mirror of
https://github.com/nillerusr/source-engine.git
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2665 lines
78 KiB
C++
2665 lines
78 KiB
C++
//========= Copyright <20> 1996-2005, 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 "in_buttons.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "physics_saverestore.h"
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#include "datacache/imdlcache.h"
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#include "tier0/vprof.h"
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#include "collisionutils.h"
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#if !defined( CLIENT_DLL )
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// Game DLL Headers
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#include "soundent.h"
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#include "eventqueue.h"
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#include "fmtstr.h"
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#include "gameweaponmanager.h"
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#endif
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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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// The minimum time a hud hint for a weapon should be on screen. If we switch away before
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// this, then teh hud hint counter will be deremented so the hint will be shown again, as
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// if it had never been seen. The total display time for a hud hint is specified in client
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// script HudAnimations.txt (which I can't read here).
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#define MIN_HUDHINT_DISPLAY_TIME 7.0f
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#define HIDEWEAPON_THINK_CONTEXT "BaseCombatWeapon_HideThink"
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extern bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer );
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CBaseCombatWeapon::CBaseCombatWeapon()
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{
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// Constructor must call this
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// CONSTRUCT_PREDICTABLE( CBaseCombatWeapon );
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// Some default values. There should be set in the particular weapon classes
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m_fMinRange1 = 65;
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m_fMinRange2 = 65;
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m_fMaxRange1 = 1024;
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m_fMaxRange2 = 1024;
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m_bReloadsSingly = false;
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// Defaults to zero
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m_nViewModelIndex = 0;
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#if defined( CLIENT_DLL )
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m_iState = m_iOldState = WEAPON_NOT_CARRIED;
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m_iClip1 = -1;
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m_iClip2 = -1;
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m_iPrimaryAmmoType = -1;
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m_iSecondaryAmmoType = -1;
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#endif
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#if !defined( CLIENT_DLL )
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m_pConstraint = NULL;
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OnBaseCombatWeaponCreated( this );
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#endif
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m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon::~CBaseCombatWeapon( void )
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{
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#if !defined( CLIENT_DLL )
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//Remove our constraint, if we have one
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if ( m_pConstraint != NULL )
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{
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physenv->DestroyConstraint( m_pConstraint );
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m_pConstraint = NULL;
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}
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OnBaseCombatWeaponDestroyed( this );
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#endif
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}
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void CBaseCombatWeapon::Activate( void )
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{
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BaseClass::Activate();
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#ifndef CLIENT_DLL
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if ( GetOwnerEntity() )
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return;
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if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
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{
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UTIL_Remove( this );
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return;
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}
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#endif
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}
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void CBaseCombatWeapon::GiveDefaultAmmo( void )
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{
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// If I use clips, set my clips to the default
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if ( UsesClipsForAmmo1() )
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{
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m_iClip1 = GetDefaultClip1();
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}
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else
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{
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SetPrimaryAmmoCount( GetDefaultClip1() );
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m_iClip1 = WEAPON_NOCLIP;
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}
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if ( UsesClipsForAmmo2() )
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{
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m_iClip2 = GetDefaultClip2();
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}
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else
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{
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SetSecondaryAmmoCount( GetDefaultClip2() );
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m_iClip2 = WEAPON_NOCLIP;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set mode to world model and start falling to the ground
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::Spawn( void )
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{
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Precache();
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SetSolid( SOLID_BBOX );
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m_flNextEmptySoundTime = 0.0f;
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// Weapons won't show up in trace calls if they are being carried...
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RemoveEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
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m_iState = WEAPON_NOT_CARRIED;
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SetGlobalFadeScale( 0.0f );
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// Assume
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m_nViewModelIndex = 0;
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GiveDefaultAmmo();
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SetModel( GetWorldModel() );
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#if !defined( CLIENT_DLL )
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if ( GetWpnData().szAIAddOn[ 0 ] != '\0' )
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{
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SetAIAddOn( AllocPooledString( GetWpnData().szAIAddOn ) );
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}
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if( IsX360() )
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{
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AddEffects( EF_ITEM_BLINK );
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}
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FallInit();
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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m_takedamage = DAMAGE_EVENTS_ONLY;
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SetBlocksLOS( false );
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// Default to non-removeable, because we don't want the
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// game_weapon_manager entity to remove weapons that have
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// been hand-placed by level designers. We only want to remove
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// weapons that have been dropped by NPC's.
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SetRemoveable( false );
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#endif
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// Bloat the box for player pickup
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CollisionProp()->UseTriggerBounds( true, 36 );
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// Use more efficient bbox culling on the client. Otherwise, it'll setup bones for most
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// characters even when they're not in the frustum.
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AddEffects( EF_BONEMERGE_FASTCULL );
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m_iReloadHudHintCount = 0;
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m_iAltFireHudHintCount = 0;
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m_flHudHintMinDisplayTime = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: get this game's encryption key for decoding weapon kv files
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// Output : virtual const unsigned char
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//-----------------------------------------------------------------------------
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const unsigned char *CBaseCombatWeapon::GetEncryptionKey( void )
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{
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return g_pGameRules->GetEncryptionKey();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::Precache( void )
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{
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#if defined( CLIENT_DLL )
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Assert( Q_strlen( GetClassname() ) > 0 );
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// Msg( "Client got %s\n", GetClassname() );
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#endif
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m_iPrimaryAmmoType = m_iSecondaryAmmoType = -1;
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// Add this weapon to the weapon registry, and get our index into it
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// Get weapon data from script file
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if ( ReadWeaponDataFromFileForSlot( filesystem, GetClassname(), &m_hWeaponFileInfo, GetEncryptionKey() ) )
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{
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// Get the ammo indexes for the ammo's specified in the data file
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if ( GetWpnData().szAmmo1[0] )
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{
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m_iPrimaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo1 );
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if (m_iPrimaryAmmoType == -1)
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{
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Msg("ERROR: Weapon (%s) using undefined primary ammo type (%s)\n",GetClassname(), GetWpnData().szAmmo1);
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}
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}
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if ( GetWpnData().szAmmo2[0] )
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{
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m_iSecondaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo2 );
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if (m_iSecondaryAmmoType == -1)
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{
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Msg("ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n",GetClassname(),GetWpnData().szAmmo2);
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}
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}
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#if defined( CLIENT_DLL )
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gWR.LoadWeaponSprites( GetWeaponFileInfoHandle() );
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#endif
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// Precache models (preload to avoid hitch)
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m_iViewModelIndex = 0;
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m_iWorldModelIndex = 0;
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if ( GetViewModel() && GetViewModel()[0] )
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{
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m_iViewModelIndex = CBaseEntity::PrecacheModel( GetViewModel() );
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}
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if ( GetWorldModel() && GetWorldModel()[0] )
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{
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m_iWorldModelIndex = CBaseEntity::PrecacheModel( GetWorldModel() );
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}
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// Precache sounds, too
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for ( int i = 0; i < NUM_SHOOT_SOUND_TYPES; ++i )
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{
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const char *shootsound = GetShootSound( i );
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if ( shootsound && shootsound[0] )
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{
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CBaseEntity::PrecacheScriptSound( shootsound );
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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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// Couldn't read data file, remove myself
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Warning( "Error reading weapon data file for: %s\n", GetClassname() );
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// Remove( ); //don't remove, this gets released soon!
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}
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const char *pszTracerName = GetTracerType();
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if ( pszTracerName )
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{
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PrecacheEffect( pszTracerName );
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}
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PrecacheEffect( "ParticleTracer" );
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PrecacheParticleSystem( "weapon_tracers" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get my data in the file weapon info array
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//-----------------------------------------------------------------------------
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const FileWeaponInfo_t &CBaseCombatWeapon::GetWpnData( void ) const
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{
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return *GetFileWeaponInfoFromHandle( m_hWeaponFileInfo );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const
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{
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return GetWpnData().szViewModel;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::GetWorldModel( void ) const
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{
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return GetWpnData().szWorldModel;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::GetAnimPrefix( void ) const
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{
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return GetWpnData().szAnimationPrefix;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : char const
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::GetPrintName( void ) const
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{
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return GetWpnData().szPrintName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetMaxClip1( void ) const
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{
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return GetWpnData().iMaxClip1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetMaxClip2( void ) const
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{
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return GetWpnData().iMaxClip2;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetDefaultClip1( void ) const
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{
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return GetWpnData().iDefaultClip1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetDefaultClip2( void ) const
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{
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return GetWpnData().iDefaultClip2;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::UsesClipsForAmmo1( void ) const
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{
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return ( GetMaxClip1() != WEAPON_NOCLIP );
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}
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bool CBaseCombatWeapon::IsMeleeWeapon() const
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{
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return GetWpnData().m_bMeleeWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::UsesClipsForAmmo2( void ) const
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{
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return ( GetMaxClip2() != WEAPON_NOCLIP );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetWeight( void ) const
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{
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return GetWpnData().iWeight;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Whether this weapon can be autoswitched to when the player runs out
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// of ammo in their current weapon or they pick this weapon up.
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//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::AllowsAutoSwitchTo( void ) const
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{
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return GetWpnData().bAutoSwitchTo;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Whether this weapon can be autoswitched away from when the player
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// runs out of ammo in this weapon or picks up another weapon or ammo.
