Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "weapon_ifmbase.h"
#if defined( CLIENT_DLL )
#include "vgui/ISurface.h"
#include "vgui_controls/controls.h"
#include "hud_crosshair.h"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// CWeaponIFMBase tables.
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBase, DT_WeaponIFMBase )
BEGIN_NETWORK_TABLE( CWeaponIFMBase, DT_WeaponIFMBase ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponIFMBase ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_ifm_base, CWeaponIFMBase );
#ifdef GAME_DLL
BEGIN_DATADESC( CWeaponIFMBase )
END_DATADESC()
#endif
//-----------------------------------------------------------------------------
// CWeaponIFMBase implementation.
//-----------------------------------------------------------------------------
CWeaponIFMBase::CWeaponIFMBase() { SetPredictionEligible( true ); AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
}
bool CWeaponIFMBase::IsPredicted() const { return true; }
#ifdef CLIENT_DLL
void CWeaponIFMBase::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type );
if ( GetPredictable() && !ShouldPredict() ) { ShutdownPredictable(); } }
bool CWeaponIFMBase::ShouldPredict() { if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) ) return true;
return BaseClass::ShouldPredict(); }
#else
void CWeaponIFMBase::Spawn() { BaseClass::Spawn();
// Set this here to allow players to shoot dropped weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON ); }
#endif
/*
void CWeaponIFMBase::FallInit( void ) { #ifndef CLIENT_DLL
SetModel( GetWorldModel() ); VPhysicsDestroyObject();
if ( HasSpawnFlags( SF_NORESPAWN ) == false ) { SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER );
UTIL_DropToFloor( this, MASK_SOLID ); } else { if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) ) { SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_TRIGGER ); } }
SetPickupTouch(); SetThink( &CBaseCombatWeapon::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
} */
|