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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef COMBATWEAPON_SHARED_H
#define COMBATWEAPON_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "sharedInterface.h"
#include "vphysics_interface.h"
#include "predictable_entity.h"
#include "soundflags.h"
#include "weapon_parse.h"
#include "baseviewmodel_shared.h"
#include "weapon_proficiency.h"
#if defined( CLIENT_DLL )
#undef CBaseCombatWeapon
#define CBaseCombatWeapon C_BaseCombatWeapon
#undef CBaseWeaponWorldModel
#define CBaseWeaponWorldModel C_BaseWeaponWorldModel
#endif
#if !defined( CLIENT_DLL )
extern void OnBaseCombatWeaponCreated( CBaseCombatWeapon * ); extern void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon * );
void *SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ); #endif
class CBasePlayer; class CBaseCombatCharacter; class IPhysicsConstraint; class CUserCmd;
// How many times to display altfire hud hints (per weapon)
#define WEAPON_ALTFIRE_HUD_HINT_COUNT 1
#define WEAPON_RELOAD_HUD_HINT_COUNT 1
//Start with a constraint in place (don't drop to floor)
#define SF_WEAPON_START_CONSTRAINED (1<<0)
#define SF_WEAPON_NO_PLAYER_PICKUP (1<<1)
#define SF_WEAPON_NO_PHYSCANNON_PUNT (1<<2)
//Percent
#define CLIP_PERC_THRESHOLD 0.75f
// Put this in your derived class definition to declare it's activity table
// UNDONE: Cascade these?
#define DECLARE_ACTTABLE() static acttable_t m_acttable[];\
acttable_t *ActivityList( void );\ int ActivityListCount( void );
// You also need to include the activity table itself in your class' implementation:
// e.g.
// acttable_t CWeaponStunstick::m_acttable[] =
// {
// { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, TRUE },
// };
//
// The stunstick overrides the ACT_MELEE_ATTACK1 activity, replacing it with ACT_MELEE_ATTACK_SWING.
// This animation is required for this weapon's operation.
//
// Put this after your derived class' definition to implement the accessors for the
// activity table.
// UNDONE: Cascade these?
#define IMPLEMENT_ACTTABLE(className) \
acttable_t *className::ActivityList( void ) { return m_acttable; } \ int className::ActivityListCount( void ) { return ARRAYSIZE(m_acttable); } \
typedef struct { int baseAct; int weaponAct; bool required; } acttable_t;
class CHudTexture; class Color;
namespace vgui2 { typedef unsigned long HFont; }
#define MWHEEL_UP 1
#define MWHEEL_DOWN -1
// -----------------------------------------
// Vector cones
// -----------------------------------------
// VECTOR_CONE_PRECALCULATED - this resolves to vec3_origin, but adds some
// context indicating that the person writing the code is not allowing
// FireBullets() to modify the direction of the shot because the shot direction
// being passed into the function has already been modified by another piece of
// code and should be fired as specified. See GetActualShotTrajectory().