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//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::AllowsAutoSwitchFrom( void ) const
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{
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return GetWpnData().bAutoSwitchFrom;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetWeaponFlags( void ) const
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{
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return GetWpnData().iFlags;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetSlot( void ) const
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{
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return GetWpnData().iSlot;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetPosition( void ) const
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{
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return GetWpnData().iPosition;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::GetName( void ) const
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{
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return GetWpnData().szClassName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteActive( void ) const
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{
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return GetWpnData().iconActive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteInactive( void ) const
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{
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return GetWpnData().iconInactive;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo( void ) const
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{
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return GetWpnData().iconAmmo;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo2( void ) const
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{
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return GetWpnData().iconAmmo2;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteCrosshair( void ) const
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{
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return GetWpnData().iconCrosshair;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteAutoaim( void ) const
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{
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return GetWpnData().iconAutoaim;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedCrosshair( void ) const
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{
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return GetWpnData().iconZoomedCrosshair;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedAutoaim( void ) const
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{
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return GetWpnData().iconZoomedAutoaim;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CBaseCombatWeapon::GetShootSound( int iIndex ) const
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{
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return GetWpnData().aShootSounds[ iIndex ];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::GetRumbleEffect() const
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{
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return GetWpnData().iRumbleEffect;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseCombatCharacter *CBaseCombatWeapon::GetOwner() const
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{
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return ToBaseCombatCharacter( m_hOwner.Get() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : BaseCombatCharacter -
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::SetOwner( CBaseCombatCharacter *owner )
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{
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m_hOwner = owner;
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#ifndef CLIENT_DLL
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DispatchUpdateTransmitState();
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#else
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UpdateVisibility();
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#endif
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}
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||
|
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//-----------------------------------------------------------------------------
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// Purpose: Return false if this weapon won't let the player switch away from it
|
||
//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::IsAllowedToSwitch( void )
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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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||
// Purpose: Return true if this weapon can be selected via the weapon selection
|
||
//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::CanBeSelected( void )
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{
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if ( !VisibleInWeaponSelection() )
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return false;
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return HasAmmo();
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}
|
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this weapon has some ammo
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//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::HasAmmo( void )
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{
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// Weapons with no ammo types can always be selected
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||
if ( m_iPrimaryAmmoType == -1 && m_iSecondaryAmmoType == -1 )
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return true;
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if ( GetWeaponFlags() & ITEM_FLAG_SELECTONEMPTY )
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||
return true;
|
||
|
||
CBasePlayer *player = ToBasePlayer( GetOwner() );
|
||
if ( !player )
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||
return false;
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||
return ( m_iClip1 > 0 || player->GetAmmoCount( m_iPrimaryAmmoType ) || m_iClip2 > 0 || player->GetAmmoCount( m_iSecondaryAmmoType ) );
|
||
}
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||
|
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//-----------------------------------------------------------------------------
|
||
// Purpose: Return true if this weapon should be seen, and hence be selectable, in the weapon selection
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::VisibleInWeaponSelection( void )
|
||
{
|
||
return true;
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed( void )
|
||
{
|
||
if ( gpGlobals->curtime > m_flTimeWeaponIdle )
|
||
return true;
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : time -
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::SetWeaponIdleTime( float time )
|
||
{
|
||
m_flTimeWeaponIdle = time;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Output : float
|
||
//-----------------------------------------------------------------------------
|
||
float CBaseCombatWeapon::GetWeaponIdleTime( void )
|
||
{
|
||
return m_flTimeWeaponIdle;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Drop/throw the weapon with the given velocity.
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::Drop( const Vector &vecVelocity )
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
// Once somebody drops a gun, it's fair game for removal when/if
|
||
// a game_weapon_manager does a cleanup on surplus weapons in the
|
||
// world.
|
||
SetRemoveable( true );
|
||
WeaponManager_AmmoMod( this );
|
||
|
||
//If it was dropped then there's no need to respawn it.
|
||
AddSpawnFlags( SF_NORESPAWN );
|
||
|
||
StopAnimation();
|
||
StopFollowingEntity( );
|
||
SetMoveType( MOVETYPE_FLYGRAVITY );
|
||
// clear follow stuff, setup for collision
|
||
SetGravity(1.0);
|
||
m_iState = WEAPON_NOT_CARRIED;
|
||
RemoveEffects( EF_NODRAW );
|
||
FallInit();
|
||
SetGroundEntity( NULL );
|
||
SetThink( &CBaseCombatWeapon::SetPickupTouch );
|
||
SetTouch(NULL);
|
||
|
||
if( hl2_episodic.GetBool() )
|
||
{
|
||
RemoveSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP );
|
||
}
|
||
|
||
IPhysicsObject *pObj = VPhysicsGetObject();
|
||
if ( pObj != NULL )
|
||
{
|
||
AngularImpulse angImp( 200, 200, 200 );
|
||
pObj->AddVelocity( &vecVelocity, &angImp );
|
||
}
|
||
else
|
||
{
|
||
SetAbsVelocity( vecVelocity );
|
||
}
|
||
|
||
CBaseEntity *pOwner = GetOwnerEntity();
|
||
|
||
SetNextThink( gpGlobals->curtime + 1.0f );
|
||
SetOwnerEntity( NULL );
|
||
SetOwner( NULL );
|
||
|
||
// If we're not allowing to spawn due to the gamerules,
|
||
// remove myself when I'm dropped by an NPC.
|
||
if ( pOwner && pOwner->IsNPC() )
|
||
{
|
||
if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
|
||
{
|
||
UTIL_Remove( this );
|
||
return;
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *pPicker -
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::OnPickedUp( CBaseCombatCharacter *pNewOwner )
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
RemoveEffects( EF_ITEM_BLINK );
|
||
|
||
if( pNewOwner->IsPlayer() )
|
||
{
|
||
m_OnPlayerPickup.FireOutput(pNewOwner, this);
|
||
|
||
// Play the pickup sound for 1st-person observers
|
||
CRecipientFilter filter;
|
||
for ( int i=1; i <= gpGlobals->maxClients; ++i )
|
||
{
|
||
CBasePlayer *player = UTIL_PlayerByIndex(i);
|
||
if ( player && !player->IsAlive() && player->GetObserverMode() == OBS_MODE_IN_EYE )
|
||
{
|
||
filter.AddRecipient( player );
|
||
}
|
||
}
|
||
if ( filter.GetRecipientCount() )
|
||
{
|
||
CBaseEntity::EmitSound( filter, pNewOwner->entindex(), "Player.PickupWeapon" );
|
||
}
|
||
|
||
// Robin: We don't want to delete weapons the player has picked up, so
|
||
// clear the name of the weapon. This prevents wildcards that are meant
|
||
// to find NPCs finding weapons dropped by the NPCs as well.
|
||
SetName( NULL_STRING );
|
||
}
|
||
else
|
||
{
|
||
m_OnNPCPickup.FireOutput(pNewOwner, this);
|
||
}
|
||
|
||
// Someone picked me up, so make it so that I can't be removed.
|
||
SetRemoveable( false );
|
||
#endif
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : &vecTracerSrc -
|
||
// &tr -
|
||
// iTracerType -
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
|
||
{
|
||
CBaseEntity *pOwner = GetOwner();
|
||
|
||
if ( pOwner == NULL )
|
||
{
|
||
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
|
||
return;
|
||
}
|
||
|
||
const char *pszTracerName = GetTracerType();
|
||
if ( !pszTracerName )
|
||
{
|
||
pszTracerName = "weapon_tracers";
|
||
}
|
||
|
||
Vector vNewSrc = vecTracerSrc;
|
||
int iEntIndex = pOwner->entindex();
|
||
|
||
if ( g_pGameRules->IsMultiplayer() )
|
||
{
|
||
iEntIndex = entindex();
|
||
#ifdef CLIENT_DLL
|
||
C_BasePlayer *player = ToBasePlayer( pOwner );
|
||
if ( C_BasePlayer::IsLocalPlayer( player ) )
|
||
{
|
||
CBaseEntity *vm = player->GetViewModel();
|
||
if ( vm )
|
||
{
|
||
iEntIndex = vm->entindex();
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
int iAttachment = GetTracerAttachment();
|
||
|
||
UTIL_ParticleTracer( pszTracerName, vNewSrc, tr.endpos, iEntIndex, iAttachment, true );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Default Touch function for player picking up a weapon (not AI)
|
||
// Input : pOther - the entity that touched me
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::DefaultTouch( CBaseEntity *pOther )
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
// Can't pick up dissolving weapons
|
||
if ( IsDissolving() )
|
||
return;
|
||
|
||
// if it's not a player, ignore
|
||
CBasePlayer *pPlayer = ToBasePlayer(pOther);
|
||
if ( !pPlayer )
|
||
return;
|
||
|
||
if( UTIL_ItemCanBeTouchedByPlayer(this, pPlayer) )
|
||
{
|
||
// This makes sure the player could potentially take the object
|
||
// before firing the cache interaction output. That doesn't mean
|
||
// the player WILL end up taking the object, but cache interactions
|
||
// are fired as soon as you prove you have found the object, not
|
||
// when you finally acquire it.
