||
#else
|
||||
extern IVModelInfo* modelinfo;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
|
||||
#include "vgui/ISurface.h"
|
||||
#include "vgui_controls/Controls.h"
|
||||
#include "c_portal_player.h"
|
||||
#include "hud_crosshair.h"
|
||||
#include "PortalRender.h"
|
||||
|
||||
#else
|
||||
|
||||
#include "portal_player.h"
|
||||
#include "vphysics/constraints.h"
|
||||
|
||||
#endif
|
||||
|
||||
#include "weapon_portalbase.h"
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- //
|
||||
// Global functions.
|
||||
// ----------------------------------------------------------------------------- //
|
||||
|
||||
bool IsAmmoType( int iAmmoType, const char *pAmmoName )
|
||||
{
|
||||
return GetAmmoDef()->Index( pAmmoName ) == iAmmoType;
|
||||
}
|
||||
|
||||
static const char * s_WeaponAliasInfo[] =
|
||||
{
|
||||
"none", // WEAPON_NONE = 0,
|
||||
|
||||
//Melee
|
||||
"shotgun", //WEAPON_AMERKNIFE,
|
||||
|
||||
NULL, // end of list marker
|
||||
};
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------- //
|
||||
// CWeaponPortalBase tables.
|
||||
// ----------------------------------------------------------------------------- //
|
||||
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPortalBase, DT_WeaponPortalBase )
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeaponPortalBase, DT_WeaponPortalBase )
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
#else
|
||||
// world weapon models have no aminations
|
||||
// SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ),
|
||||
// SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
|
||||
// SendPropExclude( "DT_LocalActiveWeaponData", "m_flTimeWeaponIdle" ),
|
||||
#endif
|
||||
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA( CWeaponPortalBase )
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_portal_base, CWeaponPortalBase );
|
||||
|
||||
|
||||
#ifdef GAME_DLL
|
||||
|
||||
BEGIN_DATADESC( CWeaponPortalBase )
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
#endif
|
||||
|
||||
// ----------------------------------------------------------------------------- //
|
||||
// CWeaponPortalBase implementation.
|
||||
// ----------------------------------------------------------------------------- //
|
||||
CWeaponPortalBase::CWeaponPortalBase()
|
||||
{
|
||||
SetPredictionEligible( true );
|
||||
AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
|
||||
|
||||
m_flNextResetCheckTime = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
bool CWeaponPortalBase::IsPredicted() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void CWeaponPortalBase::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ )
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
// If we have some sounds from the weapon classname.txt file, play a random one of them
|
||||
const char *shootsound = GetWpnData().aShootSounds[ sound_type ];
|
||||
if ( !shootsound || !shootsound[0] )
|
||||
return;
|
||||
|
||||
CBroadcastRecipientFilter filter; // this is client side only
|
||||
if ( !te->CanPredict() )
|
||||
return;
|
||||
|
||||
CBaseEntity::EmitSound( filter, GetPlayerOwner()->entindex(), shootsound, &GetPlayerOwner()->GetAbsOrigin() );
|
||||
#else
|
||||
BaseClass::WeaponSound( sound_type, soundtime );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
CBasePlayer* CWeaponPortalBase::GetPlayerOwner() const
|
||||
{
|
||||
return dynamic_cast< CBasePlayer* >( GetOwner() );
|
||||
}
|
||||
|
||||
CPortal_Player* CWeaponPortalBase::GetPortalPlayerOwner() const
|
||||
{
|
||||
return dynamic_cast< CPortal_Player* >( GetOwner() );
|
||||
}
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
void CWeaponPortalBase::OnDataChanged( DataUpdateType_t type )
|
||||
{
|
||||
BaseClass::OnDataChanged( type );
|
||||
|
||||
if ( GetPredictable() && !ShouldPredict() )
|
||||
ShutdownPredictable();
|
||||
}
|
||||
|
||||
int CWeaponPortalBase::DrawModel( int flags )
|
||||
{
|
||||
if ( !m_bReadyToDraw )
|
||||
return 0;
|
||||
|
||||
if ( GetOwner() && (GetOwner() == C_BasePlayer::GetLocalPlayer()) && !g_pPortalRender->IsRenderingPortal() && !C_BasePlayer::ShouldDrawLocalPlayer() )
|
||||
return 0;
|
||||
|
||||
//Sometimes the return value of ShouldDrawLocalPlayer() fluctuates too often to draw the correct model all the time, so this is a quick fix if it's changed too fast
|
||||
int iOriginalIndex = GetModelIndex();
|
||||
bool bChangeModelBack = false;
|
||||
|
||||
int iWorldModelIndex = GetWorldModelIndex();
|
||||
if( iOriginalIndex != iWorldModelIndex )
|
||||
{
|
||||
SetModelIndex( iWorldModelIndex );
|
||||
bChangeModelBack = true;
|
||||
}
|
||||
|
||||
int iRetVal = BaseClass::DrawModel( flags );
|
||||
|
||||
if( bChangeModelBack )
|
||||
SetModelIndex( iOriginalIndex );
|
||||
|
||||
return iRetVal;
|
||||
}
|
||||
|
||||
bool CWeaponPortalBase::ShouldDraw( void )
|
||||
{
|
||||
if ( !GetOwner() || GetOwner() != C_BasePlayer::GetLocalPlayer() )
|
||||
return true;
|
||||
|
||||
if ( !IsActiveByLocalPlayer() )
|
||||
return false;
|
||||
|
||||
//if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() && materials->GetRenderTarget() == 0 )
|
||||
// return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CWeaponPortalBase::ShouldPredict()
|
||||
{
|
||||
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
||||
return true;
|
||||
|
||||
return BaseClass::ShouldPredict();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Draw the weapon's crosshair
|
||||
//-----------------------------------------------------------------------------
|
||||
void CWeaponPortalBase::DrawCrosshair()
|
||||
{
|
||||
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
||||
if ( !player )
|
||||
return;
|
||||
|
||||
Color clr = gHUD.m_clrNormal;
|
||||
|
||||
CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
|
||||
if ( !crosshair )
|
||||
return;
|
||||
|
||||
// Check to see if the player is in VGUI mode...
