source-engine/game/server/hl1/hl1_basecombatweapon.cpp
2022-08-31 18:22:56 +03:00

114 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hl1_basecombatweapon_shared.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
BEGIN_DATADESC( CBaseHL1CombatWeapon )
DEFINE_THINKFUNC( FallThink ),
END_DATADESC();
void CBaseHL1CombatWeapon::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" );
}
bool CBaseHL1CombatWeapon::CreateVPhysics( void )
{
VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
IPhysicsObject *pPhysObj = VPhysicsGetObject();
if ( pPhysObj )
{
pPhysObj->SetMass( 30 );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHL1CombatWeapon::FallInit( void )
{
SetModel( GetWorldModel() );
if( !CreateVPhysics() )
{
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_FLYGRAVITY );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER );
}
SetPickupTouch();
SetThink( &CBaseHL1CombatWeapon::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f );
// HACKHACK - On ground isn't always set, so look for ground underneath
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,256), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
SetAbsOrigin( tr.endpos );
if ( tr.fraction < 1.0 )
{
SetGroundEntity( tr.m_pEnt );
}
SetViewOffset( Vector(0,0,8) );
}
//-----------------------------------------------------------------------------
// Purpose: Items that have just spawned run this think to catch them when
// they hit the ground. Once we're sure that the object is grounded,
// we change its solid type to trigger and set it in a large box that
// helps the player get it.
//-----------------------------------------------------------------------------
void CBaseHL1CombatWeapon::FallThink ( void )
{
SetNextThink( gpGlobals->curtime + 0.1f );
bool shouldMaterialize = false;
IPhysicsObject *pPhysics = VPhysicsGetObject();
if ( pPhysics )
{
shouldMaterialize = pPhysics->IsAsleep();
}
else
{
shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false;
if( shouldMaterialize )
SetSize( Vector( -24, -24, 0 ), Vector( 24, 24, 16 ) );
}
if ( shouldMaterialize )
{
// clatter if we have an owner (i.e., dropped by someone)
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
if ( GetOwnerEntity() )
{
EmitSound( "BaseCombatWeapon.WeaponDrop" );
}
// lie flat
Materialize();
}
}