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.
 
 
 
 
 
 

1706 lines
52 KiB

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "econ_entity_creation.h"
#include "vgui/ILocalize.h"
#include "tier3/tier3.h"
#if defined( CLIENT_DLL )
#define UTIL_VarArgs VarArgs
#include "econ_item_inventory.h"
#include "model_types.h"
#include "eventlist.h"
#include "networkstringtable_clientdll.h"
#if defined(CSTRIKE_CLIENT_DLL)
#include "cstrike15_item_inventory.h"
#endif
#if defined(TF_CLIENT_DLL)
#include "c_tf_player.h"
#include "tf_gamerules.h"
#include "c_playerresource.h"
#endif
#if defined(DOTA_DLL) && defined( GAME_DLL )
#include "dota_npc_base.h"
#endif
#if defined(DOTA_DLL) && defined( CLIENT_DLL )
#include "c_dota_npc_base.h"
#endif
extern INetworkStringTable *g_StringTableDynamicModels;
extern CUtlMap<int, int> g_DynamicModelStringRemap;
#if defined(DOTA_DLL)
#include "dota_particle_manager.h"
#endif
extern INetworkStringTable *g_StringTableDynamicModels;
extern CUtlMap<int, int> g_DynamicModelStringRemap;
#else // defined( CLIENT_DLL )
#include "activitylist.h"
#if defined(TF_DLL)
#include "tf_player.h"
#endif
#endif // defined( CLIENT_DLL )
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( EconEntity, DT_EconEntity )
IMPLEMENT_NETWORKCLASS_ALIASED( BaseAttributableItem, DT_BaseAttributableItem )
#if defined( CLIENT_DLL )
bool ParseItemKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, const char *szValue );
#endif
#if defined(_DEBUG)
extern ConVar item_debug;
extern ConVar item_debug_validation;
#endif
#define NUM_FALLBACK_STATTRAK_BITS 20
#define INVALID_STATTRAK_VALUE int( uint32(~0) >> (sizeof(uint32)*8-NUM_FALLBACK_STATTRAK_BITS) )
inline bool IsValidStatTrakValue( int iValue )
{
return ( iValue >= 0 ) && ( iValue < INVALID_STATTRAK_VALUE );
}
#if !defined( CLIENT_DLL )
#define DEFINE_ECON_ENTITY_NETWORK_TABLE() \
SendPropDataTable( SENDINFO_DT( m_AttributeManager ), &REFERENCE_SEND_TABLE(DT_AttributeContainer) ), \
SendPropInt( SENDINFO( m_OriginalOwnerXuidLow ) ), \
SendPropInt( SENDINFO( m_OriginalOwnerXuidHigh ) ), \
SendPropInt( SENDINFO( m_nFallbackPaintKit ), 16, SPROP_UNSIGNED ), \
SendPropInt( SENDINFO( m_nFallbackSeed ), 10, SPROP_UNSIGNED ), \
SendPropFloat( SENDINFO( m_flFallbackWear ), 8, SPROP_NOSCALE, 0.0f, 1.0f ), \
SendPropInt( SENDINFO( m_nFallbackStatTrak ), NUM_FALLBACK_STATTRAK_BITS ),
#else
#define DEFINE_ECON_ENTITY_NETWORK_TABLE() \
RecvPropDataTable( RECVINFO_DT( m_AttributeManager ), 0, &REFERENCE_RECV_TABLE(DT_AttributeContainer) ), \
RecvPropInt( RECVINFO( m_OriginalOwnerXuidLow ) ), \
RecvPropInt( RECVINFO( m_OriginalOwnerXuidHigh ) ), \
RecvPropInt( RECVINFO( m_nFallbackPaintKit ) ), \
RecvPropInt( RECVINFO( m_nFallbackSeed ) ), \
RecvPropFloat( RECVINFO( m_flFallbackWear ) ), \
RecvPropInt( RECVINFO( m_nFallbackStatTrak ) ),
#endif // CLIENT_DLL
BEGIN_NETWORK_TABLE( CEconEntity , DT_EconEntity )
DEFINE_ECON_ENTITY_NETWORK_TABLE()
END_NETWORK_TABLE()
BEGIN_DATADESC( CEconEntity )
END_DATADESC()
//
// Duplicating CEconEntity's network table and data description for backwards compat with demos.
// NOTE: NOTE_RENAMED_RECVTABLE() will not work with this class.
//
BEGIN_NETWORK_TABLE( CBaseAttributableItem, DT_BaseAttributableItem )
DEFINE_ECON_ENTITY_NETWORK_TABLE()
END_NETWORK_TABLE()
BEGIN_DATADESC( CBaseAttributableItem )
END_DATADESC()
#ifdef TF_CLIENT_DLL
extern ConVar cl_flipviewmodels;
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DrawEconEntityAttachedModels( CBaseAnimating *pEnt, CEconEntity *pAttachedModelSource, const ClientModelRenderInfo_t *pInfo, int iMatchDisplayFlags )
{
#ifndef DOTA_DLL
if ( !pEnt || !pAttachedModelSource || !pInfo )
return;
// Draw our attached models as well
for ( int i = 0; i < pAttachedModelSource->m_vecAttachedModels.Count(); i++ )
{
const CEconEntity::AttachedModelData_t& attachedModel = pAttachedModelSource->m_vecAttachedModels[i];
if ( attachedModel.m_pModel && (attachedModel.m_iModelDisplayFlags & iMatchDisplayFlags) )
{
ClientModelRenderInfo_t infoAttached = *pInfo;
infoAttached.pRenderable = pEnt;
infoAttached.instance = MODEL_INSTANCE_INVALID;
infoAttached.entity_index = pEnt->index;
infoAttached.pModel = attachedModel.m_pModel;
infoAttached.pModelToWorld = &infoAttached.modelToWorld;
// Turns the origin + angles into a matrix
AngleMatrix( infoAttached.angles, infoAttached.origin, infoAttached.modelToWorld );
//DrawModelState_t state;
