|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's C_BaseCombatCharacter entity
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basecombatcharacter.h"
#include "c_cs_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( CBaseCombatCharacter )
#undef CBaseCombatCharacter
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::C_BaseCombatCharacter() { for ( int i=0; i < m_iAmmo.Count(); i++ ) m_iAmmo.Set( i, 0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::~C_BaseCombatCharacter() { }
/*
//-----------------------------------------------------------------------------
// Purpose: Returns the amount of ammunition of the specified type the character's carrying
//-----------------------------------------------------------------------------
int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const { return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) ); } */
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::DoMuzzleFlash() { // Our weapon takes our muzzle flash command
C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); if ( pWeapon ) { pWeapon->DoMuzzleFlash(); //NOTENOTE: We do not chain to the base here
} else { BaseClass::DoMuzzleFlash(); } }
void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
// view weapon model cache monitoring
// NOTE: expected to be updated ONLY once per frame for the primary player ONLY!
// the expectation is that there is ONLY one customer that requires view models
// otherwise the lower level code will thrash as it tries to maintain a single player's view model inventory
{ const char *viewWeapons[MAX_WEAPONS]; int nNumViewWeapons = 0;
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer == this && !pLocalPlayer->IsObserver() ) { // want to know what this player's weapon inventory is to keep all of these in cache
for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = GetWeapon( i ); if ( !pWeapon ) continue;
viewWeapons[nNumViewWeapons] = pWeapon->GetViewModel(); nNumViewWeapons++; } } else if ( pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pLocalPlayer->GetObserverTarget() == this ) { // once spectating, PURPOSELY only the active view weapon gets tracked
// cycling through spectators is the more common pattern and tracking just the active weapon prevents massive cache thrashing
// otherwise maintaining the observer targets inventories would needlessly thrash the cache as the player rapidly cycles
C_BaseCombatWeapon *pWeapon = pLocalPlayer->GetActiveWeapon(); if ( pWeapon ) { viewWeapons[nNumViewWeapons] = pWeapon->GetViewModel(); nNumViewWeapons++; } }
if ( nNumViewWeapons ) { // view model weapons are subject to a cache policy that needs to be kept accurate for a SINGLE Player
modelinfo->UpdateViewWeaponModelCache( viewWeapons, nNumViewWeapons ); } }
// world weapon model cache monitoring
// world weapons have a much looser cache policy and just needs to monitor the important set of world weapons
{ const char *worldWeapons[MAX_WEAPONS]; int nNumWorldWeapons = 0;
// want to track any world models that are active weapons
// the world weapons lying on the ground are the ones that become LRU purge candidates
C_BasePlayer *pPlayer = ToBasePlayer( this ); if ( pPlayer ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if ( pWeapon ) { worldWeapons[nNumWorldWeapons] = pWeapon->GetWorldModel(); nNumWorldWeapons++; } }
C_CSPlayer *pCSPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( pCSPlayer == this ) { int weaponEntIndex = pCSPlayer->GetTargetedWeapon(); if ( weaponEntIndex > 0 ) //0 is a valid entity index, but will never be used for a weapon
{ C_BaseEntity *pEnt = cl_entitylist->GetEnt( weaponEntIndex ); C_BaseCombatWeapon *pWeapon = dynamic_cast< C_BaseCombatWeapon * >( pEnt ); if ( pWeapon ) { worldWeapons[nNumWorldWeapons] = pWeapon->GetWorldModel(); nNumWorldWeapons++; } } }
if ( nNumWorldWeapons ) { modelinfo->TouchWorldWeaponModelCache( worldWeapons, nNumWorldWeapons ); } } }
bool C_BaseCombatCharacter::HasEverBeenInjured( void ) const { return ( m_flTimeOfLastInjury != 0.0f ); }
float C_BaseCombatCharacter::GetTimeSinceLastInjury( void ) const { return gpGlobals->curtime - m_flTimeOfLastInjury; }
IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter);
// Only send active weapon index to local player
BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive ) RecvPropTime( RECVINFO( m_flNextAttack ) ), END_RECV_TABLE();
BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCNonLocalPlayerExclusive ) #if defined( CSTRIKE15 )
// In CS:GO send active weapon index to all players except local
RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ), #endif
END_RECV_TABLE();
BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter) RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ), RecvPropDataTable( "bcc_nonlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCNonLocalPlayerExclusive) ), RecvPropInt( RECVINFO( m_LastHitGroup ) ), RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ), RecvPropTime( RECVINFO( m_flTimeOfLastInjury ) ), RecvPropInt( RECVINFO( m_nRelativeDirectionOfLastInjury ) ), RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ),
#ifdef INVASION_CLIENT_DLL
RecvPropInt( RECVINFO( m_iPowerups ) ), #endif
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_BaseCombatCharacter )
DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
|