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661 lines
19 KiB
661 lines
19 KiB
//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client side implementation of CBaseCombatWeapon.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "history_resource.h"
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#include "iclientmode.h"
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#include "iinput.h"
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#include "weapon_selection.h"
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#include "hud_crosshair.h"
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#include "engine/ivmodelinfo.h"
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#include "tier0/vprof.h"
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#include "hltvcamera.h"
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#include "tier1/keyvalues.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework_client.h"
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#if defined( CSTRIKE15 )
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#include "c_cs_player.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::SetDormant( bool bDormant )
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{
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// If I'm going from active to dormant and I'm carried by another player, holster me.
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if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() )
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{
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Holster( NULL );
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}
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BaseClass::SetDormant( bDormant );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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BaseClass::NotifyShouldTransmit(state);
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if (state == SHOULDTRANSMIT_END)
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{
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if (m_iState == WEAPON_IS_ACTIVE)
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{
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m_iState = WEAPON_IS_CARRIED_BY_PLAYER;
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}
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}
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else if( state == SHOULDTRANSMIT_START )
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{
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// We don't check the value of m_iState because if the weapon is active, we need the state to match reguardless
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// of what it was.
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if( GetOwner() && GetOwner()->GetActiveWeapon() == this )
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{
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// Restore the Activeness of the weapon if we client-twiddled it off in the first case above.
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m_iState = WEAPON_IS_ACTIVE;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: To wrap PORTAL mod specific functionality into one place
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//-----------------------------------------------------------------------------
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static inline bool ShouldDrawLocalPlayer( C_BasePlayer *pl )
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{
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#if defined( PORTAL )
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return true;
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#else
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Assert( pl );
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return pl->ShouldDrawLocalPlayer();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::OnRestore()
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{
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BaseClass::OnRestore();
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// if the player is holding this weapon,
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// mark it as just restored so it won't show as a new pickup
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if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) )
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{
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m_bJustRestored = true;
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}
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}
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void C_BaseCombatWeapon::UpdateOnRemove( void )
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{
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bnewentity -
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
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{
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// Must update visibility prior to calling OnDataChanged so that
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// shadows are dealt with correctly.
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UpdateVisibility();
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BaseClass::OnDataChanged( updateType );
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// let the world model know we're updating, in case it wants to as well
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CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel();
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if ( pWeaponWorldModel )
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{
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pWeaponWorldModel->OnDataChanged( updateType );
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}
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// If it's being carried by the *local* player, on the first update,
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// find the registered weapon for this ID
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C_BaseCombatCharacter *pOwner = GetOwner();
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C_BasePlayer *pPlayer = ToBasePlayer( pOwner );
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#if defined( CSTRIKE15 )
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C_CSPlayer *pObservedPlayer = GetHudPlayer();
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// check if weapon was dropped by local player or the player we are observing
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if ( pObservedPlayer == pPlayer && pObservedPlayer->State_Get() == STATE_ACTIVE )
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#else
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// check if weapon is carried by local player
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bool bIsLocalPlayer = C_BasePlayer::IsLocalPlayer( pPlayer );
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if ( bIsLocalPlayer )
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#endif
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );
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// If I was just picked up, or created & immediately carried, add myself to this client's list of weapons
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if ( m_iState != WEAPON_NOT_CARRIED && m_iOldState == WEAPON_NOT_CARRIED )
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{
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// Tell the HUD this weapon's been picked up
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if ( ShouldDrawPickup() )
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{
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CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
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if ( pHudSelection )
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{
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pHudSelection->OnWeaponPickup( this );
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}
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}
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}
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}
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UpdateVisibility();
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m_iOldState = m_iState;
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m_bJustRestored = false;
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}
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//-----------------------------------------------------------------------------
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// Is anyone carrying it?
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsBeingCarried() const
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{
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return ( m_hOwner.Get() != NULL );
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}
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//-----------------------------------------------------------------------------
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// Is the carrier alive?