//matrix3x4_t *pBoneToWorld;
//bool bMarkAsDrawn = modelrender->DrawModelSetup( infoAttached, &state, NULL, &pBoneToWorld );
//pEnt->DoInternalDrawModel( &infoAttached, ( bMarkAsDrawn && ( infoAttached.flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld );
}
}
#endif
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconEntity::CEconEntity()
{
// Inform base entity system that we can deal with dynamic models
// EnableDynamicModels();
#ifdef GAME_DLL
m_iOldOwnerClass = 0;
#endif
#ifdef CLIENT_DLL
m_flFlexDelayTime = 0.0f;
m_flFlexDelayedWeight = NULL;
m_iNumOwnerValidationRetries = 0;
m_bAttributesInitialized = false;
#endif
m_OriginalOwnerXuidLow = 0;
m_OriginalOwnerXuidHigh = 0;
m_nFallbackPaintKit = 0;
m_nFallbackSeed = 0;
m_flFallbackWear = 0;
m_nFallbackStatTrak = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconEntity::~CEconEntity()
{
#ifdef CLIENT_DLL
SetParticleSystemsVisible( false );
delete [] m_flFlexDelayedWeight;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CStudioHdr * CEconEntity::OnNewModel()
{
CStudioHdr* hdr = BaseClass::OnNewModel();
#ifdef GAME_DLL
// Adjust class-specific bodygroup after model load if we have a model and a class
if ( hdr && m_iOldOwnerClass > 0 )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem && pItem->IsValid() && pItem->GetStaticData()->UsesPerClassBodygroups() )
{
// Classes start at 1, bodygroups at 0
SetBodygroup( 1, m_iOldOwnerClass - 1 );
}
}
#endif
#ifdef TF_CLIENT_DLL
// If we're carried by a player, let him know he should recalc his bodygroups.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
pPlayer->SetBodygroupsDirty();
}
// allocate room for delayed flex weights
delete [] m_flFlexDelayedWeight;
if ( hdr && hdr->numflexcontrollers() )
{
m_flFlexDelayedWeight = new float[ hdr->numflexcontrollers() ];
memset( m_flFlexDelayedWeight, 0, sizeof( float ) * hdr->numflexdesc() );
C_BaseFlex::LinkToGlobalFlexControllers( hdr );
}
#endif // TF_CLIENT_DLL
return hdr;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::InitializeAttributes( void )
{
m_AttributeManager.InitializeAttributes( this );
m_AttributeManager.SetProviderType( PROVIDER_WEAPON );
CEconItemView *pEconItemView = m_AttributeManager.GetItem();
#ifdef CLIENT_DLL
m_bAttributesInitialized = true;
bool bFoundSOData = false;
CSteamID steamID = GetOriginalOwnerXuid();
CPlayerInventory *pInventory = CSInventoryManager()->GetInventoryForPlayer( steamID );
if ( pInventory )
{
CEconItem *pItem = pInventory->GetSOCDataForItem( pEconItemView->GetItemID() );
if ( pItem )
{
bFoundSOData = true;
// All econ entities for gameplay need to generate a material
pEconItemView->UpdateGeneratedMaterial();
// Generate sticker materials now
pEconItemView->GenerateStickerMaterials();
}
}
if ( !bFoundSOData && pEconItemView->GetItemID() > 0 )
{
// The SO Data for this item hasn't been retrieved yet!
// This is the old obsolete fallback for demos
if ( m_nFallbackPaintKit > 0 )
{
pEconItemView->SetOrAddAttributeValueByName( "set item texture prefab", m_nFallbackPaintKit );
}
if ( m_nFallbackSeed > 0 )
{
pEconItemView->SetOrAddAttributeValueByName( "set item texture seed", m_nFallbackSeed );
}
if ( m_flFallbackWear > 0.0f )
{
pEconItemView->SetOrAddAttributeValueByName( "set item texture wear", m_flFallbackWear );
}
if ( IsValidStatTrakValue( m_nFallbackStatTrak ) )
{
int nFallbackStatTrakInt = m_nFallbackStatTrak;
float flFallbackStatTrakHack = *reinterpret_cast<float*>( ( char * ) &nFallbackStatTrakInt );
pEconItemView->SetOrAddAttributeValueByName( "kill eater", flFallbackStatTrakHack );
pEconItemView->SetOrAddAttributeValueByName( "kill eater score type", 0 );
pEconItemView->m_bKillEaterTypesCached = false;
}
// Attributes could have also been networked through the new fallback system m_NetworkedDynamicAttributesForDemos
if ( pEconItemView->GetCustomPaintKit() != 0 /*|| pEconItemView->GetCustomCharacterPaintKit() != 0*/ )
{
// All econ entities for gameplay need to generate a material
pEconItemView->UpdateGeneratedMaterial();
InventoryManager()->InsertMaterialGenerationJob( m_AttributeManager.GetItem() );
}
// Generate sticker materials now
pEconItemView->GenerateStickerMaterials();
}
#else
pEconItemView->InitNetworkedDynamicAttributesForDemos();
// Hack: String attributes don't fit in networked attribute lists. To get the custom name to clients
// we use a separate network string for now... if this happens often we can rework it into a system.