|
||||
if (player->IsInVGuiInputMode())
|
||||
{
|
||||
CHudTexture *pArrow = gHUD.GetIcon( "arrow" );
|
||||
|
||||
crosshair->SetCrosshair( pArrow, gHUD.m_clrNormal );
|
||||
return;
|
||||
}
|
||||
|
||||
// Find out if this weapon's auto-aimed onto a target
|
||||
bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET );
|
||||
|
||||
if ( player->GetFOV() >= 90 )
|
||||
{
|
||||
// normal crosshairs
|
||||
if ( bOnTarget && GetWpnData().iconAutoaim )
|
||||
{
|
||||
clr[3] = 255;
|
||||
|
||||
crosshair->SetCrosshair( GetWpnData().iconAutoaim, clr );
|
||||
}
|
||||
else if ( GetWpnData().iconCrosshair )
|
||||
{
|
||||
clr[3] = 255;
|
||||
crosshair->SetCrosshair( GetWpnData().iconCrosshair, clr );
|
||||
}
|
||||
else
|
||||
{
|
||||
crosshair->ResetCrosshair();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Color white( 255, 255, 255, 255 );
|
||||
|
||||
// zoomed crosshairs
|
||||
if (bOnTarget && GetWpnData().iconZoomedAutoaim)
|
||||
crosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white);
|
||||
else if ( GetWpnData().iconZoomedCrosshair )
|
||||
crosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white );
|
||||
else
|
||||
crosshair->ResetCrosshair();
|
||||
}
|
||||
}
|
||||
|
||||
void CWeaponPortalBase::DoAnimationEvents( CStudioHdr *pStudioHdr )
|
||||
{
|
||||
// HACK: Because this model renders view and world models in the same frame
|
||||
// it's using the wrong studio model when checking the sequences.
|
||||
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
|
||||
if ( pPlayer && pPlayer->GetActiveWeapon() == this )
|
||||
{
|
||||
C_BaseViewModel *pViewModel = pPlayer->GetViewModel();
|
||||
if ( pViewModel )
|
||||
{
|
||||
pStudioHdr = pViewModel->GetModelPtr();
|
||||
}
|
||||
}
|
||||
|
||||
if ( pStudioHdr )
|
||||
{
|
||||
BaseClass::DoAnimationEvents( pStudioHdr );
|
||||
}
|
||||
}
|
||||
|
||||
void CWeaponPortalBase::GetRenderBounds( Vector& theMins, Vector& theMaxs )
|
||||
{
|
||||
if ( IsRagdoll() )
|
||||
{
|
||||
m_pRagdoll->GetRagdollBounds( theMins, theMaxs );
|
||||
}
|
||||
else if ( GetModel() )
|
||||
{
|
||||
CStudioHdr *pStudioHdr = NULL;
|
||||
|
||||
// HACK: Because this model renders view and world models in the same frame
|
||||
// it's using the wrong studio model when checking the sequences.