|
||
m_OnCacheInteraction.FireOutput( pOther, this );
|
||
}
|
||
|
||
if( HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) )
|
||
return;
|
||
|
||
if (pPlayer->BumpWeapon(this))
|
||
{
|
||
OnPickedUp( pPlayer );
|
||
}
|
||
#endif
|
||
}
|
||
|
||
//---------------------------------------------------------
|
||
// It's OK for base classes to override this completely
|
||
// without calling up. (sjb)
|
||
//---------------------------------------------------------
|
||
bool CBaseCombatWeapon::ShouldDisplayAltFireHUDHint()
|
||
{
|
||
if( m_iAltFireHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT )
|
||
return false;
|
||
|
||
if( UsesSecondaryAmmo() && HasSecondaryAmmo() )
|
||
{
|
||
return true;
|
||
}
|
||
|
||
if( !UsesSecondaryAmmo() && HasPrimaryAmmo() )
|
||
{
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::DisplayAltFireHudHint()
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
CFmtStr hint;
|
||
hint.sprintf( "#valve_hint_alt_%s", GetClassname() );
|
||
UTIL_HudHintText( GetOwner(), hint.Access() );
|
||
m_iAltFireHudHintCount++;
|
||
m_bAltFireHudHintDisplayed = true;
|
||
m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME;
|
||
#endif//CLIENT_DLL
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::RescindAltFireHudHint()
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
Assert(m_bAltFireHudHintDisplayed);
|
||
|
||
UTIL_HudHintText( GetOwner(), "" );
|
||
--m_iAltFireHudHintCount;
|
||
m_bAltFireHudHintDisplayed = false;
|
||
#endif//CLIENT_DLL
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::ShouldDisplayReloadHUDHint()
|
||
{
|
||
if( m_iReloadHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT )
|
||
return false;
|
||
|
||
CBaseCombatCharacter *pOwner = GetOwner();
|
||
|
||
if( pOwner != NULL && pOwner->IsPlayer() && UsesClipsForAmmo1() && m_iClip1 < (GetMaxClip1() / 2) )
|
||
{
|
||
// I'm owned by a player, I use clips, I have less then half a clip loaded. Now, does the player have more ammo?
|
||
if ( pOwner )
|
||
{
|
||
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
|
||
return true;
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::DisplayReloadHudHint()
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
UTIL_HudHintText( GetOwner(), "valve_hint_reload" );
|
||
m_iReloadHudHintCount++;
|
||
m_bReloadHudHintDisplayed = true;
|
||
m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME;
|
||
#endif//CLIENT_DLL
|
||
}
|
||
//-----------------------------------------------------------------------------
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::RescindReloadHudHint()
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
Assert(m_bReloadHudHintDisplayed);
|
||
|
||
UTIL_HudHintText( GetOwner(), "" );
|
||
--m_iReloadHudHintCount;
|
||
m_bReloadHudHintDisplayed = false;
|
||
#endif//CLIENT_DLL
|
||
}
|
||
|
||
|
||
void CBaseCombatWeapon::SetPickupTouch( void )
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
SetTouch(&CBaseCombatWeapon::DefaultTouch);
|
||
|
||
if ( gpGlobals->maxClients > 1 )
|
||
{
|
||
if ( GetSpawnFlags() & SF_NORESPAWN )
|
||
{
|
||
SetThink( &CBaseEntity::SUB_Remove );
|
||
SetNextThink( gpGlobals->curtime + 30.0f );
|
||
}
|
||
}
|
||
|
||
#endif
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Become a child of the owner (MOVETYPE_FOLLOW)
|
||
// disables collisions, touch functions, thinking
|
||
// Input : *pOwner - new owner/operator
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::Equip( CBaseCombatCharacter *pOwner )
|
||
{
|
||
// Attach the weapon to an owner
|
||
SetAbsVelocity( vec3_origin );
|
||
RemoveSolidFlags( FSOLID_TRIGGER );
|
||
FollowEntity( pOwner );
|
||
SetOwner( pOwner );
|
||
SetOwnerEntity( pOwner );
|
||
|
||
// Break any constraint I might have to the world.
|
||
RemoveEffects( EF_ITEM_BLINK );
|
||
|
||
#if !defined( CLIENT_DLL )
|
||
if ( m_pConstraint != NULL )
|
||
{
|
||
RemoveSpawnFlags( SF_WEAPON_START_CONSTRAINED );
|
||
physenv->DestroyConstraint( m_pConstraint );
|
||
m_pConstraint = NULL;
|
||
}
|
||
#endif
|
||
|
||
|
||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||
m_flNextSecondaryAttack = gpGlobals->curtime;
|
||
SetTouch( NULL );
|
||
SetThink( NULL );
|
||
#if !defined( CLIENT_DLL )
|
||
VPhysicsDestroyObject();
|
||
#endif
|
||
|
||
if ( pOwner->IsPlayer() )
|
||
{
|
||
SetModel( GetViewModel() );
|
||
}
|
||
else
|
||
{
|
||
// Make the weapon ready as soon as any NPC picks it up.
|
||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||
m_flNextSecondaryAttack = gpGlobals->curtime;
|
||
SetModel( GetWorldModel() );
|
||
}
|
||
}
|
||
|
||
void CBaseCombatWeapon::SetActivity( Activity act, float duration )
|
||
{
|
||
|
||
|
||
int sequence = SelectWeightedSequence( act );
|
||
|
||
// FORCE IDLE on sequences we don't have (which should be many)
|
||
if ( sequence == ACTIVITY_NOT_AVAILABLE )
|
||
sequence = SelectWeightedSequence( ACT_VM_IDLE );
|
||
|
||
|
||
|
||
if ( sequence != ACTIVITY_NOT_AVAILABLE )
|
||
{
|
||
SetSequence( sequence );
|
||
SetActivity( act );
|
||
SetCycle( 0 );
|
||
ResetSequenceInfo( );
|
||
|
||
if ( duration > 0 )
|
||
{
|
||
// FIXME: does this even make sense in non-shoot animations?
|
||
m_flPlaybackRate = SequenceDuration( sequence ) / duration;
|
||
m_flPlaybackRate = fpmin( m_flPlaybackRate, 12.0); // FIXME; magic number!, network encoding range
|
||
Assert( IsFinite( m_flPlaybackRate ) );
|
||
}
|
||
else
|
||
{
|
||
m_flPlaybackRate = 1.0;
|
||
}
|
||
}
|
||
}
|
||
|
||
//====================================================================================
|
||
// WEAPON CLIENT HANDLING
|
||
//====================================================================================
|
||
int CBaseCombatWeapon::UpdateClientData( CBasePlayer *pPlayer )
|
||
{
|
||
int iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
|
||
|
||
if ( pPlayer->GetActiveWeapon() == this )
|
||
{
|
||
iNewState = WEAPON_IS_ACTIVE;
|
||
}
|
||
else
|
||
{
|
||
iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
|
||
}
|
||
|
||
if ( m_iState != iNewState )
|
||
{
|
||
m_iState = iNewState;
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : index -
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::SetViewModelIndex( int index )
|
||
{
|
||
Assert( index >= 0 && index < MAX_VIEWMODELS );
|
||
m_nViewModelIndex = index;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : iActivity -
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::SendViewModelAnim( int nSequence )
|
||
{
|
||
#if defined( CLIENT_DLL )
|
||
if ( !IsPredicted() )
|
||
return;
|
||
#endif
|
||
|
||
if ( nSequence < 0 )
|
||
return;
|
||
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
||
if ( pOwner == NULL )
|
||
return;
|
||
|
||
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
|
||
|
||
if ( vm == NULL )
|
||
return;
|
||
|
||
SetViewModel();
|
||
Assert( vm->ViewModelIndex() == m_nViewModelIndex );
|
||
vm->SendViewModelMatchingSequence( nSequence );
|
||
}
|
||
|
||
float CBaseCombatWeapon::GetViewModelSequenceDuration()
|
||
{
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( pOwner == NULL )
|
||
{
|
||
Assert( false );
|
||
return 0;
|
||
}
|
||
|
||
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
|
||
if ( vm == NULL )
|
||
{
|
||
Assert( false );
|
||
return 0;
|
||
}
|
||
|
||
SetViewModel();
|
||
Assert( vm->ViewModelIndex() == m_nViewModelIndex );
|
||
return vm->SequenceDuration();
|
||
}
|
||
|
||
bool CBaseCombatWeapon::IsViewModelSequenceFinished( void )
|
||
{
|
||
// These are not valid activities and always complete immediately
|
||
if ( GetActivity() == ACT_RESET || GetActivity() == ACT_INVALID )
|
||
return true;
|
||
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( pOwner == NULL )
|
||
{
|
||
Assert( false );
|
||
return false;
|
||
}
|
||
|
||
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
|
||
if ( vm == NULL )
|
||
{
|
||
Assert( false );
|
||
return false;
|
||
}
|
||
|
||
return vm->IsSequenceFinished();
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::SetViewModel()
|
||
{
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( pOwner == NULL )
|
||
return;
|
||
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
|
||
if ( vm == NULL )
|
||
return;
|
||
Assert( vm->ViewModelIndex() == m_nViewModelIndex );
|
||
vm->SetWeaponModel( GetViewModel( m_nViewModelIndex ), this );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
|
||
// Input : iActivity - activity to play
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::SendWeaponAnim( int iActivity )
|
||
{
|
||
#ifdef USES_PERSISTENT_ITEMS
|
||
iActivity = TranslateViewmodelHandActivity( (Activity)iActivity );
|
||
#endif
|
||
|
||
//For now, just set the ideal activity and be done with it
|
||
return SetIdealActivity( (Activity) iActivity );
|
||
}
|
||
|
||
//====================================================================================
|
||
// WEAPON SELECTION
|
||
//====================================================================================
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::HasAnyAmmo( void )
|
||
{
|
||
// If I don't use ammo of any kind, I can always fire
|
||
if ( !UsesPrimaryAmmo() && !UsesSecondaryAmmo() )
|
||
return true;
|
||
|
||
// Otherwise, I need ammo of either type
|
||
return ( HasPrimaryAmmo() || HasSecondaryAmmo() );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::HasPrimaryAmmo( void )
|
||
{
|
||
// If I use a clip, and have some ammo in it, then I have ammo
|
||
if ( UsesClipsForAmmo1() )
|
||
{
|
||
if ( m_iClip1 > 0 )
|
||
return true;
|
||
}
|
||
|
||
// Otherwise, I have ammo if I have some in my ammo counts
|
||
CBaseCombatCharacter *pOwner = GetOwner();
|
||
if ( pOwner )
|
||
{
|
||
if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
// No owner, so return how much primary ammo I have along with me.