pEconItemView->UpdateNetworkedCustomName();
#endif //#ifdef CLIENT_DLL
}
uint64 CEconEntity::GetOriginalOwnerXuid( void ) const
{
#ifdef CLIENT_DLL
if ( CDemoPlaybackParameters_t const *pPlaybackParams = engine->GetDemoPlaybackParameters() )
{
if ( pPlaybackParams->m_bAnonymousPlayerIdentity )
return 0ull; // force an anonymous weapon owner when watching Overwatch
}
#endif
return ( uint64( m_OriginalOwnerXuidHigh ) << 32 ) | uint64( m_OriginalOwnerXuidLow );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::DebugDescribe( void )
{
CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
Msg("============================================\n");
char tempstr[1024];
// FIXME: ILocalize::ConvertUnicodeToANSI( pScriptItem->GetItemName(), tempstr, sizeof(tempstr) );
const char *pszQualityString = EconQuality_GetQualityString( (EEconItemQuality)pScriptItem->GetItemQuality() );
Msg("%s \"%s\" (level %d)\n", pszQualityString ? pszQualityString : "[unknown]", tempstr, pScriptItem->GetItemLevel() );
// FIXME: ILocalize::ConvertUnicodeToANSI( pScriptItem->GetAttributeDescription(), tempstr, sizeof(tempstr) );
Msg("%s", tempstr );
Msg("\n============================================\n");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateOnRemove( void )
{
SetOwnerEntity( NULL );
ReapplyProvision();
#ifdef CLIENT_DLL
if ( m_hViewmodelAttachment )
{
m_hViewmodelAttachment->Remove();
}
#endif
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::ReapplyProvision( void )
{
#ifdef GAME_DLL
UpdateModelToClass();
#endif //#ifdef GAME_DLL
CBaseEntity *pNewOwner = GetOwnerEntity();
if ( pNewOwner == m_hOldProvidee.Get() )
return;
// Remove ourselves from the old providee's list
if ( m_hOldProvidee.Get() && GetAttributeManager() )
{
GetAttributeManager()->StopProvidingTo( m_hOldProvidee.Get() );
}
// Add ourselves to our new owner's provider list
if ( pNewOwner && GetAttributeManager() )
{
GetAttributeManager()->ProvideTo( pNewOwner );
}
m_hOldProvidee = pNewOwner;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CEconEntity::TranslateViewmodelHandActivity( Activity actBase )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem && pItem->IsValid() )
{
const GameItemDefinition_t *pStaticData = pItem->GetStaticData();
if ( pStaticData && pStaticData->ShouldAttachToHands() )
{
return TranslateViewmodelHandActivityInternal(actBase);
}
}
return actBase;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static int GetCustomParticleEffectId( CEconEntity *pEconEntity )
{
Assert( pEconEntity );
Assert( pEconEntity->GetAttributeContainer() );
Assert( pEconEntity->GetAttributeManager() == pEconEntity->GetAttributeContainer() );
CEconItemView *pEconItemView = pEconEntity->GetAttributeContainer()->GetItem();
int iCustomParticleEffect = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pEconEntity, iCustomParticleEffect, set_attached_particle );
if ( pEconItemView )
{
if ( iCustomParticleEffect == 0 )
{
iCustomParticleEffect = pEconItemView->GetQualityParticleType();
}
if ( iCustomParticleEffect == 0 )
{
static CSchemaAttributeDefHandle pAttrDef_SetAttachedParticle( "attach particle effect" );
float flCustomParticleEffect;
if ( FindAttribute_UnsafeBitwiseCast<attrib_value_t>( pEconItemView, pAttrDef_SetAttachedParticle, &flCustomParticleEffect ) )
{
iCustomParticleEffect = flCustomParticleEffect;
}
}
}
return iCustomParticleEffect;
}
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::OnOwnerClassChange( void )
{
#ifdef TF_DLL
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer && pPlayer->GetPlayerClass()->GetClassIndex() != m_iOldOwnerClass )
{
UpdateModelToClass();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer )
{
#ifdef TF_DLL
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
return (pTFPlayer ? pTFPlayer->GetPlayerClass()->GetClassIndex() : 0);
#else
return 0;
#endif
}
//-----------------------------------------------------------------------------
int CEconEntity::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
int iReturn = BaseClass::ShouldTransmit( pInfo );
// TODO
// CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
//
// if ( pRecipientEntity )
// {
// return ShouldBeSentToClient( pRecipientEntity->entindex(), iReturn );
// }
return iReturn;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateModelToClass( void )
{
#ifdef TF_DLL
MDLCACHE_CRITICAL_SECTION();
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
m_iOldOwnerClass = CalculateVisibleClassFor( pPlayer );
if ( !pPlayer )
return;
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem->IsValid() )
return;
const char *pszModel = NULL;
// If we attach to hands, we need to use the hand models
if ( pItem->GetStaticData()->ShouldAttachToHands() )
{
pszModel = pPlayer->GetPlayerClass()->GetHandModelName( 0 );
}
else
{
pszModel = pItem->GetPlayerDisplayModel( m_iOldOwnerClass );
}
if ( pszModel && pszModel[0] )
{
if ( V_stricmp( STRING( GetModelName() ), pszModel ) != 0 )
{
if ( pItem->GetStaticData()->IsContentStreamable() )
{
modelinfo->RegisterDynamicModel( pszModel, IsClient() );
}
SetModel( pszModel );
}
}
if ( GetModelPtr() && pItem->GetStaticData()->UsesPerClassBodygroups( GetTeamNumber() ) )
{
// Classes start at 1, bodygroups at 0, so we shift them all back 1.
SetBodygroup( 1, (m_iOldOwnerClass-1) );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::PlayAnimForPlaybackEvent( wearableanimplayback_t iPlayback )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem->IsValid() || !GetOwnerEntity() )
return;
// Don't do this if we have no model.
if ( !GetModel() || !GetModelPtr() )
return;
int iAnims = pItem->GetStaticData()->GetNumAnimations();
for ( int i = 0; i < iAnims; i++ )
{
animation_on_wearable_t *pData = pItem->GetStaticData()->GetAnimationData( i );
if ( pData && pData->iPlayback == iPlayback && pData->pszActivity )
{
// If this is the first time we've tried to use it, find the activity
if ( pData->iActivity == -2 )
{
pData->iActivity = ActivityList_IndexForName( pData->pszActivity );
}
int sequence = SelectWeightedSequence( (Activity)pData->iActivity );
if ( sequence != ACTIVITY_NOT_AVAILABLE )
{
ResetSequence( sequence );
SetCycle( 0 );
if ( IsUsingClientSideAnimation() )
{
ResetClientsideFrame();
}
}
return;
}
}
}
#endif // #if !defined( CLIENT_DLL )
#if defined( CLIENT_DLL )
// It's okay to draw attached entities with these models.
const char* g_modelWhiteList[] =
{
"models/weapons/w_models/w_toolbox.mdl",
"models/weapons/w_models/w_sapper.mdl",
// These are temporarily white-listed pending a proper fix to using model_player_per_class on weapons. 3/10/2011, BrandonR
"models/weapons/c_models/c_shogun_katana/c_shogun_katana_soldier.mdl",
"models/weapons/c_models/c_shogun_katana/c_shogun_katana.mdl"
};
//-----------------------------------------------------------------------------
// Purpose: TF prevents drawing of any entity attached to players that aren't items in the inventory of the player.
// This is to prevent servers creating fake cosmetic items and attaching them to players.
//-----------------------------------------------------------------------------
bool CEconEntity::ValidateEntityAttachedToPlayer( bool &bShouldRetry )
{
bShouldRetry = false;
// We only use this variable in debug or on the client.
