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558 lines
16 KiB
C++
558 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client side implementation of CBaseCombatWeapon.
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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 "history_resource.h"
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#include "iclientmode.h"
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#include "iinput.h"
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#include "weapon_selection.h"
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#include "hud_crosshair.h"
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#include "engine/ivmodelinfo.h"
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#include "tier0/vprof.h"
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#include "hltvcamera.h"
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#include "tier1/KeyValues.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework_client.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Gets the local client's active weapon, if any.
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//-----------------------------------------------------------------------------
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C_BaseCombatWeapon *GetActiveWeapon( void )
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return NULL;
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return player->GetActiveWeapon();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::SetDormant( bool bDormant )
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{
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// If I'm going from active to dormant and I'm carried by another player, holster me.
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if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() )
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{
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Holster( NULL );
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}
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BaseClass::SetDormant( bDormant );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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BaseClass::NotifyShouldTransmit(state);
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if (state == SHOULDTRANSMIT_END)
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{
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if (m_iState == WEAPON_IS_ACTIVE)
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{
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m_iState = WEAPON_IS_CARRIED_BY_PLAYER;
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}
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}
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else if( state == SHOULDTRANSMIT_START )
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{
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if( m_iState == WEAPON_IS_CARRIED_BY_PLAYER )
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{
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if( GetOwner() && GetOwner()->GetActiveWeapon() == this )
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{
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// Restore the Activeness of the weapon if we client-twiddled it off in the first case above.
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m_iState = WEAPON_IS_ACTIVE;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: To wrap PORTAL mod specific functionality into one place
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//-----------------------------------------------------------------------------
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static inline bool ShouldDrawLocalPlayerViewModel( void )
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{
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#if defined( PORTAL )
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return false;
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#else
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return !C_BasePlayer::ShouldDrawLocalPlayer();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::OnRestore()
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{
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BaseClass::OnRestore();
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// if the player is holding this weapon,
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// mark it as just restored so it won't show as a new pickup
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if (GetOwner() == C_BasePlayer::GetLocalPlayer())
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{
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m_bJustRestored = true;
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}
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}
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int C_BaseCombatWeapon::GetWorldModelIndex( void )
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{
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if ( GameRules() )
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{
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const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_iWorldModelIndex ) );
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const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
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if ( pTranslatedName != pBaseName )
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{
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return modelinfo->GetModelIndex( pTranslatedName );
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}
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}
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return m_iWorldModelIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bnewentity -
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged(updateType);
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CHandle< C_BaseCombatWeapon > handle = this;
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// If it's being carried by the *local* player, on the first update,
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// find the registered weapon for this ID
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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C_BaseCombatCharacter *pOwner = GetOwner();
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// check if weapon is carried by local player
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bool bIsLocalPlayer = pPlayer && pPlayer == pOwner;
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if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test.
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{
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// If I was just picked up, or created & immediately carried, add myself to this client's list of weapons
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if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) )
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{
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// Tell the HUD this weapon's been picked up
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if ( ShouldDrawPickup() )
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{
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CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
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if ( pHudSelection )
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{
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pHudSelection->OnWeaponPickup( this );
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}
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pPlayer->EmitSound( "Player.PickupWeapon" );
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}
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}
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}
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else // weapon carried by other player or not at all
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{
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int overrideModelIndex = CalcOverrideModelIndex();
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if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() )
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{
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SetModelIndex( overrideModelIndex );
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}
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}
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if ( updateType == DATA_UPDATE_CREATED )
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{
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UpdateVisibility();
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}
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m_iOldState = m_iState;
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m_bJustRestored = false;
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}
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//-----------------------------------------------------------------------------
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// Is anyone carrying it?
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsBeingCarried() const
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{
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return ( m_hOwner.Get() != NULL );
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}
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//-----------------------------------------------------------------------------
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// Is the carrier alive?
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsCarrierAlive() const
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{
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if ( !m_hOwner.Get() )
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return false;
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return m_hOwner.Get()->GetHealth() > 0;
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}
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//-----------------------------------------------------------------------------
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// Should this object cast shadows?