// NOTE: The way these are calculated is that each component == sin (degrees/2)
#define VECTOR_CONE_PRECALCULATED vec3_origin
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
//-----------------------------------------------------------------------------
// Purpose: Base weapon class, shared on client and server
//-----------------------------------------------------------------------------
#define BASECOMBATWEAPON_DERIVED_FROM CBaseAnimating
// temp states for modular weapon body groups
#define MODULAR_BODYGROUPS_DEFAULT_NONE_SET 0
#define MODULAR_BODYGROUPS_NONE_AVAILABLE 1
#define MODULAR_BODYGROUPS_RANDOMIZED 2
enum WeaponHoldsPlayerAnimCapability_t { WEAPON_PLAYER_ANIMS_UNKNOWN = 0, WEAPON_PLAYER_ANIMS_AVAILABLE, WEAPON_PLAYER_ANIMS_NOT_AVAILABLE };
enum WeaponModelClassification_t { WEAPON_MODEL_IS_UNCLASSIFIED = 0, WEAPON_MODEL_IS_VIEWMODEL, WEAPON_MODEL_IS_WORLDMODEL, WEAPON_MODEL_IS_DROPPEDMODEL, WEAPON_MODEL_IS_UNRECOGNIZED };
class CBaseWeaponWorldModel : public CBaseAnimatingOverlay { DECLARE_CLASS( CBaseWeaponWorldModel, CBaseAnimatingOverlay ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
#ifndef CLIENT_DLL
DECLARE_DATADESC(); #endif
public: CBaseWeaponWorldModel(); ~CBaseWeaponWorldModel(); void SetOwningWeapon( CBaseCombatWeapon *pWeaponParent ); void ShowWorldModel( bool bVisible ); bool HoldsPlayerAnimations( void );
#ifdef CLIENT_DLL
void ApplyCustomMaterialsAndStickers( void ); virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ); virtual bool ShouldDraw( void ) OVERRIDE; virtual void OnDataChanged( DataUpdateType_t updateType );
float * GetRenderClipPlane( void ); virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual bool SetupBones( matrix3x4a_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
virtual bool IsFollowingEntity() { return true; } // weapon world models are ALWAYS carried by players
#else
virtual void HandleAnimEvent( animevent_t *pEvent ); virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ) OVERRIDE; virtual int UpdateTransmitState() OVERRIDE; #endif
virtual bool IsWeaponWorldModel( void ) const { return true; };
void ValidateParent( void );
int GetLeftHandAttachBoneIndex(); int GetRightHandAttachBoneIndex(); int GetMuzzleAttachIndex(); int GetMuzzleBoneIndex(); void ResetCachedBoneIndices();
bool HasDormantOwner( void );
typedef CHandle<CBaseCombatWeapon> CBaseCombatWeaponHandle; CNetworkVar( CBaseCombatWeaponHandle, m_hCombatWeaponParent );
private: WeaponHoldsPlayerAnimCapability_t m_nHoldsPlayerAnims; int m_nLeftHandAttachBoneIndex; int m_nRightHandAttachBoneIndex; int m_nMuzzleAttachIndex; int m_nMuzzleBoneIndex;
#ifdef CLIENT_DLL
bool m_bStickersApplied; #endif
};
//-----------------------------------------------------------------------------
// Purpose: Client side rep of CBaseTFCombatWeapon
//-----------------------------------------------------------------------------
// Hacky
class CBaseCombatWeapon : public BASECOMBATWEAPON_DERIVED_FROM { public: DECLARE_CLASS( CBaseCombatWeapon, BASECOMBATWEAPON_DERIVED_FROM ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CBaseCombatWeapon(); virtual ~CBaseCombatWeapon();
// Get unique weapon ID
// FIXMEL4DTOMAINMERGE
// We might have to disable this code in main until we refactor all weapons to use this system, as it's a pretty good perf boost
virtual int GetWeaponID( void ) const { return 0; }
const CEconItemView* GetEconItemView( void ) const; CEconItemView* GetEconItemView( void );
virtual bool IsBaseCombatWeapon( void ) const { return true; } virtual CBaseCombatWeapon *MyCombatWeaponPointer( void ) { return this; }
// A derived weapon class should return true here so that weapon sounds, etc, can
// apply the proper filter
virtual bool IsPredicted( void ) const { return false; }
virtual void Spawn( void ); virtual void Precache( void );
void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
// Subtypes are used to manage multiple weapons of the same type on the player.
virtual int GetSubType( void ) { return m_iSubType; } virtual void SetSubType( int iType ) { m_iSubType = iType; }
virtual void Equip( CBaseCombatCharacter *pOwner ); virtual void Drop( const Vector &vecVelocity );
virtual int UpdateClientData( CBasePlayer *pPlayer );
virtual bool IsAllowedToSwitch( void ); virtual bool CanBeSelected( void ); virtual bool VisibleInWeaponSelection( void ); virtual bool HasAmmo( void );
// Weapon Pickup For Player
virtual void SetPickupTouch( void ); virtual void DefaultTouch( CBaseEntity *pOther ); // default weapon touch
virtual void GiveTo( CBaseEntity *pOther );
// HUD Hints
virtual bool ShouldDisplayAltFireHUDHint(); virtual void DisplayAltFireHudHint(); virtual void RescindAltFireHudHint(); ///< undisplay the hud hint and pretend it never showed.