#if defined( _DEBUG ) || defined( TF_CLIENT_DLL )
bool bItemDebugValidation = false;
#endif // defined( _DEBUG ) || defined( TF_CLIENT_DLL )
#ifdef _DEBUG
bItemDebugValidation = item_debug_validation.GetBool();
// Always valid in debug if item_debug_validation is disabled
if ( !bItemDebugValidation )
return true;
#endif // _DEBUG
#if defined( TF_CLIENT_DLL )
// Always valid in item testing mode
if ( TFGameRules()->IsInItemTestingMode() )
return true;
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
// If we're not carried by a player, we're not valid. This prevents them
// parenting hats to ents that they then parent to the player.
if ( !pOwner )
{
//Msg( "NO OWNER SET! %i\n", m_iNumOwnerValidationRetries );
bShouldRetry = ( m_iNumOwnerValidationRetries < 500 );
m_iNumOwnerValidationRetries++;
return false;
}
// The owner entity must also be a move parent of this entity.
bool bPlayerIsParented = false;
C_BaseEntity *pEntity = this;
while ( (pEntity = pEntity->GetMoveParent()) != NULL )
{
if ( pOwner == pEntity )
{
bPlayerIsParented = true;
break;
}
}
if ( !bPlayerIsParented )
{
//Msg( "NOT PARENTED! %i\n", m_iNumOwnerValidationRetries );
bShouldRetry = ( m_iNumOwnerValidationRetries < 500 );
m_iNumOwnerValidationRetries++;
return false;
}
m_iNumOwnerValidationRetries = 0;
bool bOwnerIsBot = false;
#if defined( _DEBUG ) || defined( TF_PVE_MODE )
// We only need this in debug (for item_debug_validation) or PvE mode
bOwnerIsBot = pOwner->IsABot(); // THIS IS INSECURE -- DO NOT USE THIS OUTSIDE OF DEBUG OR PVE MODE
#endif
#ifdef TF_PVE_MODE
// Allow bots to use anything in PvE mode
if ( bOwnerIsBot && TFGameRules()->IsPVEModeActive() )
return true;
#endif // TF_PVE_MODE
int iClass = pOwner->GetPlayerClass()->GetClassIndex();
// Allow all weapons parented to the local player
if ( pOwner == C_BasePlayer::GetLocalPlayer() )
{
// They can change the owner entity, so we have to keep checking.
bShouldRetry = true;
return true;
}
// HACK: For now, if our owner is a disguised spy, we assume everything is valid.
if ( (pOwner->m_Shared.InCond( TF_COND_DISGUISED ) || pOwner->m_Shared.InCond( TF_COND_DISGUISING )) && iClass == TF_CLASS_SPY )
{
bShouldRetry = true; // Keep checking in case the player switches class or becomes no longer disguised
return true;
}
// If our owner is a disguised spy, we validate everything based
// on the items carried by the person we're disguised as.
/*if ( pOwner->m_Shared.InCond( TF_COND_DISGUISED ) )
{
// DAMN: This won't work. If our disguise target is a player we've never seen before,
// we won't have a client entity, and hence we don't have their inventory.
C_TFPlayer *pDisguiseTarget = ToTFPlayer( pOwner->m_Shared.GetDisguiseTarget() );
if ( pDisguiseTarget && pDisguiseTarget != pOwner )
{
pOwner = pDisguiseTarget;
iClass = pOwner->GetPlayerClass()->GetClassIndex();
}
else
{
// We're not disguised as a specific player. Make sure we lookup base weapons with the disguise class.
iClass = pOwner->m_Shared.GetDisguiseClass();
}
}
*/
const char *pszClientModel = modelinfo->GetModelName( GetModel() );
if ( pszClientModel && g_modelWhiteList[0] )
{
// Certain builder models are okay to have.
for ( int i=0; i<ARRAYSIZE( g_modelWhiteList ); ++i )
{
if ( FStrEq( pszClientModel, g_modelWhiteList[i] ) )
return true;
}
}
// If our player doesn't have an inventory, we're not valid.
CTFPlayerInventory *pInv = pOwner->Inventory();
if ( !pInv )
return false;
// If we've lost connection to the GC, let's just trust the server to avoid breaking the appearance for everyone.
bool bSkipInventoryCheck = bItemDebugValidation && bOwnerIsBot; // will always be false in release builds
if ( ( !pInv->GetSOC() || !pInv->GetSOC()->BIsInitialized() ) && !bSkipInventoryCheck )
{
bShouldRetry = true;
return true;
}
CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
// If the item isn't valid, we're probably an extra wearable for another item. See if our model is
// a model specified as the extra wearable for any of the items we have equipped.
if ( !pScriptItem->IsValid() )
{
// Uninitialized client models return their model as '?'
if ( pszClientModel && pszClientModel[0] != '?' )
{
CSteamID steamIDForPlayer;
pOwner->GetSteamID( &steamIDForPlayer );
for ( int i = 0; i < LOADOUT_POSITION_COUNT; i++ )
{
CEconItemView *pItem = TFInventoryManager()->GetItemInLoadoutForClass( iClass, i, &steamIDForPlayer );
if ( pItem && pItem->IsValid() )
{
const char *pszAttached = pItem->GetExtraWearableModel();
if ( pszAttached && pszAttached[0] )
{
if ( FStrEq( pszClientModel, pszAttached ) )
return true;
}
}
}
}
else if ( pszClientModel && pszClientModel[0] == '?' )
{
bShouldRetry = true;
}
return false;
}
// Skip this check for bots if item_debug_validation is enabled.
if ( !pInv->GetInventoryItemByItemID( pScriptItem->GetItemID() ) && !bSkipInventoryCheck )
{
// If it's a base item, we allow it.