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsCarrierAlive() const
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{
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if ( !m_hOwner.Get() )
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return false;
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return m_hOwner.Get()->GetHealth() > 0;
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}
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//-----------------------------------------------------------------------------
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// Should this object cast shadows?
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//-----------------------------------------------------------------------------
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ShadowType_t C_BaseCombatWeapon::ShadowCastType()
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{
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if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) )
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return SHADOWS_NONE;
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if (!IsBeingCarried())
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return SHADOWS_RENDER_TO_TEXTURE;
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if (IsCarriedByLocalPlayer())
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return SHADOWS_NONE;
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return (m_iState != WEAPON_IS_CARRIED_BY_PLAYER) ? SHADOWS_RENDER_TO_TEXTURE : SHADOWS_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This weapon is the active weapon, and it should now draw anything
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// it wants to. This gets called every frame.
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::Redraw()
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{
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if ( GetClientMode()->ShouldDrawCrosshair() )
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{
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DrawCrosshair();
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}
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// ammo drawing has been moved into hud_ammo.cpp
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the weapon's crosshair
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::DrawCrosshair()
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{
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#ifndef INFESTED_DLL
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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Color clr = GetHud().m_clrNormal;
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/*
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// TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color.
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Vector vShootPos, vShootAngles;
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GetShootPosition( vShootPos, vShootAngles );
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Vector vForward;
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AngleVectors( vShootAngles, &vForward );
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// Change the color depending on if we're looking at a friend or an enemy.
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CPartitionFilterListMask filter( PARTITION_ALL_CLIENT_EDICTS );
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trace_t tr;
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traceline->TraceLine( vShootPos, vShootPos + vForward * 10000, COLLISION_GROUP_NONE, MASK_SHOT, &tr, true, ~0, &filter );
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if ( tr.index != 0 && tr.index != INVALID_CLIENTENTITY_HANDLE )
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{
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( tr.index );
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if ( pEnt )
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{
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if ( pEnt->GetTeamNumber() != player->GetTeamNumber() )
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{
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g = b = 0;
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}
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}
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}
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*/
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CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
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if ( !crosshair )
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return;
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// Find out if this weapon's auto-aimed onto a target
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bool bOnTarget = ( m_iState == WEAPON_IS_ACTIVE ) && player->m_fOnTarget;
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if ( player->GetFOV() >= 90 )
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{
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// normal crosshairs
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if ( bOnTarget && GetWpnData().iconAutoaim )
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{
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clr[3] = 255;
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crosshair->SetCrosshair( GetWpnData().iconAutoaim, clr );
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}
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else if ( GetWpnData().iconCrosshair )
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{
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clr[3] = 255;
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crosshair->SetCrosshair( GetWpnData().iconCrosshair, clr );
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}
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else
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{
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crosshair->ResetCrosshair();
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}
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}
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else
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{
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Color white( 255, 255, 255, 255 );
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// zoomed crosshairs
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if (bOnTarget && GetWpnData().iconZoomedAutoaim)
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crosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white);
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else if ( GetWpnData().iconZoomedCrosshair )
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crosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white );
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else
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crosshair->ResetCrosshair();
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn.
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//-----------------------------------------------------------------------------
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void C_BaseCombatWeapon::ViewModelDrawn( int nFlags, C_BaseViewModel *pViewModel )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this client's carrying this weapon
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void )
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{
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if ( !GetOwner() )
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return false;
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return ( C_BasePlayer::IsLocalPlayer( GetOwner() ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if this weapon is the local client's currently wielded weapon
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::IsActiveByLocalPlayer( void )
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{
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if ( IsCarriedByLocalPlayer() )
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{
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return (m_iState == WEAPON_IS_ACTIVE);
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}
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return false;
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}
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bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
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{
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// Get the entity because the weapon doesn't have the right angles.