virtual bool ShouldDisplayReloadHUDHint(); virtual void DisplayReloadHudHint(); virtual void RescindReloadHudHint();
// Weapon client handling
virtual void SetViewModelIndex( int index = 0 ); virtual bool SendWeaponAnim( int iActivity ); virtual void SendViewModelAnim( int nSequence ); float GetViewModelSequenceDuration(); // Return how long the current view model sequence is.
bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished
virtual void SetViewModel();
virtual bool HasWeaponIdleTimeElapsed( void ); virtual void SetWeaponIdleTime( float time ); virtual float GetWeaponIdleTime( void );
// Weapon selection
virtual bool HasAnyAmmo( void ); // Returns true is weapon has ammo
virtual bool HasPrimaryAmmo( void ); // Returns true is weapon has ammo
virtual bool HasSecondaryAmmo( void ); // Returns true is weapon has ammo
bool UsesPrimaryAmmo( void ); // returns true if the weapon actually uses primary ammo
bool UsesSecondaryAmmo( void ); // returns true if the weapon actually uses secondary ammo
void GiveDefaultAmmo( void ); virtual bool CanHolster( void ) { return TRUE; }; // returns true if the weapon can be holstered
virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ); virtual bool CanDeploy( void ) { return true; } // return true if the weapon's allowed to deploy
virtual bool Deploy( void ); // returns true is deploy was successful
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); virtual CBaseCombatWeapon *GetLastWeapon( void ) { return this; } virtual void SetWeaponVisible( bool visible ); virtual bool IsWeaponVisible( void ); virtual bool ReloadOrSwitchWeapons( void ); virtual bool HolsterOnDetach() { return false; } virtual bool IsHolstered(){ return false; }
// Weapon behaviour
virtual void ItemPreFrame( void ); // called each frame by the player PreThink
virtual void ItemPostFrame( void ); // called each frame by the player PostThink
virtual void ItemBusyFrame( void ); // called each frame by the player PostThink, if the player's not ready to attack yet
virtual void ItemHolsterFrame( void ) {}; // called each frame by the player PreThink, if the weapon is holstered
virtual void WeaponIdle( void ); // called when no buttons pressed
virtual void HandleFireOnEmpty(); // Called when they have the attack button down
// but they are out of ammo. The default implementation
// either reloads, switches weapons, or plays an empty sound.
virtual bool ShouldBlockPrimaryFire() { return true; }
#ifdef CLIENT_DLL
virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ) {}
#endif
virtual bool IsZoomed() const { return false; } // Is this weapon in its 'zoomed in' mode?
// Reloading
virtual void CheckReload( void ); virtual void FinishReload( void ); virtual void AbortReload( void ); virtual bool Reload( void ); bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
// Weapon firing
virtual void PrimaryAttack( void ); // do "+ATTACK"
virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
virtual void BaseForceFire( CBaseCombatCharacter *pOperator, CBaseEntity *pTarget = NULL );
// Firing animations
virtual Activity GetPrimaryAttackActivity( void ); virtual Activity GetSecondaryAttackActivity( void ); virtual Activity GetDrawActivity( void ); virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
// Bullet launch information
virtual int GetBulletType( void ); virtual const Vector& GetBulletSpread( void ); virtual Vector GetBulletSpread( WeaponProficiency_t proficiency ) { return GetBulletSpread(); } virtual float GetSpreadBias( WeaponProficiency_t proficiency ) { return 1.0; } virtual float GetAccuracyFishtail() const { return 0.0f; } virtual float GetFireRate( void ); virtual int GetMinBurst() { return 1; } virtual int GetMaxBurst() { return 1; } virtual float GetMinRestTime() { return 0.3; } virtual float GetMaxRestTime() { return 0.6; } virtual int GetRandomBurst() { return random->RandomInt( GetMinBurst(), GetMaxBurst() ); } virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f ); virtual void StopWeaponSound( WeaponSound_t sound_type ); virtual const WeaponProficiencyInfo_t *GetProficiencyValues();
// Autoaim
virtual float GetMaxAutoAimDeflection() { return 0.99f; } virtual float WeaponAutoAimScale() { return 1.0f; } // allows a weapon to influence the perceived size of the target's autoaim radius.