|
||
if( GetPrimaryAmmoCount() > 0 )
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::HasSecondaryAmmo( void )
|
||
{
|
||
// If I use a clip, and have some ammo in it, then I have ammo
|
||
if ( UsesClipsForAmmo2() )
|
||
{
|
||
if ( m_iClip2 > 0 )
|
||
return true;
|
||
}
|
||
|
||
// Otherwise, I have ammo if I have some in my ammo counts
|
||
CBaseCombatCharacter *pOwner = GetOwner();
|
||
if ( pOwner )
|
||
{
|
||
if ( pOwner->GetAmmoCount( m_iSecondaryAmmoType ) > 0 )
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: returns true if the weapon actually uses primary ammo
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::UsesPrimaryAmmo( void )
|
||
{
|
||
if ( m_iPrimaryAmmoType < 0 )
|
||
return false;
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: returns true if the weapon actually uses secondary ammo
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::UsesSecondaryAmmo( void )
|
||
{
|
||
if ( m_iSecondaryAmmoType < 0 )
|
||
return false;
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Show/hide weapon and corresponding view model if any
|
||
// Input : visible -
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::SetWeaponVisible( bool visible )
|
||
{
|
||
CBaseViewModel *vm = NULL;
|
||
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( pOwner )
|
||
{
|
||
vm = pOwner->GetViewModel( m_nViewModelIndex );
|
||
}
|
||
|
||
if ( visible )
|
||
{
|
||
RemoveEffects( EF_NODRAW );
|
||
if ( vm )
|
||
{
|
||
vm->RemoveEffects( EF_NODRAW );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
AddEffects( EF_NODRAW );
|
||
if ( vm )
|
||
{
|
||
vm->AddEffects( EF_NODRAW );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::IsWeaponVisible( void )
|
||
{
|
||
CBaseViewModel *vm = NULL;
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( pOwner )
|
||
{
|
||
vm = pOwner->GetViewModel( m_nViewModelIndex );
|
||
if ( vm )
|
||
{
|
||
#ifdef CLIENT_DLL
|
||
return !vm->IsDormant() && !vm->IsEffectActive(EF_NODRAW);
|
||
#else
|
||
return ( !vm->IsEffectActive(EF_NODRAW) );
|
||
#endif
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: If the current weapon has more ammo, reload it. Otherwise, switch
|
||
// to the next best weapon we've got. Returns true if it took any action.
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::ReloadOrSwitchWeapons( void )
|
||
{
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
Assert( pOwner );
|
||
|
||
m_bFireOnEmpty = false;
|
||
|
||
// If we don't have any ammo, switch to the next best weapon
|
||
if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime )
|
||
{
|
||
// weapon isn't useable, switch.
|
||
if ( ( (GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) == false ) && ( g_pGameRules->SwitchToNextBestWeapon( pOwner, this ) ) )
|
||
{
|
||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
|
||
return true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
|
||
if ( UsesClipsForAmmo1() &&
|
||
(m_iClip1 == 0) &&
|
||
(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) == false &&
|
||
m_flNextPrimaryAttack < gpGlobals->curtime &&
|
||
m_flNextSecondaryAttack < gpGlobals->curtime )
|
||
{
|
||
// if we're successfully reloading, we're done
|
||
if ( Reload() )
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input : *szViewModel -
|
||
// *szWeaponModel -
|
||
// iActivity -
|
||
// *szAnimExt -
|
||
// Output : Returns true on success, false on failure.
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt )
|
||
{
|
||
// Msg( "deploy %s at %f\n", GetClassname(), gpGlobals->curtime );
|
||
|
||
// Weapons that don't autoswitch away when they run out of ammo
|
||
// can still be deployed when they have no ammo.
|
||
if ( !HasAnyAmmo() && AllowsAutoSwitchFrom() )
|
||
return false;
|
||
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( pOwner )
|
||
{
|
||
// Dead men deploy no weapons
|
||
if ( pOwner->IsAlive() == false )
|
||
return false;
|
||
|
||
pOwner->SetAnimationExtension( szAnimExt );
|
||
|
||
SetViewModel();
|
||
SendWeaponAnim( iActivity );
|
||
|
||
pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() );
|
||
}
|
||
|
||
// Can't shoot again until we've finished deploying
|
||
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
|
||
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
|
||
m_flHudHintMinDisplayTime = 0;
|
||
|
||
m_bAltFireHudHintDisplayed = false;
|
||
m_bReloadHudHintDisplayed = false;
|
||
m_flHudHintPollTime = gpGlobals->curtime + 5.0f;
|
||
|
||
SetWeaponVisible( true );
|
||
|
||
/*
|
||
|
||
This code is disabled for now, because moving through the weapons in the carousel
|
||
selects and deploys each weapon as you pass it. (sjb)
|
||
|
||
*/
|
||
|
||
SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT );
|
||
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::Deploy( )
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
|
||
}
|
||
|
||
Activity CBaseCombatWeapon::GetDrawActivity( void )
|
||
{
|
||
return ACT_VM_DRAW;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
|
||
// cancel any reload in progress.
|
||
m_bInReload = false;
|
||
|
||
// kill any think functions
|
||
SetThink(NULL);
|
||
|
||
// Send holster animation
|
||
SendWeaponAnim( ACT_VM_HOLSTER );
|
||
|
||
// Some weapon's don't have holster anims yet, so detect that
|
||
float flSequenceDuration = 0;
|
||
if ( GetActivity() == ACT_VM_HOLSTER )
|
||
{
|
||
flSequenceDuration = SequenceDuration();
|
||
}
|
||
|
||
CBaseCombatCharacter *pOwner = GetOwner();
|
||
if (pOwner)
|
||
{
|
||
pOwner->SetNextAttack( gpGlobals->curtime + flSequenceDuration );
|
||
}
|
||
|
||
// If we don't have a holster anim, hide immediately to avoid timing issues
|
||
if ( !flSequenceDuration )
|
||
{
|
||
SetWeaponVisible( false );
|
||
}
|
||
else
|
||
{
|
||
// Hide the weapon when the holster animation's finished
|
||
SetContextThink( &CBaseCombatWeapon::HideThink, gpGlobals->curtime + flSequenceDuration, HIDEWEAPON_THINK_CONTEXT );
|
||
}
|
||
|
||
// if we were displaying a hud hint, squelch it.
|
||
if (m_flHudHintMinDisplayTime && gpGlobals->curtime < m_flHudHintMinDisplayTime)
|
||
{
|
||
if( m_bAltFireHudHintDisplayed )
|
||
RescindAltFireHudHint();
|
||
|
||
if( m_bReloadHudHintDisplayed )
|
||
RescindReloadHudHint();
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
#ifdef CLIENT_DLL
|
||
|
||
void CBaseCombatWeapon::BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const
|
||
{
|
||
// The default behavior pushes it out by BONEMERGE_FASTCULL_BBOX_EXPAND in all directions, but we can do better
|
||
// since we know the weapon will never point behind him.
|
||
|
||
localMaxs.x += 20; // Leaves some space in front for long weapons.
|
||
|
||
localMins.y -= 20; // Fatten it to his left and right since he can rotate that way.
|
||
localMaxs.y += 20;
|
||
|
||
localMaxs.z += 15; // Leave some space at the top.
|
||
}
|
||
|
||
#else
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::InputHideWeapon( inputdata_t &inputdata )
|
||
{
|
||
// Only hide if we're still the active weapon. If we're not the active weapon
|
||
if ( GetOwner() && GetOwner()->GetActiveWeapon() == this )
|
||
{
|
||
SetWeaponVisible( false );
|
||
}
|
||
}
|
||
#endif
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::HideThink( void )
|
||
{
|
||
// Only hide if we're still the active weapon. If we're not the active weapon
|
||
if ( GetOwner() && GetOwner()->GetActiveWeapon() == this )
|
||
{
|
||
SetWeaponVisible( false );
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::ItemPreFrame( void )
|
||
{
|
||
MaintainIdealActivity();
|
||
|
||
#ifndef CLIENT_DLL
|
||
#ifndef HL2_EPISODIC
|
||
if ( IsX360() )
|
||
#endif
|
||
{
|
||
// If we haven't displayed the hint enough times yet, it's time to try to
|
||
// display the hint, and the player is not standing still, try to show a hud hint.