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C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
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if ( pEnt )
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{
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if ( pEnt == C_BasePlayer::GetLocalPlayer() )
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{
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vAngles = pEnt->EyeAngles();
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}
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else
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{
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vAngles = pEnt->GetRenderAngles();
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}
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}
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else
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{
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vAngles.Init();
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}
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C_BasePlayer *player = ToBasePlayer( pEnt );
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bool bUseViewModel = false;
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if ( C_BasePlayer::IsLocalPlayer( pEnt ) )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pEnt );
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bUseViewModel = !player->ShouldDrawLocalPlayer();
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}
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QAngle vDummy;
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if ( IsActiveByLocalPlayer() && bUseViewModel )
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{
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C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
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if ( vm )
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{
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int iAttachment = vm->LookupAttachment( "muzzle" );
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if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
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{
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return true;
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}
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}
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}
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else
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{
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// Thirdperson
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int iAttachment = LookupAttachment( "muzzle" );
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if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
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{
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return true;
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}
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}
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vOrigin = GetRenderOrigin();
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return false;
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}
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bool C_BaseCombatWeapon::ShouldSuppressForSplitScreenPlayer( int nSlot )
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{
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if ( BaseClass::ShouldSuppressForSplitScreenPlayer( nSlot ) )
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{
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return true;
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}
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C_BaseCombatCharacter *pOwner = GetOwner();
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// If the owner of this weapon is not allowed to draw in this split screen slot, then don't draw the weapon either.
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if ( pOwner && pOwner->ShouldSuppressForSplitScreenPlayer( nSlot ) )
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{
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return true;
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}
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer( nSlot );
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// Carried by local player?
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// Only draw the weapon if we're in some kind of 3rd person mode because the viewmodel will do that otherwise.
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if ( pOwner == pLocalPlayer && !pLocalPlayer->ShouldDrawLocalPlayer() )
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{
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::ShouldDraw( void )
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{
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if ( IsEffectActive( EF_NODRAW ) )
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return false;
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// weapon has no owner, always draw it
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if ( !GetOwner() && !IsViewModel() )
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{
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return true;
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}
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else
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{
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CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel();
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if ( pWeaponWorldModel )
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{
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return false; // the weapon world model will render in our place if it exists
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}
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else
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{
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// render only if equipped. The holstered model will render for weapons that aren't equipped
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return ( GetOwner() && GetOwner()->GetActiveWeapon() == this );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received
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//-----------------------------------------------------------------------------
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bool C_BaseCombatWeapon::ShouldDrawPickup( void )
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{
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if ( GetWeaponFlags() & ITEM_FLAG_NOITEMPICKUP )
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return false;
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if ( m_bJustRestored )
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return false;
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return true;
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}
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bool C_BaseCombatWeapon::IsFirstPersonSpectated( void )
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{
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// check if local player chases owner of this weapon in first person
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C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
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if ( localplayer && localplayer->IsObserver() && GetOwner() )
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{
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// don't draw weapon if chasing this guy as spectator
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// we don't check that in ShouldDraw() since this may change
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// without notification
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if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE &&
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localplayer->GetObserverTarget() == GetOwner() &&
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localplayer->GetObserverInterpState() != C_BasePlayer::OBSERVER_INTERP_TRAVELING )
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return true;
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}
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return false;
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}
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//----------------------------------------------------------------------------
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// Hooks into the fast path render system
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//----------------------------------------------------------------------------
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IClientModelRenderable* C_BaseCombatWeapon::GetClientModelRenderable()
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{
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if ( !m_bReadyToDraw )
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return 0;
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if( IsFirstPersonSpectated() )
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return NULL;
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VerifyAndSetContextSensitiveWeaponModel();
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return BaseClass::GetClientModelRenderable();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
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// by this player, otherwise draw the worldmodel.