// TF Sprinting functions
virtual bool StartSprinting( void ) { return false; }; virtual bool StopSprinting( void ) { return false; };
// TF Injury functions
virtual float GetDamage( float flDistance, int iLocation ) { return 0.0; };
virtual void SetActivity( Activity act, float duration ); inline void SetActivity( Activity eActivity ) { m_Activity = eActivity; } inline Activity GetActivity( void ) { return m_Activity; }
virtual void AddViewKick( void ); // Add in the view kick for the weapon
virtual char *GetDeathNoticeName( void ); // Get the string to print death notices with
CBaseCombatCharacter *GetOwner() const; void SetOwner( CBaseCombatCharacter *owner ); virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) {}; virtual float CalcViewmodelBob( void ) { return 0.0f; };
// Returns information about the various control panels
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ); virtual void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
virtual bool ShouldShowControlPanels( void ) { return true; }
void Lock( float lockTime, CBaseEntity *pLocker ); bool IsLocked( CBaseEntity *pAsker );
//All weapons can be picked up by NPCs by default
virtual bool CanBePickedUpByNPCs( void ) { return true; }
public:
// Weapon info accessors for data in the weapon's data file
const FileWeaponInfo_t &GetWpnData( void ) const; virtual const char *GetViewModel( int viewmodelindex = 0 ) const; virtual const char *GetWorldModel( void ) const; virtual const char *GetWorldDroppedModel( void ) const; virtual const char *GetAnimPrefix( void ) const; virtual int GetMaxClip1( void ) const { return GetWpnData().GetPrimaryClipSize( GetEconItemView() ); } virtual int GetMaxClip2( void ) const { return GetWpnData().GetSecondaryClipSize( GetEconItemView() ); } virtual int GetDefaultClip1( void ) const { return GetWpnData().GetDefaultPrimaryClipSize( GetEconItemView() ); } virtual int GetDefaultClip2( void ) const { return GetWpnData().GetDefaultSecondaryClipSize( GetEconItemView() ); } virtual int GetReserveAmmoMax( AmmoPosition_t nAmmoPos ) const; virtual int GetWeight( void ) const; virtual bool AllowsAutoSwitchTo( void ) const; virtual bool AllowsAutoSwitchFrom( void ) const; virtual int GetWeaponFlags( void ) const; virtual int GetSlot( void ) const; virtual int GetPosition( void ) const; virtual char const *GetName( void ) const; virtual char const *GetPrintName( void ) const; virtual char const *GetShootSound( int iIndex ) const; virtual int GetRumbleEffect() const; virtual bool UsesClipsForAmmo1( void ) const; virtual bool UsesClipsForAmmo2( void ) const; bool IsMeleeWeapon() const;
virtual void OnMouseWheel( int nDirection ) {}
// derive this function if you mod uses encrypted weapon info files
virtual const unsigned char *GetEncryptionKey( void );
virtual int GetPrimaryAmmoType( void ) const { return m_iPrimaryAmmoType; } virtual int GetSecondaryAmmoType( void ) const { return m_iSecondaryAmmoType; } int Clip1() const { return m_iClip1; } int Clip2() const { return m_iClip2; }
// Ammo quantity queries for weapons that do not use clips. These are only
// used to determine how much ammo is in a weapon that does not have an owner.
// That is, a weapon that's on the ground for the player to get ammo out of.