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//-----------------------------------------------------------------------------
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ShadowType_t C_BaseCombatWeapon::ShadowCastType()
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{
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if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) )
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return SHADOWS_NONE;
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if (!IsBeingCarried())
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return SHADOWS_RENDER_TO_TEXTURE;
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if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer())
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return SHADOWS_NONE;
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return SHADOWS_RENDER_TO_TEXTURE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This weapon is the active weapon, and it should now draw anything
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// it wants to. This gets called every frame.
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::Redraw()
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{
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if ( g_pClientMode->ShouldDrawCrosshair() )
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{
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DrawCrosshair();
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}
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// ammo drawing has been moved into hud_ammo.cpp
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the weapon's crosshair
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::DrawCrosshair()
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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Color clr = gHUD.m_clrNormal;
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/*
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// TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color.
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Vector vShootPos, vShootAngles;
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GetShootPosition( vShootPos, vShootAngles );
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Vector vForward;
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AngleVectors( vShootAngles, &vForward );
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// Change the color depending on if we're looking at a friend or an enemy.
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CPartitionFilterListMask filter( PARTITION_ALL_CLIENT_EDICTS );
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trace_t tr;
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traceline->TraceLine( vShootPos, vShootPos + vForward * 10000, COLLISION_GROUP_NONE, MASK_SHOT, &tr, true, ~0, &filter );
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if ( tr.index != 0 && tr.index != INVALID_CLIENTENTITY_HANDLE )
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{
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( tr.index );
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if ( pEnt )
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{
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if ( pEnt->GetTeamNumber() != player->GetTeamNumber() )
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{
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g = b = 0;
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}
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}
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}
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*/
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CHudCrosshair *pCrosshair = GET_HUDELEMENT( CHudCrosshair );
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if ( !pCrosshair )
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return;
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// Find out if this weapon's auto-aimed onto a target
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bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET );
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if ( player->GetFOV() >= 90 )
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{
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// normal crosshairs
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if ( bOnTarget && GetWpnData().iconAutoaim )
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{
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clr[3] = 255;
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pCrosshair->SetCrosshair( GetWpnData().iconAutoaim, clr );
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}
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else if ( GetWpnData().iconCrosshair )
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{
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clr[3] = 255;
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pCrosshair->SetCrosshair( GetWpnData().iconCrosshair, clr );
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}
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else
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{
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pCrosshair->ResetCrosshair();
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}
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}
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else
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{
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Color white( 255, 255, 255, 255 );
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// zoomed crosshairs
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if (bOnTarget && GetWpnData().iconZoomedAutoaim)
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pCrosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white);
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else if ( GetWpnData().iconZoomedCrosshair )
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pCrosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white );
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else
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pCrosshair->ResetCrosshair();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn.
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::ViewModelDrawn( C_BaseViewModel *pViewModel )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this client's carrying this weapon
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void )
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{
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if ( !GetOwner() )
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return false;
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return ( GetOwner() == C_BasePlayer::GetLocalPlayer() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this client is carrying this weapon and is
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// using the view models
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::ShouldDrawUsingViewModel( void )
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{
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return IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this weapon is the local client's currently wielded weapon
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsActiveByLocalPlayer( void )
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{
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if ( IsCarriedByLocalPlayer() )
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{
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return (m_iState == WEAPON_IS_ACTIVE);
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}
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return false;
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}
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bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
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{
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// Get the entity because the weapon doesn't have the right angles.