|
||
// If the player IS standing still, assume they could change away from this weapon at
|
||
// any second.
|
||
if( (!m_bAltFireHudHintDisplayed || !m_bReloadHudHintDisplayed) && gpGlobals->curtime > m_flHudHintMinDisplayTime && gpGlobals->curtime > m_flHudHintPollTime && GetOwner() && GetOwner()->IsPlayer() )
|
||
{
|
||
CBasePlayer *pPlayer = (CBasePlayer*)(GetOwner());
|
||
|
||
if( pPlayer && pPlayer->GetStickDist() > 0.0f )
|
||
{
|
||
// If the player is moving, they're unlikely to switch away from the current weapon
|
||
// the moment this weapon displays its HUD hint.
|
||
if( ShouldDisplayReloadHUDHint() )
|
||
{
|
||
DisplayReloadHudHint();
|
||
}
|
||
else if( ShouldDisplayAltFireHUDHint() )
|
||
{
|
||
DisplayAltFireHudHint();
|
||
}
|
||
}
|
||
else
|
||
{
|
||
m_flHudHintPollTime = gpGlobals->curtime + 2.0f;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
//====================================================================================
|
||
// WEAPON BEHAVIOUR
|
||
//====================================================================================
|
||
void CBaseCombatWeapon::ItemPostFrame( void )
|
||
{
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if (!pOwner)
|
||
return;
|
||
|
||
//Track the duration of the fire
|
||
//FIXME: Check for IN_ATTACK2 as well?
|
||
//FIXME: What if we're calling ItemBusyFrame?
|
||
m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f;
|
||
|
||
if ( UsesClipsForAmmo1() )
|
||
{
|
||
CheckReload();
|
||
}
|
||
|
||
bool bFired = false;
|
||
|
||
// Secondary attack has priority
|
||
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
||
{
|
||
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 )
|
||
{
|
||
if (m_flNextEmptySoundTime < gpGlobals->curtime)
|
||
{
|
||
WeaponSound(EMPTY);
|
||
m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
|
||
}
|
||
}
|
||
else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
|
||
{
|
||
// This weapon doesn't fire underwater
|
||
WeaponSound(EMPTY);
|
||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
|
||
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
|
||
// stops the crossbow from firing on the 360 if the player chooses to hold down their
|
||
// zoom button. (sjb) Orange Box 7/25/2007
|
||
#if !defined(CLIENT_DLL)
|
||
if( !IsX360() || !ClassMatches("weapon_crossbow") )
|
||
#endif
|
||
{
|
||
bFired = true;
|
||
}
|
||
|
||
SecondaryAttack();
|
||
|
||
// Secondary ammo doesn't have a reload animation
|
||
if ( UsesClipsForAmmo2() )
|
||
{
|
||
// reload clip2 if empty
|
||
if (m_iClip2 < 1)
|
||
{
|
||
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
|
||
m_iClip2 = m_iClip2 + 1;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
||
{
|
||
// Clip empty? Or out of ammo on a no-clip weapon?
|
||
if ( !IsMeleeWeapon() &&
|
||
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
|
||
{
|
||
HandleFireOnEmpty();
|
||
}
|
||
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
|
||
{
|
||
// This weapon doesn't fire underwater
|
||
WeaponSound(EMPTY);
|
||
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
|
||
return;
|
||
}
|
||
else
|
||
{
|
||
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
|
||
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
|
||
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
|
||
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
|
||
// first shot. Right now that's too much of an architecture change -- jdw
|
||
|
||
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
|
||
if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) )
|
||
{
|
||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||
}
|
||
|
||
PrimaryAttack();
|
||
}
|
||
}
|
||
|
||
// -----------------------
|
||
// Reload pressed / Clip Empty
|
||
// -----------------------
|
||
if ( (pOwner->m_nButtons & IN_RELOAD) && UsesClipsForAmmo1() && !m_bInReload )
|
||
{
|
||
// reload when reload is pressed, or if no buttons are down and weapon is empty.
|
||
Reload();
|
||
m_fFireDuration = 0.0f;
|
||
}
|
||
|
||
// -----------------------
|
||
// No buttons down
|
||
// -----------------------
|
||
if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (pOwner->m_nButtons & IN_RELOAD)))
|
||
{
|
||
// no fire buttons down or reloading
|
||
if ( ( m_bInReload == false ) && !ReloadOrSwitchWeapons() )
|
||
{
|
||
WeaponIdle();
|
||
}
|
||
}
|
||
}
|
||
|
||
void CBaseCombatWeapon::HandleFireOnEmpty()
|
||
{
|
||
// If we're already firing on empty, reload if we can
|
||
if ( m_bFireOnEmpty )
|
||
{
|
||
ReloadOrSwitchWeapons();
|
||
m_fFireDuration = 0.0f;
|
||
}
|
||
else
|
||
{
|
||
if (m_flNextEmptySoundTime < gpGlobals->curtime)
|
||
{
|
||
WeaponSound(EMPTY);
|
||
m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
|
||
}
|
||
m_bFireOnEmpty = true;
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::ItemBusyFrame( void )
|
||
{
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Base class default for getting bullet type
|
||
// Input :
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
int CBaseCombatWeapon::GetBulletType( void )
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Base class default for getting spread
|
||
// Input :
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
const Vector& CBaseCombatWeapon::GetBulletSpread( void )
|
||
{
|
||
static Vector cone = VECTOR_CONE_15DEGREES;
|
||
return cone;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
const WeaponProficiencyInfo_t *CBaseCombatWeapon::GetProficiencyValues()
|
||
{
|
||
static WeaponProficiencyInfo_t defaultWeaponProficiencyTable[] =
|
||
{
|
||
{ 1.0, 1.0 },
|
||
{ 1.0, 1.0 },
|
||
{ 1.0, 1.0 },
|
||
{ 1.0, 1.0 },
|
||
{ 1.0, 1.0 },
|
||
};
|
||
|
||
COMPILE_TIME_ASSERT( ARRAYSIZE(defaultWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
|
||
return defaultWeaponProficiencyTable;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Base class default for getting firerate
|
||
// Input :
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
float CBaseCombatWeapon::GetFireRate( void )
|
||
{
|
||
return 0;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Base class default for playing shoot sound
|
||
// Input :
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ )
|
||
{
|
||
// If we have some sounds from the weapon classname.txt file, play a random one of them
|
||
const char *shootsound = GetShootSound( sound_type );
|
||
if ( !shootsound || !shootsound[0] )
|
||
return;
|
||
|
||
CSoundParameters params;
|
||
|
||
if ( !GetParametersForSound( shootsound, params, NULL ) )
|
||
return;
|
||
|
||
if ( params.play_to_owner_only )
|
||
{
|
||
// Am I only to play to my owner?
|
||
if ( GetOwner() && GetOwner()->IsPlayer() )
|
||
{
|
||
CSingleUserRecipientFilter filter( ToBasePlayer( GetOwner() ) );
|
||
if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
|
||
{
|
||
filter.UsePredictionRules();
|
||
}
|
||
EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Play weapon sound from the owner
|
||
if ( GetOwner() )
|
||
{
|
||
CPASAttenuationFilter filter( GetOwner(), params.soundlevel );
|
||
if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
|
||
{
|
||
filter.UsePredictionRules();
|
||
}
|
||
EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime );
|
||
|
||
#if !defined( CLIENT_DLL )
|
||
if( sound_type == EMPTY )
|
||
{
|
||
CSoundEnt::InsertSound( SOUND_COMBAT, GetOwner()->GetAbsOrigin(), SOUNDENT_VOLUME_EMPTY, 0.2, GetOwner() );
|
||
}
|
||
#endif
|
||
}
|
||
// If no owner play from the weapon (this is used for thrown items)
|
||
else
|
||
{
|
||
CPASAttenuationFilter filter( this, params.soundlevel );
|
||
if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
|
||
{
|
||
filter.UsePredictionRules();
|
||
}
|
||
EmitSound( filter, entindex(), shootsound, NULL, soundtime );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Stop a sound played by this weapon.