int GetPrimaryAmmoCount() { return m_iPrimaryAmmoCount; } void SetPrimaryAmmoCount( int count ) { m_iPrimaryAmmoCount = count; }
int GetSecondaryAmmoCount() { return m_iSecondaryAmmoCount; } void SetSecondaryAmmoCount( int count ) { m_iSecondaryAmmoCount = count; }
int GetReserveAmmoCount( AmmoPosition_t nAmmoPosition, CBaseCombatCharacter * pForcedOwner = NULL ); int SetReserveAmmoCount( AmmoPosition_t nAmmoPosition, int nCount, bool bSuppressSound = false, CBaseCombatCharacter * pOwner = NULL ); int GiveReserveAmmo( AmmoPosition_t nAmmoPosition, int nCount, bool bSuppressSound = false, CBaseCombatCharacter * pOwner = NULL );
virtual CHudTexture const *GetSpriteActive( void ) const; virtual CHudTexture const *GetSpriteInactive( void ) const; virtual CHudTexture const *GetSpriteAmmo( void ) const; virtual CHudTexture const *GetSpriteAmmo2( void ) const; virtual CHudTexture const *GetSpriteCrosshair( void ) const; virtual CHudTexture const *GetSpriteAutoaim( void ) const; virtual CHudTexture const *GetSpriteZoomedCrosshair( void ) const; virtual CHudTexture const *GetSpriteZoomedAutoaim( void ) const;
virtual Activity ActivityOverride( Activity baseAct, bool *pRequired ); virtual acttable_t* ActivityList( void ) { return NULL; } virtual int ActivityListCount( void ) { return 0; }
virtual void Activate( void );
public:
// Server Only Methods
#if !defined( CLIENT_DLL )
CBaseWeaponWorldModel* CreateWeaponWorldModel( void );
DECLARE_DATADESC(); virtual void FallInit( void ); // prepare to fall to the ground
virtual void FallThink( void ); // make the weapon fall to the ground after spawning
// Weapon spawning
bool IsConstrained() { return m_pConstraint != NULL; } bool IsInBadPosition ( void ); // Is weapon in bad position to pickup?
bool RepositionWeapon ( void ); // Attempts to reposition the weapon in a location where it can be
virtual void Materialize( void ); // make a weapon visible and tangible
void AttemptToMaterialize( void ); // see if the game rules will let the weapon become visible and tangible
virtual void CheckRespawn( void ); // see if this weapon should respawn after being picked up
CBaseEntity *Respawn ( void ); // copy a weapon
static int GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs );
// Weapon dropping / destruction
virtual void Delete( void ); void DestroyItem( void ); virtual void Kill( void );
virtual int CapabilitiesGet( void ) { return 0; } virtual int ObjectCaps( void );
bool IsRemoveable() { return m_bRemoveable; } void SetRemoveable( bool bRemoveable ) { m_bRemoveable = bRemoveable; } // Returns bits for weapon conditions
virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); virtual int WeaponRangeAttack1Condition( float flDot, float flDist ); virtual int WeaponRangeAttack2Condition( float flDot, float flDist ); virtual int WeaponMeleeAttack1Condition( float flDot, float flDist ); virtual int WeaponMeleeAttack2Condition( float flDot, float flDist );
virtual void Operator_FrameUpdate( CBaseCombatCharacter *pOperator ); virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator ); virtual void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary, CBaseEntity *pTarget = NULL ) { return; } // NOTE: This should never be called when a character is operating the weapon. Animation events should be
// routed through the character, and then back into CharacterAnimEvent()
void HandleAnimEvent( animevent_t *pEvent );
virtual int UpdateTransmitState( void );
void InputHideWeapon( inputdata_t &inputdata ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual void MakeWeaponNameFromEntity( CBaseEntity *pOther );
//weapon module body groups
virtual void SetWeaponModules( void );
// Client only methods
#else
virtual void UpdateVisibility( void );
virtual void BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const; virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options ) { return false; }
// Should this object cast shadows?
virtual ShadowType_t ShadowCastType(); virtual void SetDormant( bool bDormant ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void OnRestore(); virtual void UpdateOnRemove( void );
virtual void Redraw(void); virtual void ViewModelDrawn( int nFlags, CBaseViewModel *pViewModel ); // Get the position that bullets are seen coming out. Note: the returned values are different
// for first person and third person.