CEconItemView *pBaseItem = TFInventoryManager()->GetBaseItemForClass( iClass, pScriptItem->GetStaticData()->GetLoadoutSlot(iClass) );
if ( *pScriptItem != *pBaseItem )
{
const wchar_t *pwzItemName = pScriptItem->GetItemName();
char szItemName[ MAX_ITEM_NAME_LENGTH ];
ILocalize::ConvertUnicodeToANSI( pwzItemName, szItemName, sizeof( szItemName ) );
#ifdef _DEBUG
Warning("Item '%s' attached to %s, but it's not in his inventory.\n", szItemName, pOwner->GetPlayerName() );
#endif
return false;
}
}
// Our model has to match the model in our script
const char *pszScriptModel = pScriptItem->GetWorldDisplayModel();
if ( !pszScriptModel )
{
pszScriptModel = pScriptItem->GetPlayerDisplayModel( iClass );
}
if ( pszClientModel && pszClientModel[0] && pszClientModel[0] != '?' )
{
// A model was set on the entity, let's make sure it matches the model in the script.
if ( !pszScriptModel || !pszScriptModel[0] )
return false;
if ( FStrEq( pszClientModel, pszScriptModel ) == false )
return false;
}
else
{
// The client model was not set, so check that there isn't a model set in the script either.
if ( pszScriptModel && pszScriptModel[0] )
{
if ( pszClientModel[0] == '?' )
bShouldRetry = true;
return false;
}
}
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Set a material override for this entity via code
//-----------------------------------------------------------------------------
void CEconEntity::SetMaterialOverride( const char *pszMaterial )
{
m_MaterialOverrides.Init( pszMaterial, TEXTURE_GROUP_CLIENT_EFFECTS );
}
//-----------------------------------------------------------------------------
void CEconEntity::SetMaterialOverride( CMaterialReference &ref )
{
m_MaterialOverrides.Init( ref );
}
#ifndef DOTA_DLL
bool C_ViewmodelAttachmentModel::InitializeAsClientEntity( const char *pszModelName, bool bRenderWithViewModels )
{
if ( !BaseClass::InitializeAsClientEntity( pszModelName, bRenderWithViewModels ) )
return false;
AddEffects( EF_BONEMERGE );
AddEffects( EF_BONEMERGE_FASTCULL );
// Invisible by default, and made visible->drawn->made invisible when the viewmodel is drawn
AddEffects( EF_NODRAW );
return true;
}
int C_ViewmodelAttachmentModel::InternalDrawModel( int flags, const RenderableInstance_t &instance )
{
#if defined(TF_CLIENT_DLL)
CMatRenderContextPtr pRenderContext( materials );
if ( cl_flipviewmodels.GetBool() != m_bAlwaysFlip )
{
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
}
#endif
#if defined( CSTRIKE15 )
CMatRenderContextPtr pRenderContext( materials );
C_BaseViewModel *pViewmodel = m_hViewmodel;
if ( pViewmodel && pViewmodel->ShouldFlipModel() )
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
#endif
int r = BaseClass::InternalDrawModel( flags, instance );
#if defined(TF_CLIENT_DLL) || defined( CSTRIKE15 )
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
#endif
return r;
}
void C_ViewmodelAttachmentModel::SetViewmodel( C_BaseViewModel *pVM )
{
m_hViewmodel = pVM;
}
#endif // !defined( DOTA_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::SetDormant( bool bDormant )
{
// If I'm burning, stop the burning sounds
if ( !IsDormant() && bDormant && m_bParticleSystemsCreated )
{
SetParticleSystemsVisible( false );
}
BaseClass::SetDormant( bDormant );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::OnPreDataChanged( DataUpdateType_t type )
{
BaseClass::OnPreDataChanged( type );
m_iOldTeam = m_iTeamNum;
}
IMaterial *CreateTempMaterialForPlayerLogo( int iPlayerIndex, player_info_t *info, char *texname, int nchars );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::OnDataChanged( DataUpdateType_t updateType )
{
// If we were just created, setup from the script files
if ( updateType == DATA_UPDATE_CREATED )
{
InitializeAttributes();
m_bParticleSystemsCreated = false;
m_bAttachmentDirty = true;
}
BaseClass::OnDataChanged( updateType );
GetAttributeContainer()->OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
CEconItemView *pItem = m_AttributeManager.GetItem();
#if defined(_DEBUG)
if ( item_debug.GetBool() )
{
DebugDescribe();
}
#endif
// Find & cache for easy leaf code usage
const char *pszMaterial = pItem->GetStaticData()->GetMaterialOverride();
if ( pszMaterial )
{
m_MaterialOverrides.Init( pszMaterial, TEXTURE_GROUP_CLIENT_EFFECTS );
}
#ifdef TF_CLIENT_DLL
// If we're carried by a player, let him know he should recalc his bodygroups.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
pPlayer->SetBodygroupsDirty();
}
//Warning("Forcing recalc of visiblity for %d\n", entindex().GetRaw());
m_bValidatedOwner = false;
m_iNumOwnerValidationRetries = 0;
UpdateVisibility();
#endif // TF_CLIENT_DLL
}
UpdateAttachmentModels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateAttachmentModels( void )
{
#ifndef DOTA_DLL
CEconItemView *pItem = GetAttributeContainer()->GetItem();
const GameItemDefinition_t *pItemDef = pItem && pItem->IsValid() ? pItem->GetStaticData() : NULL;
// Update the state of additional model attachments
m_vecAttachedModels.Purge();
if ( pItemDef )
{
int iAttachedModels = pItemDef->GetNumAttachedModels();
for ( int i = 0; i < iAttachedModels; i++ )
{
attachedmodel_t *pModel = pItemDef->GetAttachedModelData( i );
int iModelIndex = modelinfo->GetModelIndex( pModel->m_pszModelName );
if ( iModelIndex >= 0 )
{
AttachedModelData_t attachedModelData;
attachedModelData.m_pModel = modelinfo->GetModel( iModelIndex );
attachedModelData.m_iModelDisplayFlags = pModel->m_iModelDisplayFlags;
m_vecAttachedModels.AddToTail( attachedModelData );
}
}
}
// Update the state of attachment models for this item
bool bItemNeedsAttachment = pItemDef && (pItemDef->ShouldAttachToHands() || pItemDef->ShouldAttachToHandsVMOnly());
if ( bItemNeedsAttachment )
{
bool bShouldShowAttachment = false;
CBasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
CBasePlayer *pOwner = ToBasePlayer( GetOwnerEntity() );
bShouldShowAttachment = ( pOwner && (pOwner == pLocalPlayer) || ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pLocalPlayer->GetObserverTarget() == pOwner ) );
if ( bShouldShowAttachment && AttachmentModelsShouldBeVisible() )
{
if ( !m_hViewmodelAttachment )
{
C_BaseViewModel *vm = pOwner->GetViewModel( 0 );
if ( vm )
{
C_ViewmodelAttachmentModel *pEnt = new class C_ViewmodelAttachmentModel;
if ( !pEnt )
return;
if ( pEnt->InitializeAsClientEntity( pItem->GetPlayerDisplayModel(), true ) == false )
return;
m_hViewmodelAttachment = pEnt;
m_hViewmodelAttachment->SetParent( vm );
m_hViewmodelAttachment->SetLocalOrigin( vec3_origin );
m_hViewmodelAttachment->UpdatePartitionListEntry();
m_hViewmodelAttachment->CollisionProp()->UpdatePartition();
m_hViewmodelAttachment->UpdateVisibility();
m_bAttachmentDirty = true;
}
}
else if ( m_hViewmodelAttachment )
{
// If a player changes team, we may need to update the skin on the attachment weapon model
if ( m_iOldTeam != m_iTeamNum )
{
m_bAttachmentDirty = true;
}
}
return;
}
}
// If we get here we shouldn't have an attachment.