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::StopWeaponSound( WeaponSound_t sound_type )
|
||
{
|
||
//if ( IsPredicted() )
|
||
// return;
|
||
|
||
// If we have some sounds from the weapon classname.txt file, play a random one of them
|
||
const char *shootsound = GetShootSound( sound_type );
|
||
if ( !shootsound || !shootsound[0] )
|
||
return;
|
||
|
||
CSoundParameters params;
|
||
if ( !GetParametersForSound( shootsound, params, NULL ) )
|
||
return;
|
||
|
||
// Am I only to play to my owner?
|
||
if ( params.play_to_owner_only )
|
||
{
|
||
if ( GetOwner() )
|
||
{
|
||
StopSound( GetOwner()->entindex(), shootsound );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Play weapon sound from the owner
|
||
if ( GetOwner() )
|
||
{
|
||
StopSound( GetOwner()->entindex(), shootsound );
|
||
}
|
||
// If no owner play from the weapon (this is used for thrown items)
|
||
else
|
||
{
|
||
StopSound( entindex(), shootsound );
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
|
||
{
|
||
CBaseCombatCharacter *pOwner = GetOwner();
|
||
if (!pOwner)
|
||
return false;
|
||
|
||
// If I don't have any spare ammo, I can't reload
|
||
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
|
||
return false;
|
||
|
||
bool bReload = false;
|
||
|
||
// If you don't have clips, then don't try to reload them.
|
||
if ( UsesClipsForAmmo1() )
|
||
{
|
||
// need to reload primary clip?
|
||
int primary = MIN(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
|
||
if ( primary != 0 )
|
||
{
|
||
bReload = true;
|
||
}
|
||
}
|
||
|
||
if ( UsesClipsForAmmo2() )
|
||
{
|
||
// need to reload secondary clip?
|
||
int secondary = MIN(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
|
||
if ( secondary != 0 )
|
||
{
|
||
bReload = true;
|
||
}
|
||
}
|
||
|
||
if ( !bReload )
|
||
return false;
|
||
|
||
#ifdef CLIENT_DLL
|
||
// Play reload
|
||
WeaponSound( RELOAD );
|
||
#endif
|
||
SendWeaponAnim( iActivity );
|
||
|
||
// Play the player's reload animation
|
||
if ( pOwner->IsPlayer() )
|
||
{
|
||
( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD );
|
||
}
|
||
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
|
||
pOwner->SetNextAttack( flSequenceEndTime );
|
||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
|
||
|
||
m_bInReload = true;
|
||
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::Reload( void )
|
||
{
|
||
return DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
|
||
}
|
||
|
||
//=========================================================
|
||
void CBaseCombatWeapon::WeaponIdle( void )
|
||
{
|
||
//Idle again if we've finished
|
||
if ( HasWeaponIdleTimeElapsed() )
|
||
{
|
||
SendWeaponAnim( ACT_VM_IDLE );
|
||
}
|
||
}
|
||
|
||
|
||
//=========================================================
|
||
Activity CBaseCombatWeapon::GetPrimaryAttackActivity( void )
|
||
{
|
||
return ACT_VM_PRIMARYATTACK;
|
||
}
|
||
|
||
//=========================================================
|
||
Activity CBaseCombatWeapon::GetSecondaryAttackActivity( void )
|
||
{
|
||
return ACT_VM_SECONDARYATTACK;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Adds in view kick and weapon accuracy degradation effect
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::AddViewKick( void )
|
||
{
|
||
//NOTENOTE: By default, weapon will not kick up (defined per weapon)
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Get the string to print death notices with
|
||
//-----------------------------------------------------------------------------
|
||
char *CBaseCombatWeapon::GetDeathNoticeName( void )
|
||
{
|
||
#if !defined( CLIENT_DLL )
|
||
return (char*)STRING( m_iszName );
|
||
#else
|
||
return "GetDeathNoticeName not implemented on client yet";
|
||
#endif
|
||
}
|
||
|
||
//====================================================================================
|
||
// WEAPON RELOAD TYPES
|
||
//====================================================================================
|
||
void CBaseCombatWeapon::CheckReload( void )
|
||
{
|
||
if ( m_bReloadsSingly )
|
||
{
|
||
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
if ( !pOwner )
|
||
return;
|
||
|
||
if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
||
{
|
||
if ( pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2) && m_iClip1 > 0 )
|
||
{
|
||
m_bInReload = false;
|
||
return;
|
||
}
|
||
|
||
// If out of ammo end reload
|
||
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0)
|
||
{
|
||
FinishReload();
|
||
return;
|
||
}
|
||
// If clip not full reload again
|
||
else if (m_iClip1 < GetMaxClip1())
|
||
{
|
||
// Add them to the clip
|
||
m_iClip1 += 1;
|
||
pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
|
||
|
||
Reload();
|
||
return;
|
||
}
|
||
// Clip full, stop reloading
|
||
else
|
||
{
|
||
FinishReload();
|
||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||
m_flNextSecondaryAttack = gpGlobals->curtime;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( (m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
||
{
|
||
FinishReload();
|
||
m_flNextPrimaryAttack = gpGlobals->curtime;
|
||
m_flNextSecondaryAttack = gpGlobals->curtime;
|
||
m_bInReload = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Reload has finished.
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::FinishReload( void )
|
||
{
|
||
CBaseCombatCharacter *pOwner = GetOwner();
|
||
|
||
if (pOwner)
|
||
{
|
||
// If I use primary clips, reload primary
|
||
if ( UsesClipsForAmmo1() )
|
||
{
|
||
int primary = MIN( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType));
|
||
m_iClip1 += primary;
|
||
pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType);
|
||
}
|
||
|
||
// If I use secondary clips, reload secondary
|
||
if ( UsesClipsForAmmo2() )
|
||
{
|
||
int secondary = MIN( GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType));
|
||
m_iClip2 += secondary;
|
||
pOwner->RemoveAmmo( secondary, m_iSecondaryAmmoType );
|
||
}
|
||
|
||
if ( m_bReloadsSingly )
|
||
{
|
||
m_bInReload = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Abort any reload we have in progress
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::AbortReload( void )
|
||
{
|
||
#ifdef CLIENT_DLL
|
||
StopWeaponSound( RELOAD );
|
||
#endif
|
||
m_bInReload = false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Primary fire button attack
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::PrimaryAttack( void )
|
||
{
|
||
// If my clip is empty (and I use clips) start reload
|
||
if ( UsesClipsForAmmo1() && !m_iClip1 )
|
||
{
|
||
Reload();
|
||
return;
|
||
}
|
||
|
||
// Only the player fires this way so we can cast
|
||
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
|
||
|
||
if (!pPlayer)
|
||
{
|
||
return;
|
||
}
|
||
|
||
pPlayer->DoMuzzleFlash();
|
||
|
||
SendWeaponAnim( GetPrimaryAttackActivity() );
|
||
|
||
// player "shoot" animation
|
||
pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||
|
||
FireBulletsInfo_t info;
|
||
info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
|
||
|
||
info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
|
||
|
||
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
|
||
// especially if the weapon we're firing has a really fast rate of fire.
|
||
info.m_iShots = 0;
|
||
float fireRate = GetFireRate();
|
||
|
||
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
|
||
{
|
||
// MUST call sound before removing a round from the clip of a CMachineGun
|
||
WeaponSound(SINGLE, m_flNextPrimaryAttack);
|
||
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
|
||
info.m_iShots++;
|
||
if ( !fireRate )
|
||
break;
|
||
}
|
||
|
||
// Make sure we don't fire more than the amount in the clip
|
||
if ( UsesClipsForAmmo1() )
|
||
{
|
||
info.m_iShots = MIN( info.m_iShots, m_iClip1 );
|
||
m_iClip1 -= info.m_iShots;
|
||
}
|
||
else
|
||
{
|
||
info.m_iShots = MIN( info.m_iShots, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) );
|
||
pPlayer->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
|
||
}
|
||
|
||
info.m_flDistance = MAX_TRACE_LENGTH;
|
||
info.m_iAmmoType = m_iPrimaryAmmoType;
|
||
info.m_iTracerFreq = 2;
|
||
|
||
#if !defined( CLIENT_DLL )
|
||
// Fire the bullets
|
||
info.m_vecSpread = pPlayer->GetAttackSpread( this );
|
||
#else
|
||
//!!!HACKHACK - what does the client want this function for?
|
||
info.m_vecSpread = pPlayer->GetActiveWeapon()->GetBulletSpread();
|
||
#endif // CLIENT_DLL
|
||
|
||
pPlayer->FireBullets( info );
|
||
|
||
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
|
||
{
|
||
// HEV suit - indicate out of ammo condition
|
||
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||
}
|
||
|
||
//Add our view kick in
|
||
AddViewKick();
|
||
}
|
||
|
||
void CBaseCombatWeapon::BaseForceFire( CBaseCombatCharacter *pOperator, CBaseEntity *pTarget )
|
||
{
|
||
// Ensure we have enough rounds in the clip
|
||
m_iClip1++;
|
||
|
||
// If my clip is empty (and I use clips) start reload
|
||
if ( UsesClipsForAmmo1() && !m_iClip1 )
|
||
{
|
||
Reload();
|
||
return;
|
||
}
|
||
|
||
pOperator->DoMuzzleFlash();
|
||
|
||
SendWeaponAnim( GetPrimaryAttackActivity() );
|
||
|
||
// player "shoot" animation
|
||
//pOperator->SetAnimation( PLAYER_ATTACK1 );
|
||
|
||
FireBulletsInfo_t info;
|
||
|
||
QAngle angShootDir;
|
||
GetAttachment( LookupAttachment( "muzzle" ), info.m_vecSrc, angShootDir );
|
||
|
||
if ( pTarget )
|
||
{
|
||
info.m_vecDirShooting = pTarget->WorldSpaceCenter() - info.m_vecSrc;
|
||
VectorNormalize( info.m_vecDirShooting );
|
||
}
|
||
else
|
||
{
|
||
AngleVectors( angShootDir, &info.m_vecDirShooting );
|
||
}
|
||
|
||
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
|
||
// especially if the weapon we're firing has a really fast rate of fire.