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C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
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if ( pEnt )
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{
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if ( pEnt == C_BasePlayer::GetLocalPlayer() )
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{
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vAngles = pEnt->EyeAngles();
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}
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else
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{
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vAngles = pEnt->GetRenderAngles();
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}
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}
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else
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{
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vAngles.Init();
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}
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QAngle vDummy;
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if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() )
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{
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C_BasePlayer *player = ToBasePlayer( pEnt );
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C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
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if ( vm )
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{
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int iAttachment = vm->LookupAttachment( "muzzle" );
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if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
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{
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return true;
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}
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}
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}
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else
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{
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// Thirdperson
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int iAttachment = LookupAttachment( "muzzle" );
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if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
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{
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return true;
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}
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}
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vOrigin = GetRenderOrigin();
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::ShouldDraw( void )
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{
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if ( m_iWorldModelIndex == 0 )
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return false;
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// FIXME: All weapons with owners are set to transmit in CBaseCombatWeapon::UpdateTransmitState,
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// even if they have EF_NODRAW set, so we have to check this here. Ideally they would never
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// transmit except for the weapons owned by the local player.
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if ( IsEffectActive( EF_NODRAW ) )
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return false;
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C_BaseCombatCharacter *pOwner = GetOwner();
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// weapon has no owner, always draw it
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if ( !pOwner )
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return true;
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bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE );
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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// carried by local player?
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if ( pOwner == pLocalPlayer )
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{
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// Only ever show the active weapon
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if ( !bIsActive )
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return false;
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if ( !pOwner->ShouldDraw() )
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{
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// Our owner is invisible.
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// This also tests whether the player is zoomed in, in which case you don't want to draw the weapon.
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return false;
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}
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// 3rd person mode?
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if ( !ShouldDrawLocalPlayerViewModel() )
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return true;
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// don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that
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return false;
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}
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// If it's a player, then only show active weapons
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if ( pOwner->IsPlayer() )
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{
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// Show it if it's active...
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return bIsActive;
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}
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// FIXME: We may want to only show active weapons on NPCs
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// These are carried by AIs; always show them
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::ShouldDrawPickup( void )
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{
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if ( GetWeaponFlags() & ITEM_FLAG_NOITEMPICKUP )
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return false;
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if ( m_bJustRestored )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
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// by this player, otherwise draw the worldmodel.
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//-----------------------------------------------------------------------------
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int C_BaseCombatWeapon::DrawModel( int flags )
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{
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VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
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if ( !m_bReadyToDraw )
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return 0;
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if ( !IsVisible() )
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return 0;
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// check if local player chases owner of this weapon in first person
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C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
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if ( localplayer && localplayer->IsObserver() && GetOwner() )
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{
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// don't draw weapon if chasing this guy as spectator
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// we don't check that in ShouldDraw() since this may change
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// without notification
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if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE &&
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localplayer->GetObserverTarget() == GetOwner() )
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return false;
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}
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return BaseClass::DrawModel( flags );
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}
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//-----------------------------------------------------------------------------
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// Allows the client-side entity to override what the network tells it to use for
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// a model. This is used for third person mode, specifically in HL2 where the
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// the weapon timings are on the view model and not the world model. That means the
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// server needs to use the view model, but the client wants to use the world model.
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//-----------------------------------------------------------------------------
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int C_BaseCombatWeapon::CalcOverrideModelIndex()
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{
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C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
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if ( localplayer &&
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localplayer == GetOwner() &&
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ShouldDrawLocalPlayerViewModel() )
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{
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return BaseClass::CalcOverrideModelIndex();
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}
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else
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{
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return GetWorldModelIndex();
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}
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}
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//-----------------------------------------------------------------------------
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// tool recording
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::GetToolRecordingState( KeyValues *msg )
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{
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if ( !ToolsEnabled() )
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return;
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int nModelIndex = GetModelIndex();
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int nWorldModelIndex = GetWorldModelIndex();
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if ( nModelIndex != nWorldModelIndex )
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{
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SetModelIndex( nWorldModelIndex );
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}
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BaseClass::GetToolRecordingState( msg );
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if ( m_iState == WEAPON_NOT_CARRIED )
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{
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BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
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pBaseEntity->m_nOwner = -1;
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}
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else
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{
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msg->SetInt( "worldmodel", 1 );
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if ( m_iState == WEAPON_IS_ACTIVE )
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{
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BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
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pBaseEntity->m_bVisible = true;
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}
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}
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if ( nModelIndex != nWorldModelIndex )
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{
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SetModelIndex( nModelIndex );
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}
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}
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