Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's C_BaseCombatCharacter entity
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basecombatcharacter.h"
#include "c_cs_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( CBaseCombatCharacter )
#undef CBaseCombatCharacter
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::C_BaseCombatCharacter()
{
for ( int i=0; i < m_iAmmo.Count(); i++ )
m_iAmmo.Set( i, 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::~C_BaseCombatCharacter()
{
}
/*
//-----------------------------------------------------------------------------
// Purpose: Returns the amount of ammunition of the specified type the character's carrying
//-----------------------------------------------------------------------------
int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const
{
return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) );
}
*/
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::DoMuzzleFlash()
{
// Our weapon takes our muzzle flash command
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->DoMuzzleFlash();
//NOTENOTE: We do not chain to the base here
}
else
{
BaseClass::DoMuzzleFlash();
}
}
void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// view weapon model cache monitoring
// NOTE: expected to be updated ONLY once per frame for the primary player ONLY!
// the expectation is that there is ONLY one customer that requires view models
// otherwise the lower level code will thrash as it tries to maintain a single player's view model inventory
{
const char *viewWeapons[MAX_WEAPONS];
int nNumViewWeapons = 0;
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer == this && !pLocalPlayer->IsObserver() )
{
// want to know what this player's weapon inventory is to keep all of these in cache
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = GetWeapon( i );
if ( !pWeapon )
continue;
viewWeapons[nNumViewWeapons] = pWeapon->GetViewModel();
nNumViewWeapons++;
}
}
else if ( pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pLocalPlayer->GetObserverTarget() == this )
{
// once spectating, PURPOSELY only the active view weapon gets tracked
// cycling through spectators is the more common pattern and tracking just the active weapon prevents massive cache thrashing
// otherwise maintaining the observer targets inventories would needlessly thrash the cache as the player rapidly cycles
C_BaseCombatWeapon *pWeapon = pLocalPlayer->GetActiveWeapon();
if ( pWeapon )
{
viewWeapons[nNumViewWeapons] = pWeapon->GetViewModel();
nNumViewWeapons++;
}
}
if ( nNumViewWeapons )
{
// view model weapons are subject to a cache policy that needs to be kept accurate for a SINGLE Player
modelinfo->UpdateViewWeaponModelCache( viewWeapons, nNumViewWeapons );
}
}
// world weapon model cache monitoring
// world weapons have a much looser cache policy and just needs to monitor the important set of world weapons
{
const char *worldWeapons[MAX_WEAPONS];
int nNumWorldWeapons = 0;
// want to track any world models that are active weapons
// the world weapons lying on the ground are the ones that become LRU purge candidates
C_BasePlayer *pPlayer = ToBasePlayer( this );
if ( pPlayer )
{
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
worldWeapons[nNumWorldWeapons] = pWeapon->GetWorldModel();
nNumWorldWeapons++;
}
}
C_CSPlayer *pCSPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pCSPlayer == this )
{
int weaponEntIndex = pCSPlayer->GetTargetedWeapon();
if ( weaponEntIndex > 0 ) //0 is a valid entity index, but will never be used for a weapon
{
C_BaseEntity *pEnt = cl_entitylist->GetEnt( weaponEntIndex );
C_BaseCombatWeapon *pWeapon = dynamic_cast< C_BaseCombatWeapon * >( pEnt );
if ( pWeapon )
{
worldWeapons[nNumWorldWeapons] = pWeapon->GetWorldModel();
nNumWorldWeapons++;
}
}
}
if ( nNumWorldWeapons )
{
modelinfo->TouchWorldWeaponModelCache( worldWeapons, nNumWorldWeapons );
}
}
}
bool C_BaseCombatCharacter::HasEverBeenInjured( void ) const
{
return ( m_flTimeOfLastInjury != 0.0f );
}
float C_BaseCombatCharacter::GetTimeSinceLastInjury( void ) const
{
return gpGlobals->curtime - m_flTimeOfLastInjury;
}
IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter);
// Only send active weapon index to local player
BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive )
RecvPropTime( RECVINFO( m_flNextAttack ) ),
END_RECV_TABLE();
BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCNonLocalPlayerExclusive )
#if defined( CSTRIKE15 )
// In CS:GO send active weapon index to all players except local
RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ),
#endif
END_RECV_TABLE();
BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter)
RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ),
RecvPropDataTable( "bcc_nonlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCNonLocalPlayerExclusive) ),
RecvPropInt( RECVINFO( m_LastHitGroup ) ),
RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ),
RecvPropTime( RECVINFO( m_flTimeOfLastInjury ) ),
RecvPropInt( RECVINFO( m_nRelativeDirectionOfLastInjury ) ),
RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ),
#ifdef INVASION_CLIENT_DLL
RecvPropInt( RECVINFO( m_iPowerups ) ),
#endif
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_BaseCombatCharacter )
DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()