|
||
info.m_iShots = 0;
|
||
float fireRate = GetFireRate();
|
||
|
||
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
|
||
{
|
||
// MUST call sound before removing a round from the clip of a CMachineGun
|
||
WeaponSound(SINGLE, m_flNextPrimaryAttack);
|
||
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
|
||
info.m_iShots++;
|
||
if ( !fireRate )
|
||
break;
|
||
}
|
||
|
||
// Make sure we don't fire more than the amount in the clip
|
||
if ( UsesClipsForAmmo1() )
|
||
{
|
||
info.m_iShots = MIN( info.m_iShots, m_iClip1 );
|
||
m_iClip1 -= info.m_iShots;
|
||
}
|
||
else
|
||
{
|
||
info.m_iShots = MIN( info.m_iShots, pOperator->GetAmmoCount( m_iPrimaryAmmoType ) );
|
||
pOperator->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType );
|
||
}
|
||
|
||
info.m_flDistance = MAX_TRACE_LENGTH;
|
||
info.m_iAmmoType = m_iPrimaryAmmoType;
|
||
info.m_iTracerFreq = 2;
|
||
|
||
#if !defined( CLIENT_DLL )
|
||
// Fire the bullets
|
||
info.m_vecSpread = pOperator->GetAttackSpread( this );
|
||
#else
|
||
//!!!HACKHACK - what does the client want this function for?
|
||
info.m_vecSpread = GetBulletSpread();
|
||
#endif // CLIENT_DLL
|
||
|
||
pOperator->FireBullets( info );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Called every frame to check if the weapon is going through transition animations
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::MaintainIdealActivity( void )
|
||
{
|
||
// Must be transitioning
|
||
if ( GetActivity() != ACT_TRANSITION )
|
||
return;
|
||
|
||
// Must not be at our ideal already
|
||
if ( ( GetActivity() == m_IdealActivity ) && ( GetSequence() == m_nIdealSequence ) )
|
||
return;
|
||
|
||
// Must be finished with the current animation
|
||
if ( IsViewModelSequenceFinished() == false )
|
||
return;
|
||
|
||
// Move to the next animation towards our ideal
|
||
SendWeaponAnim( m_IdealActivity );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Sets the ideal activity for the weapon to be in, allowing for transitional animations in between
|
||
// Input : ideal - activity to end up at, ideally
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::SetIdealActivity( Activity ideal )
|
||
{
|
||
MDLCACHE_CRITICAL_SECTION();
|
||
int idealSequence = SelectWeightedSequence( ideal );
|
||
|
||
if ( idealSequence == -1 )
|
||
return false;
|
||
|
||
//Take the new activity
|
||
m_IdealActivity = ideal;
|
||
m_nIdealSequence = idealSequence;
|
||
|
||
//Find the next sequence in the potential chain of sequences leading to our ideal one
|
||
int nextSequence = FindTransitionSequence( GetSequence(), m_nIdealSequence, NULL );
|
||
|
||
// Don't use transitions when we're deploying
|
||
if ( ideal != ACT_VM_DRAW && IsWeaponVisible() && nextSequence != m_nIdealSequence )
|
||
{
|
||
//Set our activity to the next transitional animation
|
||
SetActivity( ACT_TRANSITION );
|
||
SetSequence( nextSequence );
|
||
SendViewModelAnim( nextSequence );
|
||
}
|
||
else
|
||
{
|
||
//Set our activity to the ideal
|
||
SetActivity( m_IdealActivity );
|
||
SetSequence( m_nIdealSequence );
|
||
SendViewModelAnim( m_nIdealSequence );
|
||
}
|
||
|
||
//Set the next time the weapon will idle
|
||
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
|
||
return true;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns information about the various control panels
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
|
||
{
|
||
pPanelName = NULL;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Returns information about the various control panels
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName )
|
||
{
|
||
pPanelName = "vgui_screen";
|
||
}
|
||
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Locking a weapon is an exclusive action. If you lock a weapon, that means
|
||
// you are preventing others from doing so for themselves.
|
||
//-----------------------------------------------------------------------------
|
||
void CBaseCombatWeapon::Lock( float lockTime, CBaseEntity *pLocker )
|
||
{
|
||
m_flUnlockTime = gpGlobals->curtime + lockTime;
|
||
m_hLocker.Set( pLocker );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// If I'm still locked for a period of time, tell everyone except the person
|
||
// that locked me that I'm not available.
|
||
//-----------------------------------------------------------------------------
|
||
bool CBaseCombatWeapon::IsLocked( CBaseEntity *pAsker )
|
||
{
|
||
return ( m_flUnlockTime > gpGlobals->curtime && m_hLocker != pAsker );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose:
|
||
// Input :
|
||
// Output :
|
||
//-----------------------------------------------------------------------------
|
||
Activity CBaseCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired )
|
||
{
|
||
acttable_t *pTable = ActivityList();
|
||
int actCount = ActivityListCount();
|
||
|
||
for ( int i = 0; i < actCount; i++, pTable++ )
|
||
{
|
||
if ( baseAct == pTable->baseAct )
|
||
{
|
||
if (pRequired)
|
||
{
|
||
*pRequired = pTable->required;
|
||
}
|
||
return (Activity)pTable->weaponAct;
|
||
}
|
||
}
|
||
return baseAct;
|
||
}
|
||
|
||
class CWeaponList : public CAutoGameSystem
|
||
{
|
||
public:
|
||
CWeaponList( char const *name ) : CAutoGameSystem( name )
|
||
{
|
||
}
|
||
|
||
|
||
virtual void LevelShutdownPostEntity()
|
||
{
|
||
m_list.Purge();
|
||
}
|
||
|
||
void AddWeapon( CBaseCombatWeapon *pWeapon )
|
||
{
|
||
m_list.AddToTail( pWeapon );
|
||
}
|
||
|
||
void RemoveWeapon( CBaseCombatWeapon *pWeapon )
|
||
{
|
||
m_list.FindAndRemove( pWeapon );
|
||
}
|
||
CUtlLinkedList< CBaseCombatWeapon * > m_list;
|
||
};
|
||
|
||
CWeaponList g_WeaponList( "CWeaponList" );
|
||
|
||
#ifndef CLIENT_DLL
|
||
void OnBaseCombatWeaponCreated( CBaseCombatWeapon *pWeapon )
|
||
{
|
||
g_WeaponList.AddWeapon( pWeapon );
|
||
}
|
||
|
||
void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon *pWeapon )
|
||
{
|
||
g_WeaponList.RemoveWeapon( pWeapon );
|
||
}
|
||
#endif
|
||
|
||
#ifdef CLIENT_DLL
|
||
CUtlLinkedList< CBaseCombatWeapon * >& CBaseCombatWeapon::GetWeaponList( void )
|
||
{
|
||
return g_WeaponList.m_list;
|
||
}
|
||
#else
|
||
int CBaseCombatWeapon::GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs )
|
||
{
|
||
// linear search all weapons
|
||
int count = 0;
|
||
int index = g_WeaponList.m_list.Head();
|
||
while ( index != g_WeaponList.m_list.InvalidIndex() )
|
||
{
|
||
CBaseCombatWeapon *pWeapon = g_WeaponList.m_list[index];
|
||
// skip any held weapon
|
||
if ( !pWeapon->GetOwner() )
|
||
{
|
||
// restrict to mins/maxs
|
||
if ( IsPointInBox( pWeapon->GetAbsOrigin(), mins, maxs ) )
|
||
{
|
||
if ( count < listMax )
|
||
{
|
||
pList[count] = pWeapon;
|
||
count++;
|
||
}
|
||
}
|
||
}
|
||
index = g_WeaponList.m_list.Next( index );
|
||
}
|
||
|
||
return count;
|
||
}
|
||
#endif
|
||
|
||
|
||
#if defined( CLIENT_DLL )
|
||
|
||
BEGIN_PREDICTION_DATA( CBaseCombatWeapon )
|
||
|
||
DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
// Networked
|
||
DEFINE_PRED_FIELD( m_hOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
|
||
// DEFINE_FIELD( m_hWeaponFileInfo, FIELD_SHORT ),
|
||
DEFINE_PRED_FIELD( m_iState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
DEFINE_PRED_FIELD( m_iViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
|
||
DEFINE_PRED_FIELD( m_iWorldModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
|
||
DEFINE_PRED_FIELD_TOL( m_flNextPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
|
||
DEFINE_PRED_FIELD_TOL( m_flNextSecondaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
|
||
DEFINE_PRED_FIELD_TOL( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
|
||
|
||
DEFINE_PRED_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
DEFINE_PRED_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
DEFINE_PRED_FIELD( m_iClip1, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
DEFINE_PRED_FIELD( m_iClip2, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
|
||
DEFINE_PRED_FIELD( m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
||
|
||
// Not networked
|
||
|
||
DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_iszName, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ),
|
||
|
||
//DEFINE_PHYSPTR( m_pConstraint ),
|
||
|
||
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
|
||
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
|
||
|
||
// DEFINE_FIELD( m_OnPlayerPickup, COutputEvent ),
|
||
// DEFINE_FIELD( m_pConstraint, FIELD_INTEGER ),
|
||
|
||
END_PREDICTION_DATA()
|
||
|
||
#endif // ! CLIENT_DLL
|
||
|
||
// Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client
