//===== 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 } */