if ( m_hViewmodelAttachment )
{
m_hViewmodelAttachment->Release();
}
#endif // !defined( DOTA_DLL )
}
//-----------------------------------------------------------------z------------
// Purpose: Create / Destroy particle systems on this item as appropriate
//-----------------------------------------------------------------------------
void CEconEntity::UpdateParticleSystems( void )
{
if ( !HasCustomParticleSystems() )
return;
bool bVisible = false;
if ( IsEffectActive( EF_NODRAW ))
{
bVisible = false;
}
else if ( !GetOwnerEntity() && !IsDormant() )
{
bVisible = true;
}
else if ( GetOwnerEntity() && !GetOwnerEntity()->IsDormant() )
{
// Dota heroes turn off particle effects when they're dead
if ( GetOwnerEntity()->IsAlive() )
{
bVisible = true;
}
}
if ( bVisible )
{
bVisible = ShouldDrawParticleSystems();
}
SetParticleSystemsVisible( bVisible );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::ShouldDrawParticleSystems( void )
{
if ( !ShouldDraw() )
return false;
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
bool bStealthed = pPlayer->m_Shared.InCond( TF_COND_STEALTHED );
if ( bStealthed )
return false;
bool bDisguised = pPlayer->m_Shared.InCond( TF_COND_DISGUISED );
if ( bDisguised )
{
CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase*>( this );
bool bDisguiseWeapon = pWeapon && pWeapon->m_bDisguiseWeapon;
if ( !bDisguiseWeapon )
{
return false;
}
}
}
#endif
// Make sure the entity we're attaching to is being drawn
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
C_BaseEntity *pEffectOwner = this;
if ( pLocalPlayer == GetOwnerEntity() && pLocalPlayer->GetViewModel() && !pLocalPlayer->ShouldDrawLocalPlayer() )
{
pEffectOwner = pLocalPlayer->GetViewModel();
}
if ( !pEffectOwner->ShouldDraw() )
{
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
if ( !InternalFireEvent( origin, angles, event, options ) )
{
BaseClass::FireEvent( origin, angles, event, options );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
{
return InternalFireEvent( origin, angles, event, options );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::InternalFireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
switch( event )
{
case AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN:
if ( m_hViewmodelAttachment )
{
// Translate it into a set bodygroup event on our attached weapon
m_hViewmodelAttachment->FireEvent( origin, angles, AE_CL_BODYGROUP_SET_VALUE, options );
}
return true;
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Does this model use delayed flex weights?
//-----------------------------------------------------------------------------
bool CEconEntity::UsesFlexDelayedWeights()
{
return m_flFlexDelayedWeight != NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Rendering callback to allow the client to set up all the model specific flex weights
//-----------------------------------------------------------------------------
void CEconEntity::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
/*
if ( GetModelPtr() && GetModelPtr()->numflexcontrollers() )
{
if ( IsEffectActive( EF_BONEMERGE ) && GetMoveParent() )
{
C_BaseFlex *pParentFlex = dynamic_cast<C_BaseFlex*>( GetMoveParent() );
if ( pParentFlex )
{
if ( pParentFlex->SetupGlobalWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights ) )
{
// convert the flex controllers into actual flex values
C_BaseFlex::RunFlexRules( GetModelPtr(), pFlexWeights );
// aim the eyes
// SetViewTarget( hdr ); // FIXME: Not enough info yet
// process local versions of the delay weights
if ( pFlexDelayedWeights )
{
C_BaseFlex::RunFlexDelay( nFlexWeightCount, pFlexWeights, m_flFlexDelayedWeight, m_flFlexDelayTime );
memcpy( pFlexDelayedWeights, m_flFlexDelayedWeight, sizeof( float ) * nFlexWeightCount );
}
return;
}
}
}
}
*/
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
return;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void cc_dump_particlemanifest()
{
Msg("Dumping particle list:\n");
for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ )
{
const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i);
Msg(" %d: %s\n", i, pParticleSystemName );
}
}
static ConCommand dump_particlemanifest( "dump_particlemanifest", cc_dump_particlemanifest, "Dump the list of particles loaded.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::SetParticleSystemsVisible( bool bVisible )
{
if ( bVisible == m_bParticleSystemsCreated )
return;
if ( !HasCustomParticleSystems() )
return;
int iSystems = m_AttributeManager.GetItem()->GetStaticData()->GetNumAttachedParticles();
for ( int i = 0; i < iSystems; i++ )
{
attachedparticlesystem_t *pSystem = m_AttributeManager.GetItem()->GetStaticData()->GetAttachedParticleData( i );
Assert( pSystem->pszSystemName && pSystem->pszSystemName[0] );
// Ignore custom particles. Weapons handle them in custom fashions.