|
||
IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
|
||
|
||
#if !defined( CLIENT_DLL )
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Save Data for Base Weapon object
|
||
//-----------------------------------------------------------------------------//
|
||
BEGIN_DATADESC( CBaseCombatWeapon )
|
||
|
||
DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ),
|
||
DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ),
|
||
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ),
|
||
|
||
DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
|
||
|
||
DEFINE_FIELD( m_iState, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iszName, FIELD_STRING ),
|
||
DEFINE_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iClip1, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iClip2, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ),
|
||
DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ),
|
||
|
||
DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ),
|
||
|
||
DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ),
|
||
|
||
// don't save these, init to 0 and regenerate
|
||
// DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_TIME ),
|
||
// DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_nIdealSequence, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_IdealActivity, FIELD_INTEGER ),
|
||
|
||
DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
|
||
|
||
DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_iSubType, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ),
|
||
|
||
DEFINE_FIELD( m_flUnlockTime, FIELD_TIME ),
|
||
DEFINE_FIELD( m_hLocker, FIELD_EHANDLE ),
|
||
|
||
// DEFINE_FIELD( m_iViewModelIndex, FIELD_INTEGER ),
|
||
// DEFINE_FIELD( m_iWorldModelIndex, FIELD_INTEGER ),
|
||
// DEFINE_FIELD( m_hWeaponFileInfo, ???? ),
|
||
|
||
DEFINE_PHYSPTR( m_pConstraint ),
|
||
|
||
DEFINE_FIELD( m_iReloadHudHintCount, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_iAltFireHudHintCount, FIELD_INTEGER ),
|
||
DEFINE_FIELD( m_bReloadHudHintDisplayed, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_bAltFireHudHintDisplayed, FIELD_BOOLEAN ),
|
||
DEFINE_FIELD( m_flHudHintPollTime, FIELD_TIME ),
|
||
DEFINE_FIELD( m_flHudHintMinDisplayTime, FIELD_TIME ),
|
||
|
||
// Just to quiet classcheck.. this field exists only on the client
|
||
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
|
||
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
|
||
|
||
// Function pointers
|
||
DEFINE_ENTITYFUNC( DefaultTouch ),
|
||
DEFINE_THINKFUNC( FallThink ),
|
||
DEFINE_THINKFUNC( Materialize ),
|
||
DEFINE_THINKFUNC( AttemptToMaterialize ),
|
||
DEFINE_THINKFUNC( DestroyItem ),
|
||
DEFINE_THINKFUNC( SetPickupTouch ),
|
||
|
||
DEFINE_THINKFUNC( HideThink ),
|
||
DEFINE_INPUTFUNC( FIELD_VOID, "HideWeapon", InputHideWeapon ),
|
||
|
||
// Outputs
|
||
DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse"),
|
||
DEFINE_OUTPUT( m_OnPlayerPickup, "OnPlayerPickup"),
|
||
DEFINE_OUTPUT( m_OnNPCPickup, "OnNPCPickup"),
|
||
DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
|
||
|
||
END_DATADESC()
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Only send to local player if this weapon is the active weapon
|
||
// Input : *pStruct -
|
||
// *pVarData -
|
||
// *pRecipients -
|
||
// objectID -
|
||
// Output : void*
|
||
//-----------------------------------------------------------------------------
|
||
void* SendProxy_SendActiveLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
|
||
{
|
||
// Get the weapon entity
|
||
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
|
||
if ( pWeapon )
|
||
{
|
||
// Only send this chunk of data to the player carrying this weapon
|
||
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
|
||
if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ )
|
||
{
|
||
pRecipients->SetOnly( pPlayer->GetClientIndex() );
|
||
return (void*)pVarData;
|
||
}
|
||
}
|
||
|
||
return NULL;
|
||
}
|
||
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalWeaponDataTable );
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Only send the LocalWeaponData to the player carrying the weapon
|
||
//-----------------------------------------------------------------------------
|
||
void* SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
|
||
{
|
||
// Get the weapon entity
|
||
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
|
||
if ( pWeapon )
|
||
{
|
||
// Only send this chunk of data to the player carrying this weapon
|
||
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
|
||
if ( pPlayer )
|
||
{
|
||
pRecipients->SetOnly( pPlayer->GetClientIndex() );
|
||
return (void*)pVarData;
|
||
}
|
||
}
|
||
|
||
return NULL;
|
||
}
|
||
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendLocalWeaponDataTable );
|
||
#endif
|
||
|
||
#if PREDICTION_ERROR_CHECK_LEVEL > 1
|
||
#define SendPropTime SendPropFloat
|
||
#define RecvPropTime RecvPropFloat
|
||
#endif
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
|
||
//-----------------------------------------------------------------------------
|
||
BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalActiveWeaponData )
|
||
#if !defined( CLIENT_DLL )
|
||
SendPropTime( SENDINFO( m_flNextPrimaryAttack ) ),
|
||
SendPropTime( SENDINFO( m_flNextSecondaryAttack ) ),
|
||
SendPropInt( SENDINFO( m_nNextThinkTick ) ),
|
||
SendPropTime( SENDINFO( m_flTimeWeaponIdle ) ),
|
||
|
||
|
||
|
||
#else
|
||
RecvPropTime( RECVINFO( m_flNextPrimaryAttack ) ),
|
||
RecvPropTime( RECVINFO( m_flNextSecondaryAttack ) ),
|
||
RecvPropInt( RECVINFO( m_nNextThinkTick ) ),
|
||
RecvPropTime( RECVINFO( m_flTimeWeaponIdle ) ),
|
||
#endif
|
||
END_NETWORK_TABLE()
|
||
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
|
||
//-----------------------------------------------------------------------------
|
||
BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalWeaponData )
|
||
#if !defined( CLIENT_DLL )
|
||
SendPropIntWithMinusOneFlag( SENDINFO(m_iClip1 ), 8 ),
|
||
SendPropIntWithMinusOneFlag( SENDINFO(m_iClip2 ), 8 ),
|
||
SendPropInt( SENDINFO(m_iPrimaryAmmoType ), 8 ),
|
||
SendPropInt( SENDINFO(m_iSecondaryAmmoType ), 8 ),
|
||
|
||
SendPropInt( SENDINFO( m_nViewModelIndex ), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED ),
|
||
|
||
|
||
|
||
#else
|
||
RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip1 )),
|
||
RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip2 )),
|
||
RecvPropInt( RECVINFO(m_iPrimaryAmmoType )),
|
||
RecvPropInt( RECVINFO(m_iSecondaryAmmoType )),
|
||
|
||
RecvPropInt( RECVINFO( m_nViewModelIndex ) ),
|
||
|
||
#endif
|
||
END_NETWORK_TABLE()
|
||
|
||
BEGIN_NETWORK_TABLE(CBaseCombatWeapon, DT_BaseCombatWeapon)
|
||
#if !defined( CLIENT_DLL )
|
||
SendPropDataTable("LocalWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalWeaponData), SendProxy_SendLocalWeaponDataTable ),
|
||
SendPropDataTable("LocalActiveWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponData), SendProxy_SendActiveLocalWeaponDataTable ),
|
||
SendPropModelIndex( SENDINFO(m_iViewModelIndex) ),
|
||
SendPropModelIndex( SENDINFO(m_iWorldModelIndex) ),
|
||
SendPropInt( SENDINFO( m_iState ), 2, SPROP_UNSIGNED ),
|
||
SendPropEHandle( SENDINFO(m_hOwner) ),
|
||
#else
|
||
RecvPropDataTable("LocalWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalWeaponData)),
|
||
RecvPropDataTable("LocalActiveWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponData)),
|
||
RecvPropInt( RECVINFO(m_iViewModelIndex)),
|
||
RecvPropInt( RECVINFO(m_iWorldModelIndex)),
|
||
RecvPropInt( RECVINFO(m_iState )),
|
||
RecvPropEHandle( RECVINFO(m_hOwner ) ),
|
||
#endif
|
||
END_NETWORK_TABLE()
|
||
#if defined( CLIENT_DLL )
|
||
|
||
int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName );
|
||
|
||
int CBaseCombatWeapon::LookupAttachment( const char *pAttachmentName )
|
||
{
|
||
int newIndex = GetWorldModelIndex();
|
||
if ( newIndex != m_nModelIndex )
|
||
{
|
||
const model_t *pWorldModel = modelinfo->GetModel( newIndex );
|
||
if ( pWorldModel )
|
||
{
|
||
MDLHandle_t hStudioHdr = modelinfo->GetCacheHandle( pWorldModel );
|
||
if ( MDLHANDLE_INVALID != hStudioHdr )
|
||
{
|
||
const studiohdr_t *pStudioHdr = mdlcache->GetStudioHdr( hStudioHdr );
|
||
if ( pStudioHdr )
|
||
{
|
||
CStudioHdr studioHdrContainer( pStudioHdr, mdlcache );
|
||
int iRet = Studio_FindAttachment( &studioHdrContainer, pAttachmentName ) + 1;
|
||
return iRet;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
return BaseClass::LookupAttachment( pAttachmentName );
|
||
}
|
||
#endif
|