mirror of
https://github.com/nillerusr/source-engine.git
synced 2025-04-07 17:04:30 +00:00
159 lines
4.6 KiB
C++
159 lines
4.6 KiB
C++
//====== 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;
|
|
} |