if ( pSystem->iCustomType )
continue;
UpdateSingleParticleSystem( bVisible, pSystem );
}
// Now check for particle systems that controlled on by specific attributes
int iCustomParticleEffect = GetCustomParticleEffectId( this );
if ( iCustomParticleEffect > 0 )
{
attachedparticlesystem_t *pSystem = GetItemSchema()->GetAttributeControlledParticleSystem( iCustomParticleEffect );
if ( pSystem )
{
iCustomParticleEffect--;
if ( pSystem->iCount > 0 )
{
// Support X particles attached to X attachment points
for ( int i = 0; i < pSystem->iCount; i++ )
{
UpdateSingleParticleSystem( bVisible, pSystem, UTIL_VarArgs("%s%d", pSystem->pszAttachmentName, i+1 ) );
}
}
else
{
UpdateSingleParticleSystem( bVisible, pSystem );
}
}
}
m_bParticleSystemsCreated = bVisible;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateSingleParticleSystem( bool bVisible, attachedparticlesystem_t *pSystem, const char *pszAttachmentName )
{
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pLocalPlayer )
return;
if ( !pszAttachmentName )
{
pszAttachmentName = pSystem->pszAttachmentName;
}
C_BaseEntity *pEffectOwner = this;
if ( pSystem->nAttachToEntity == ATTPART_TO_PARENT )
{
pEffectOwner = GetOwnerEntity();
}
if ( bVisible && pEffectOwner )
{
// We can't have fastcull on if we want particles attached to us
if ( pEffectOwner == this )
{
RemoveEffects( EF_BONEMERGE_FASTCULL );
}
#ifdef DOTA_DLL
C_DOTA_BaseNPC *pNPC = ToDOTABaseNPC( pEffectOwner );
if ( pNPC )
pNPC->CopyParticlesToPortrait( true );
bool bAttachTypeSet = (pSystem->nRootAttachType != 1);
int iIndex = -1;
bool bAttached = false;
if ( pszAttachmentName && pszAttachmentName[0] && pEffectOwner->GetBaseAnimating() )
{
int iAttachment = pEffectOwner->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
if ( iAttachment != INVALID_PARTICLE_ATTACHMENT )
{
iIndex = GetParticleManager()->CreateParticle( GetParticleManager()->GetParticleReplacement( pSystem->pszSystemName, GetOwnerEntity() ), bAttachTypeSet ? pSystem->nRootAttachType : PATTACH_POINT_FOLLOW, pEffectOwner );
m_vecAttachedParticles.AddToTail( iIndex );
bAttached = true;
}
}
// Attachments can fall back to following root bones if the attachment point wasn't found
if ( !bAttached )
{
if ( bAttachTypeSet )
{
iIndex = GetParticleManager()->CreateParticle( GetParticleManager()->GetParticleReplacement( pSystem->pszSystemName, GetOwnerEntity() ), pSystem->nRootAttachType, pEffectOwner );
m_vecAttachedParticles.AddToTail( iIndex );
}
else
{
if ( pSystem->bFollowRootBone )
{
iIndex = GetParticleManager()->CreateParticle( GetParticleManager()->GetParticleReplacement( pSystem->pszSystemName, GetOwnerEntity() ), PATTACH_ROOTBONE_FOLLOW, pEffectOwner );
}
else
{
iIndex = GetParticleManager()->CreateParticle( GetParticleManager()->GetParticleReplacement( pSystem->pszSystemName, GetOwnerEntity() ), PATTACH_ABSORIGIN_FOLLOW, pEffectOwner );
}
m_vecAttachedParticles.AddToTail( iIndex );
}
}
// Now init any control points
if ( iIndex != -1 )
{
FOR_EACH_VEC( pSystem->vecControlPoints, i )
{
attachedparticlecontrolpoint_t *pCP = &pSystem->vecControlPoints[i];
if ( pCP->nAttachType == PATTACH_CUSTOMORIGIN || pCP->nAttachType == PATTACH_WORLDORIGIN )
GetParticleManager()->SetParticleControl( iIndex, pCP->nControlPoint, pCP->vecPosition );
else
GetParticleManager()->SetParticleControlEnt( iIndex, pCP->nControlPoint, pEffectOwner, pCP->nAttachType, pCP->pszAttachmentName );
}
// If we're a Strange Type, set CP 13 to our current value
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem )
{
static CSchemaAttributeDefHandle pAttrDef_KillEaterAttribute( "kill eater" );
uint32 unKillEater;
if ( pItem->FindAttribute( pAttrDef_KillEaterAttribute, &unKillEater ) )
{
GetParticleManager()->SetParticleControl( iIndex, 13, Vector( unKillEater, 1, 1 ) );
}
const CDOTAItemDefinition *pDef = pItem->GetStaticData();
for ( int nCPIndex = 0; nCPIndex < pDef->GetNumParticleControlPoints(); ++nCPIndex )
{
int nWhichCP;
Vector vecCPValue;
bool bHasCP = pDef->GetReplacementControlPoint( nCPIndex, GetParticleManager()->GetParticleReplacement( pSystem->pszSystemName, GetOwnerEntity() ), nWhichCP, vecCPValue );
if ( bHasCP )
{
GetParticleManager()->SetParticleControl( iIndex, nWhichCP, vecCPValue );
}
}
}
}
if ( pNPC )
pNPC->CopyParticlesToPortrait( false );
#endif //#ifdef DOTA_DLL
}
else
{
#ifdef DOTA_DLL
FOR_EACH_VEC( m_vecAttachedParticles, i )
{
GetParticleManager()->DestroyParticleEffect( m_vecAttachedParticles[i], true );
}
m_vecAttachedParticles.RemoveAll();
#endif //#ifdef DOTA_DLL
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::InitializeAsClientEntity( const char *pszModelName, bool bRenderWithViewModels )
{
m_bClientside = true;
return BaseClass::InitializeAsClientEntity( pszModelName, bRenderWithViewModels );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::InternalDrawModel( int flags, const RenderableInstance_t &instance )
{
bool bUseOverride = m_MaterialOverrides.IsValid();
if ( bUseOverride && (flags & STUDIO_RENDER) )
{
modelrender->ForcedMaterialOverride( m_MaterialOverrides );
}
int ret = BaseClass::InternalDrawModel( flags, instance );
if ( bUseOverride && (flags & STUDIO_RENDER) )
{
modelrender->ForcedMaterialOverride( NULL );
}
return ret;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::ViewModel_IsTransparent( void )
{
if ( m_hViewmodelAttachment != NULL && m_hViewmodelAttachment->IsTransparent() )
{
return true;
}
return IsTransparent();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::ViewModel_IsUsingFBTexture( void )
{
// if ( m_hViewmodelAttachment != NULL && m_hViewmodelAttachment->UsesPowerOfTwoFrameBufferTexture() )
// {
// return true;
// }
// return UsesPowerOfTwoFrameBufferTexture();
