//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======// // // Purpose: // //=============================================================================// #include "cbase.h" #include "c_baseanimating.h" #include "engine/ivdebugoverlay.h" #include "c_tf_player.h" #include "engine/IEngineSound.h" #include "soundenvelope.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" class C_TFAmmoPack : public C_BaseAnimating, public ITargetIDProvidesHint { DECLARE_CLASS( C_TFAmmoPack, C_BaseAnimating ); public: DECLARE_CLIENTCLASS(); ~C_TFAmmoPack(); virtual int DrawModel( int flags ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual bool Interpolate( float currentTime ); virtual CStudioHdr *OnNewModel( void ); // ITargetIDProvidesHint public: virtual void DisplayHintTo( C_BasePlayer *pPlayer ); private: Vector m_vecInitialVelocity; // Looping sound emitted by dropped flamethrowers CSoundPatch *m_pPilotLightSound; }; static ConVar tf_debug_weapontrail( "tf_debug_weapontrail", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ); // Network table. IMPLEMENT_CLIENTCLASS_DT( C_TFAmmoPack, DT_AmmoPack, CTFAmmoPack ) RecvPropVector( RECVINFO( m_vecInitialVelocity ) ), END_RECV_TABLE() C_TFAmmoPack::~C_TFAmmoPack() { if ( m_pPilotLightSound ) { CSoundEnvelopeController::GetController().SoundDestroy( m_pPilotLightSound ); m_pPilotLightSound = NULL; } } //----------------------------------------------------------------------------- // Purpose: // Input : flags - // Output : int //----------------------------------------------------------------------------- int C_TFAmmoPack::DrawModel( int flags ) { // Debug! if ( tf_debug_weapontrail.GetBool() ) { Msg( "Ammo Pack:: Position: (%f %f %f), Velocity (%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z ); debugoverlay->AddBoxOverlay( GetAbsOrigin(), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 255, 255, 0, 32, 5.0 ); } return BaseClass::DrawModel( flags ); } //----------------------------------------------------------------------------- // Purpose: // Input : updateType - //----------------------------------------------------------------------------- void C_TFAmmoPack::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); // Debug! if ( tf_debug_weapontrail.GetBool() ) { Msg( "AbsOrigin (%f %f %f), LocalOrigin(%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, GetLocalOrigin().x, GetLocalOrigin().y, GetLocalOrigin().z ); } if ( updateType == DATA_UPDATE_CREATED ) { // Debug! if ( tf_debug_weapontrail.GetBool() ) { Msg( "Origin (%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ); } float flChangeTime = GetLastChangeTime( LATCH_SIMULATION_VAR ); Vector vecCurOrigin = GetLocalOrigin(); // Now stick our initial velocity into the interpolation history CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator(); interpolator.ClearHistory(); interpolator.AddToHead( flChangeTime - 0.15f, &vecCurOrigin, false ); } } //----------------------------------------------------------------------------- // Purpose: // Input : currentTime - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool C_TFAmmoPack::Interpolate( float currentTime ) { return BaseClass::Interpolate( currentTime ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pPlayer - //----------------------------------------------------------------------------- void C_TFAmmoPack::DisplayHintTo( C_BasePlayer *pPlayer ) { C_TFPlayer *pTFPlayer = ToTFPlayer(pPlayer); if ( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) ) { pTFPlayer->HintMessage( HINT_ENGINEER_PICKUP_METAL ); } else { pTFPlayer->HintMessage( HINT_PICKUP_AMMO ); } } CStudioHdr * C_TFAmmoPack::OnNewModel( void ) { CStudioHdr *hdr = BaseClass::OnNewModel(); if ( !strcmp( hdr->GetRenderHdr()->name, "weapons\\w_models\\w_flamethrower.mdl" ) ) { // Create the looping pilot light sound const char *pilotlightsound = "Weapon_FlameThrower.PilotLoop"; CLocalPlayerFilter filter; CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); m_pPilotLightSound = controller.SoundCreate( filter, entindex(), pilotlightsound ); controller.Play( m_pPilotLightSound, 1.0, 100 ); } else { CSoundEnvelopeController::GetController().SoundDestroy( m_pPilotLightSound ); m_pPilotLightSound = NULL; } return hdr; }