bool GetShootPosition( Vector &vOrigin, QAngle &vAngles ); virtual void DrawCrosshair( void ); virtual bool ShouldDrawCrosshair( void ) { return true; } // Weapon state checking
virtual bool IsCarriedByLocalPlayer( void ); virtual bool IsActiveByLocalPlayer( void );
bool IsBeingCarried() const;
// Returns the aiment render origin + angles
virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual bool ShouldDraw( void ); virtual bool ShouldSuppressForSplitScreenPlayer( int nSlot ); virtual bool ShouldDrawPickup( void ); virtual void HandleInput( void ) { return; }; virtual void OverrideMouseInput( float *x, float *y ) { return; }; virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) { return 1; } virtual bool AddLookShift( void ) { return true; };
virtual void GetViewmodelBoneControllers(C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]) { return; }
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void GetToolRecordingState( KeyValues *msg ); bool IsFirstPersonSpectated( void ); //true if the weapon is held by someone we're spectating in first person
virtual void GetWeaponCrosshairScale( float &flScale ) { flScale = 1.f; }
virtual void GetToolViewModelState( KeyValues *msg ) {} // this is just a stub for viewmodels to request recording of weapon-specific effects, etc
// Viewmodel overriding
virtual bool IsOverridingViewmodel( void ) { return false; }; virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags, const RenderableInstance_t &instance ) { return 0; }; bool WantsToOverrideViewmodelAttachments( void ) { return false; }
virtual IClientModelRenderable* GetClientModelRenderable();
static CUtlLinkedList< CBaseCombatWeapon * >& GetWeaponList( void );
void ApplyThirdPersonStickers( C_BaseAnimating *pWeaponModelTargetOverride = NULL );
#endif // End client-only methods
// virtual float GetAttributeFloat( const char* szAttribClassName ) const;
// virtual bool GetAttributeBool( const char* szAttribClassName ) const;
// virtual int GetAttributeInt( const char* szAttribClassName ) const;
WEAPON_FILE_INFO_HANDLE GetWeaponFileInfoHandle() const { return m_hWeaponFileInfo; }
// Is the carrier alive?
bool IsCarrierAlive() const; virtual bool IsAlwaysActive( void ) { return false; }
virtual bool CanLower( void ) { return false; } virtual bool Ready( void ) { return false; } virtual bool Lower( void ) { return false; }
virtual void HideThink( void ); virtual bool CanReload( void ){ return true; }
virtual bool IsSilentPickupThirdperson( CBaseCombatCharacter *pNewOwner ) { return false; }
// FTYPEDESC_INSENDTABLE STUFF
private: typedef CHandle< CBaseCombatCharacter > CBaseCombatCharacterHandle; CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
public: // Networked fields
CNetworkVar( int, m_nViewModelIndex ); // Weapon firing
CNetworkVar( float, m_flNextPrimaryAttack ); // soonest time ItemPostFrame will call PrimaryAttack
CNetworkVar( float, m_flNextSecondaryAttack ); // soonest time ItemPostFrame will call SecondaryAttack
// Weapon art
CNetworkVar( int, m_iViewModelIndex ); CNetworkVar( int, m_iWorldModelIndex );
CNetworkVar( int, m_iWorldDroppedModelIndex );
CNetworkVar( int, m_iWeaponModule );
CNetworkVar( int, m_iNumEmptyAttacks );
typedef CHandle<CBaseWeaponWorldModel> CBaseWeaponWorldModelHandle; CNetworkVar( CBaseWeaponWorldModelHandle, m_hWeaponWorldModel );
CBaseWeaponWorldModel* GetWeaponWorldModel( void ) { return m_hWeaponWorldModel->Get(); }
#ifndef CLIENT_DLL
void ShowWeaponWorldModel( bool bVisible ); #endif
public: // Weapon data
CNetworkVar( int, m_iState ); // See WEAPON_* definition
CNetworkVar( int, m_iPrimaryAmmoType ); // "primary" ammo index into the ammo info array
CNetworkVar( int, m_iSecondaryAmmoType ); // "secondary" ammo index into the ammo info array
CNetworkVar( int, m_iClip1 ); // number of shots left in the primary weapon clip, -1 it not used
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used
CNetworkVar( int, m_iPrimaryReserveAmmoCount); // amount of reserve ammo. This used to be on the player ( m_iAmmo ) but we're moving it to the weapon.