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::IsOverridingViewmodel( void )
{
bool bUseOverride = m_MaterialOverrides.IsValid();
bUseOverride = bUseOverride || (m_hViewmodelAttachment != NULL) || ( m_AttributeManager.GetItem()->GetStaticData()->GetNumAttachedModels() > 0 );
return bUseOverride;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags )
{
int ret = 0;
#ifdef TF_DLL
bool bIsAttachmentTranslucent = m_hViewmodelAttachment.Get() ? m_hViewmodelAttachment->IsTransparent() : false;
bool bUseOverride = false;
CEconItemView *pItem = GetAttributeContainer()->GetItem();
bool bAttachesToHands = ( pItem->IsValid() && (pItem->GetStaticData()->ShouldAttachToHands() || pItem->GetStaticData()->ShouldAttachToHandsVMOnly()));
// If the attachment is translucent, we need to render the viewmodel first
if ( bIsAttachmentTranslucent )
{
ret = pViewmodel->DrawOverriddenViewmodel( flags );
}
if ( flags & STUDIO_RENDER )
{
bUseOverride = m_MaterialOverrides.IsValid();
if ( bUseOverride )
{
modelrender->ForcedMaterialOverride( m_MaterialOverrides );
}
if ( m_hViewmodelAttachment )
{
m_hViewmodelAttachment->RemoveEffects( EF_NODRAW );
m_hViewmodelAttachment->DrawModel( flags );
m_hViewmodelAttachment->AddEffects( EF_NODRAW );
}
// if we are attached to the hands, then we DO NOT want have an override material when we draw our view model
if ( bAttachesToHands && bUseOverride )
{
modelrender->ForcedMaterialOverride( NULL );
bUseOverride = false;
}
}
if ( !bIsAttachmentTranslucent )
{
ret = pViewmodel->DrawOverriddenViewmodel( flags );
}
if ( bUseOverride )
{
modelrender->ForcedMaterialOverride( NULL );
}
#endif // #ifdef TF_DLL
return ret;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
if ( !BaseClass::OnInternalDrawModel( pInfo ) )
return false;
DrawEconEntityAttachedModels( this, this, pInfo, kAttachedModelDisplayFlag_WorldModel );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::LookupAttachment( const char *pAttachmentName )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->LookupAttachment( pAttachmentName );
return BaseClass::LookupAttachment( pAttachmentName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachment( int number, matrix3x4_t &matrix )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachment( number, matrix );
return BaseClass::GetAttachment( number, matrix );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachment( int number, Vector &origin )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachment( number, origin );
return BaseClass::GetAttachment( number, origin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachment( int number, Vector &origin, QAngle &angles )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachment( number, origin, angles );
return BaseClass::GetAttachment( number, origin, angles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachmentVelocity( number, originVel, angleVel );
return BaseClass::GetAttachmentVelocity( number, originVel, angleVel );
}
#endif // #if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::HasCustomParticleSystems( void )
{
if ( m_AttributeManager.GetItem()->GetStaticData()->GetNumAttachedParticles() )
return true;
int iCustomParticleEffect = GetCustomParticleEffectId( this );
return ( iCustomParticleEffect > 0 && GetItemSchema()->GetAttributeControlledParticleSystem( iCustomParticleEffect ) != NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Hides or shows masked bodygroups associated with this item.
//-----------------------------------------------------------------------------
bool CEconEntity::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState )
{
if ( !pOwner )
return false;
CAttributeContainer *pCont = GetAttributeContainer();
if ( !pCont )
return false;
CEconItemView *pItem = pCont->GetItem();
if ( !pItem )
return false;
const CEconItemDefinition *pItemDef = pItem->GetItemDefinition();
if ( !pItemDef )
return false;
int iNumBodyGroups = pItemDef->GetNumModifiedBodyGroups();
for ( int i=0; i<iNumBodyGroups; ++i )
{
int iBody = 0;
const char *pszBodyGroup = pItemDef->GetModifiedBodyGroup( i, iBody );
int iBodyGroup = pOwner->FindBodygroupByName( pszBodyGroup );
if ( iBodyGroup == -1 )
continue;
pOwner->SetBodygroup( iBodyGroup, pItemDef->IsBaseItem() ? 0 : iState );
}
// Handle per-style bodygroup hiding
const CEconStyleInfo *pStyle = pItemDef->GetStyleInfo( pItem->GetStyle() );
if ( pStyle )
{
FOR_EACH_VEC( pStyle->GetAdditionalHideBodygroups(), i )
{
int iBodyGroup = pOwner->FindBodygroupByName( pStyle->GetAdditionalHideBodygroups()[i] );
if ( iBodyGroup == -1 )
continue;
pOwner->SetBodygroup( iBodyGroup, iState );
}
}
// Handle world model bodygroup overrides
int iBodyOverride = pItemDef->GetWorldmodelBodygroupOverride();
int iBodyStateOverride = pItemDef->GetWorldmodelBodygroupStateOverride();
if ( iBodyOverride > -1 && iBodyStateOverride > -1 )
{
pOwner->SetBodygroup( iBodyOverride, iBodyStateOverride );
}
// Handle view model bodygroup overrides
iBodyOverride = pItemDef->GetViewmodelBodygroupOverride();
iBodyStateOverride = pItemDef->GetViewmodelBodygroupStateOverride();
if ( iBodyOverride > -1 && iBodyStateOverride > -1 )
{
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
if ( pPlayer )
{
CBaseViewModel *pVM = pPlayer->GetViewModel();
if ( pVM )
{
pVM->SetBodygroup( iBodyOverride, iBodyStateOverride );
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseAttributableItem::CBaseAttributableItem()
{
}
loadout_positions_t CEconEntity::GetLoadoutPosition( int iTeam /*= 0 */ ) const
{
return ( loadout_positions_t ) GetAttributeContainer()->GetItem()->GetStaticData()->GetLoadoutSlot( iTeam );
}
const CEconItemView* CEconEntity::GetEconItemView( void ) const
{
return m_AttributeManager.GetItem();
}