|
||||
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
|
||||
if ( pPlayer && pPlayer->GetActiveWeapon() == this )
|
||||
{
|
||||
C_BaseViewModel *pViewModel = pPlayer->GetViewModel();
|
||||
if ( pViewModel )
|
||||
{
|
||||
pStudioHdr = pViewModel->GetModelPtr();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pStudioHdr = GetModelPtr();
|
||||
}
|
||||
|
||||
if ( !pStudioHdr || !pStudioHdr->SequencesAvailable() || GetSequence() == -1 )
|
||||
{
|
||||
theMins = vec3_origin;
|
||||
theMaxs = vec3_origin;
|
||||
return;
|
||||
}
|
||||
if (!VectorCompare( vec3_origin, pStudioHdr->view_bbmin() ) || !VectorCompare( vec3_origin, pStudioHdr->view_bbmax() ))
|
||||
{
|
||||
// clipping bounding box
|
||||
VectorCopy ( pStudioHdr->view_bbmin(), theMins);
|
||||
VectorCopy ( pStudioHdr->view_bbmax(), theMaxs);
|
||||
}
|
||||
else
|
||||
{
|
||||
// movement bounding box
|
||||
VectorCopy ( pStudioHdr->hull_min(), theMins);
|
||||
VectorCopy ( pStudioHdr->hull_max(), theMaxs);
|
||||
}
|
||||
|
||||
mstudioseqdesc_t &seqdesc = pStudioHdr->pSeqdesc( GetSequence() );
|
||||
VectorMin( seqdesc.bbmin, theMins, theMins );
|
||||
VectorMax( seqdesc.bbmax, theMaxs, theMaxs );
|
||||
}
|
||||
else
|
||||
{
|
||||
theMins = vec3_origin;
|
||||
theMaxs = vec3_origin;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
|
||||
void CWeaponPortalBase::Spawn()
|
||||
{
|
||||
BaseClass::Spawn();
|
||||
|
||||
// Set this here to allow players to shoot dropped weapons
|
||||
SetCollisionGroup( COLLISION_GROUP_WEAPON );
|
||||
|
||||
// Use less bloat for the collision box for this weapon. (bug 43800)
|
||||
CollisionProp()->UseTriggerBounds( true, 20 );
|
||||
}
|
||||
|
||||
void CWeaponPortalBase:: Materialize( void )
|
||||
{
|
||||
if ( IsEffectActive( EF_NODRAW ) )
|
||||
{
|
||||
// changing from invisible state to visible.
|
||||
EmitSound( "AlyxEmp.Charge" );
|
||||
|
||||
RemoveEffects( EF_NODRAW );
|
||||
DoMuzzleFlash();
|
||||
}
|
||||
|
||||
if ( HasSpawnFlags( SF_NORESPAWN ) == false )
|
||||
{
|
||||
VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
|
||||
SetMoveType( MOVETYPE_VPHYSICS );
|
||||
|
||||
//PortalRules()->AddLevelDesignerPlacedObject( this );
|
||||
}
|
||||
|
||||
if ( HasSpawnFlags( SF_NORESPAWN ) == false )
|
||||
{
|
||||
if ( GetOriginalSpawnOrigin() == vec3_origin )
|
||||
{
|
||||
m_vOriginalSpawnOrigin = GetAbsOrigin();
|
||||
m_vOriginalSpawnAngles = GetAbsAngles();
|
||||
}
|
||||
}
|
||||
|
||||
SetPickupTouch();
|
||||
|
||||
SetThink (NULL);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
const CPortalSWeaponInfo &CWeaponPortalBase::GetPortalWpnData() const
|
||||
{
|
||||
const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
|
||||
const CPortalSWeaponInfo *pPortalInfo;
|
||||
|
||||
#ifdef _DEBUG
|
||||
pPortalInfo = dynamic_cast< const CPortalSWeaponInfo* >( pWeaponInfo );
|
||||
Assert( pPortalInfo );
|
||||
#else
|
||||
pPortalInfo = static_cast< const CPortalSWeaponInfo* >( pWeaponInfo );
|
||||
#endif
|
||||
|
||||
return *pPortalInfo;
|
||||
}
|
||||
void CWeaponPortalBase::FireBullets( const FireBulletsInfo_t &info )
|
||||
{
|
||||
FireBulletsInfo_t modinfo = info;
|
||||
|
||||
modinfo.m_iPlayerDamage = GetPortalWpnData().m_iPlayerDamage;
|
||||
|
||||
BaseClass::FireBullets( modinfo );
|
||||
}
|
||||
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
|
||||
#include "c_te_effect_dispatch.h"
|
||||
|
||||
#define NUM_MUZZLE_FLASH_TYPES 4
|
||||
|
||||
bool CWeaponPortalBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
|
||||
{
|
||||
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
|
||||
}
|
||||
|
||||
|
||||
void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip )
|
||||
{
|
||||
QAngle final = in + punch;
|
||||
|
||||
//Clip each component
|
||||
for ( int i = 0; i < 3; i++ )
|
||||
{
|
||||
if ( final[i] > clip[i] )
|
||||
{
|
||||
final[i] = clip[i];
|
||||
}
|
||||
else if ( final[i] < -clip[i] )
|
||||
{
|
||||
final[i] = -clip[i];
|
||||
}
|
||||
|
||||
//Return the result
|
||||
in[i] = final[i] - punch[i];
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user