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//-----------------------------------------------------------------------------
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int C_BaseCombatWeapon::DrawModel( int flags, const RenderableInstance_t &instance )
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{
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VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
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if ( !m_bReadyToDraw )
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return 0;
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if ( !IsVisible() )
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return 0;
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if( IsFirstPersonSpectated() )
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return 0;
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return BaseClass::DrawModel( flags, instance );
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}
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#ifdef _DEBUG
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ConVar stickers_enabled_thirdperson( "stickers_enabled_thirdperson", "1", FCVAR_DEVELOPMENTONLY, "Enable work-in-progress stickers on worldmodels." );
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ConVar stickers_debug_thirdperson_constant( "stickers_debug_thirdperson_constant", "0", FCVAR_DEVELOPMENTONLY, "Continually apply stickers on worldmodels. SLOW" );
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ConVar stickers_debug_thirdperson_ray( "stickers_debug_thirdperson_ray", "0", FCVAR_DEVELOPMENTONLY, "Show worldmodel sticker projection position and direction." );
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ConVar stickers_debug_thirdperson_ray_duration( "stickers_debug_thirdperson_ray_duration", "0.1", FCVAR_DEVELOPMENTONLY, "Duration to show sticker projection lines." );
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ConVar stickers_debug_thirdperson_size( "stickers_debug_thirdperson_size", "0", FCVAR_DEVELOPMENTONLY, "Override worldmodel sticker size." );
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extern ConVar stickers_debug_randomize;
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#endif
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void C_BaseCombatWeapon::ApplyThirdPersonStickers( C_BaseAnimating *pWeaponModelTargetOverride )
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{
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#ifdef _DEBUG
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if (stickers_enabled_thirdperson.GetBool() == 0)
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return;
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#endif
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if ( !IsAbsQueriesValid() )
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return;
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CEconItemView *pItem = GetEconItemView();
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if (!pItem)
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return;
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if ( pItem->GetNumSupportedStickerSlots() == 0 )
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return;
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C_BaseAnimating *pTargetModel = pWeaponModelTargetOverride ? pWeaponModelTargetOverride : this;
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if ( !pTargetModel->ShouldDraw() )
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return;
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MDLCACHE_CRITICAL_SECTION();
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pTargetModel->CreateModelInstance();
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if ( pTargetModel->GetModelInstance() != MODEL_INSTANCE_INVALID )
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{
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if ( modelrender->ModelHasDecals( pTargetModel->GetModelInstance() ) &&
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#ifdef _DEBUG
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!stickers_debug_thirdperson_constant.GetBool() &&
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#endif
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pItem->ItemHasAnyStickersApplied() )