CNetworkVar( int, m_iSecondaryReserveAmmoCount); // amount of reserve ammo. This used to be on the player ( m_iAmmo ) but we're moving it to the weapon.
public:
#ifndef CLIENT_DLL
float m_flLastTimeInAir; virtual void PhysicsSimulate( void ); #endif
// Non-networked prediction fields
CNetworkVar( float, m_flTimeWeaponIdle ); // soonest time ItemPostFrame will call WeaponIdle
// Sounds
float m_flNextEmptySoundTime; // delay on empty sound playing
float m_fMinRange1; // What's the closest this weapon can be used?
float m_fMinRange2; // What's the closest this weapon can be used?
float m_fMaxRange1; // What's the furthest this weapon can be used?
float m_fMaxRange2; // What's the furthest this weapon can be used?
float m_fFireDuration; // The amount of time that the weapon has sustained firing
int m_iReloadActivityIndex; private: Activity m_Activity; int m_iPrimaryAmmoCount; int m_iSecondaryAmmoCount;
public: string_t m_iszName; // Classname of this weapon.
private: bool m_bRemoveable; public: // Weapon state
CNetworkVar( bool, m_bInReload ); // Are we in the middle of a reload;
bool m_bFireOnEmpty; // True when the gun is empty and the player is still holding down the attack key(s)
bool m_bFiresUnderwater; // true if this weapon can fire underwater
bool m_bAltFiresUnderwater; // true if this weapon can fire underwater
bool m_bReloadsSingly; // Tryue if this weapon reloads 1 round at a time
float m_flWeaponTauntHideTimeout;
// FTYPEDESC_INSENDTABLE STUFF (end)
public: Activity GetIdealActivity( void ) { return m_IdealActivity; } int GetIdealSequence( void ) { return m_nIdealSequence; }
bool SetIdealActivity( Activity ideal ); void MaintainIdealActivity( void );
private: int m_nIdealSequence; Activity m_IdealActivity;
public:
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nNextThinkTick );
int WeaponState() const { return m_iState; }
int m_iSubType;
float m_flUnlockTime; EHANDLE m_hLocker; // Who locked this weapon.
CNetworkVar( bool, m_bFlipViewModel ); CNetworkVar( int, m_iWeaponOrigin ); // How the player acquired the weapon
IPhysicsConstraint *GetConstraint() { return m_pConstraint; }
virtual CStudioHdr *OnNewModel() OVERRIDE; void ClassifyWeaponModel( void ); WeaponModelClassification_t GetWeaponModelClassification( void ); void VerifyAndSetContextSensitiveWeaponModel( void );
private: WeaponModelClassification_t m_WeaponModelClassification;
WEAPON_FILE_INFO_HANDLE m_hWeaponFileInfo; IPhysicsConstraint *m_pConstraint;
int m_iAltFireHudHintCount; // How many times has this weapon displayed its alt-fire HUD hint?
int m_iReloadHudHintCount; // How many times has this weapon displayed its reload HUD hint?
bool m_bAltFireHudHintDisplayed; // Have we displayed an alt-fire HUD hint since this weapon was deployed?
bool m_bReloadHudHintDisplayed; // Have we displayed a reload HUD hint since this weapon was deployed?
float m_flHudHintPollTime; // When to poll the weapon again for whether it should display a hud hint.
float m_flHudHintMinDisplayTime; // if the hint is squelched before this, reset my counter so we'll display it again.
// Server only
#if !defined( CLIENT_DLL )
// Outputs
protected: COutputEvent m_OnPlayerUse; // Fired when the player uses the weapon.
COutputEvent m_OnPlayerPickup; // Fired when the player picks up the weapon.
COutputEvent m_OnNPCPickup; // Fired when an NPC picks up the weapon.
COutputEvent m_OnCacheInteraction; // For awarding lambda cache achievements in HL2 on 360. See .FGD file for details
#else // Client .dll only
bool m_bJustRestored; // Allow weapons resource to access m_hWeaponFileInfo directly
friend class WeaponsResource;
protected: int m_iOldState;
#endif // End Client .dll only
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline CBaseCombatWeapon *ToBaseCombatWeapon( CBaseEntity *pEntity ) { if ( !pEntity ) return NULL; return pEntity->MyCombatWeaponPointer(); }
#endif // COMBATWEAPON_SHARED_H
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