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