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{
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return; //decals are already applied
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}
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modelrender->RemoveAllDecals( pTargetModel->GetModelInstance() );
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}
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else
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{
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return; //no model instance
|
|
}
|
|
|
|
matrix3x4_t weaponBoneTransform;
|
|
|
|
const char* const szStickerBoneLookupTable[] = {
|
|
"sticker_a",
|
|
"sticker_b",
|
|
"sticker_c",
|
|
"sticker_d",
|
|
"sticker_e"
|
|
};
|
|
|
|
for (int i=0; i<pItem->GetNumSupportedStickerSlots(); i++ )
|
|
{
|
|
IMaterial *pStickerMaterialThirdPerson = pItem->GetStickerIMaterialBySlotIndex(i, true);
|
|
|
|
if ( !pStickerMaterialThirdPerson )
|
|
{
|
|
#ifdef _DEBUG
|
|
if ( stickers_debug_randomize.GetBool() )
|
|
{
|
|
pItem->GenerateStickerMaterials();
|
|
pStickerMaterialThirdPerson = pItem->GetStickerIMaterialBySlotIndex(i, true);
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
#else
|
|
continue; //sticker material is not valid
|
|
#endif
|
|
}
|
|
|
|
//if the weapon model has world model sticker projection points, use those
|
|
//otherwise use schema values
|
|
|
|
Vector vecWorldRayOrigin, vecWorldRayDirection;
|
|
|
|
bool bWeaponProvidedStickerAttachments = false;
|
|
|
|
int nStickerAttachmentBoneIndex = pTargetModel->LookupBone( szStickerBoneLookupTable[i] );
|
|
if ( nStickerAttachmentBoneIndex != -1 )
|
|
{
|
|
pTargetModel->GetBoneTransform( nStickerAttachmentBoneIndex, weaponBoneTransform );
|
|
MatrixPosition( weaponBoneTransform, vecWorldRayOrigin );
|
|
Vector a,b;
|
|
MatrixVectors( weaponBoneTransform, &vecWorldRayDirection, &a, &b );
|
|
bWeaponProvidedStickerAttachments = true;
|
|
}
|
|
else
|
|
{
|
|
|
|
int nBIndex = pTargetModel->LookupBone( pItem->GetStickerWorldModelBoneParentNameBySlotIndex(i) );
|
|
if ( nBIndex == -1 )
|
|
continue; //couldn't find the parent bone this sticker slot wanted
|
|
|
|
pTargetModel->GetBoneTransform( nBIndex, weaponBoneTransform );
|
|
|
|
Ray_t stickerRayLocal;
|
|
stickerRayLocal.Init( pItem->GetStickerSlotWorldProjectionStartBySlotIndex( i ),
|
|
pItem->GetStickerSlotWorldProjectionEndBySlotIndex( i ) );
|
|
|
|
VectorTransform( stickerRayLocal.m_Start, weaponBoneTransform, vecWorldRayOrigin );
|
|
VectorRotate( stickerRayLocal.m_Delta, weaponBoneTransform, vecWorldRayDirection );
|
|
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if ( stickers_debug_thirdperson_ray.GetBool() )
|
|
{
|
|
debugoverlay->AddBoxOverlay( vecWorldRayOrigin, Vector(-0.25,-0.25,-0.25), Vector(0.5,0.5,0.5), QAngle(0,0,0), 255, 0, 0, 180, stickers_debug_thirdperson_ray_duration.GetFloat() );
|
|
debugoverlay->AddLineOverlay( vecWorldRayOrigin, vecWorldRayOrigin + vecWorldRayDirection, 0,255,0, true, stickers_debug_thirdperson_ray_duration.GetFloat() );
|
|
}
|
|
#endif
|
|
|
|
Ray_t stickerRayWorld;
|
|
stickerRayWorld.Init( vecWorldRayOrigin, vecWorldRayOrigin + (3*vecWorldRayDirection) );
|
|
|
|
VMatrix vmatrix_weaponBoneTransform( weaponBoneTransform );
|
|
|
|
Vector vecStickerUp = vmatrix_weaponBoneTransform.GetLeft();
|
|
if ( bWeaponProvidedStickerAttachments )
|
|
{
|
|
//content defined sticker attachments are z-up
|
|
vecStickerUp = -vmatrix_weaponBoneTransform.GetUp();
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
float flStickerSize = (stickers_debug_thirdperson_size.GetFloat() == 0) ? stickers_debug_thirdperson_size.GetFloat() : 1.2f;
|
|
pTargetModel->GetBaseEntity()->AddStudioMaterialDecal( stickerRayWorld, pStickerMaterialThirdPerson, flStickerSize, vecStickerUp );
|
|
#else
|
|
pTargetModel->GetBaseEntity()->AddStudioMaterialDecal( stickerRayWorld, pStickerMaterialThirdPerson, 1.2f, vecStickerUp );
|
|
#endif
|
|
|
|
}
|
|
|
|
//Msg( "Applied stickers to: %s\n", this->GetName() );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// tool recording
|
|
//-----------------------------------------------------------------------------
|
|
void C_BaseCombatWeapon::GetToolRecordingState( KeyValues *msg )
|
|
{
|
|
if ( !ToolsEnabled() )
|
|
return;
|
|
|
|
Assert(false);
|
|
}
|