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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_dropped_weapon.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "model_types.h"
#endif // CLIENT_DLL
#ifdef GAME_DLL
#include "tf_player.h"
#include "tf_weaponbase.h"
#include "tf_weapon_medigun.h"
#include "tf_gamerules.h"
#include "tf_weapon_bottle.h"
#endif // GAME_DLL
#ifdef GAME_DLL
ConVar tf_dropped_weapon_lifetime( "tf_dropped_weapon_lifetime", "30", FCVAR_CHEAT );
EXTERN_SEND_TABLE( DT_ScriptCreatedItem );
LINK_ENTITY_TO_CLASS( tf_dropped_weapon, CTFDroppedWeapon );
PRECACHE_REGISTER( tf_dropped_weapon ); #else
EXTERN_RECV_TABLE( DT_ScriptCreatedItem ); #endif
IMPLEMENT_NETWORKCLASS_ALIASED( TFDroppedWeapon, DT_TFDroppedWeapon );
BEGIN_NETWORK_TABLE( CTFDroppedWeapon, DT_TFDroppedWeapon ) #if !defined( CLIENT_DLL )
SendPropDataTable( SENDINFO_DT(m_Item), &REFERENCE_SEND_TABLE(DT_ScriptCreatedItem) ), SendPropFloat( SENDINFO( m_flChargeLevel ) ), #else
RecvPropDataTable( RECVINFO_DT(m_Item), 0, &REFERENCE_RECV_TABLE(DT_ScriptCreatedItem) ), RecvPropFloat( RECVINFO( m_flChargeLevel ) ), #endif
END_NETWORK_TABLE()
IMPLEMENT_AUTO_LIST( IDroppedWeaponAutoList );
//-----------------------------------------------------------------------------
CTFDroppedWeapon::CTFDroppedWeapon() #ifdef GAME_DLL
: m_nClip( 0 ) , m_nAmmo( 0 ) , m_nDetonated( 0 ) , m_flEnergy( 0.f ) , m_flEffectBarRegenTime( 0.f ) #endif
{ #ifdef CLIENT_DLL
m_pGlowEffect = NULL; m_bShouldGlowForLocalPlayer = false; m_flOldChargeLevel = 0.f; #endif // CLIENT_DLL
m_flChargeLevel.Set( 0.f ); }
//-----------------------------------------------------------------------------
CTFDroppedWeapon::~CTFDroppedWeapon() { #ifdef CLIENT_DLL
if ( m_worldmodelStatTrakAddon ) { m_worldmodelStatTrakAddon->Remove(); }
if ( m_effect ) { ParticleProp()->StopEmission( m_effect ); m_effect = NULL; }
DestroyGlowEffect(); #endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::Spawn() { #ifdef GAME_DLL
SetModel( STRING( GetModelName() ) );
SetMoveType( MOVETYPE_FLYGRAVITY ); SetSolid( SOLID_BBOX ); SetBlocksLOS( false ); AddEFlags( EFL_NO_ROTORWASH_PUSH );
// This will make them not collide with the player, but will collide
// against other items + weapons
SetCollisionGroup( COLLISION_GROUP_DEBRIS ); CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
// Create the object in the physics system
int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE;
if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL ) { SetSolid( SOLID_BBOX ); AddSolidFlags( nSolidFlags );
// If it's not physical, drop it to the floor
if ( UTIL_DropToFloor( this, MASK_SOLID ) == 0 ) { Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z); UTIL_Remove( this ); return; } }
#endif // GAME_DLL
BaseClass::Spawn();
#ifdef GAME_DLL
SetContextThink( &CTFDroppedWeapon::SUB_Remove, gpGlobals->curtime + tf_dropped_weapon_lifetime.GetFloat(), "RemoveThink" ); #endif // GAME_DLL
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::OnPreDataChanged( DataUpdateType_t updateType ) { BaseClass::OnPreDataChanged( updateType );
m_flOldChargeLevel = m_flChargeLevel; }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { // if its startrak attach a model to it
if ( m_Item.GetItemID() != INVALID_ITEM_ID ) { int iStrangeType = -1; for ( int i = 0; i < GetKillEaterAttrCount(); i++ ) { if ( m_Item.FindAttribute( GetKillEaterAttr_Score( i ) ) ) { iStrangeType = i; break; } }
// It's strange, does it have module as well?
if ( iStrangeType != -1 ) { CAttribute_String attrModule; static CSchemaAttributeDefHandle pAttr_module( "weapon_uses_stattrak_module" ); if ( m_Item.FindAttribute( pAttr_module, &attrModule ) && attrModule.has_value() ) { static CSchemaAttributeDefHandle pAttr_moduleScale( "weapon_stattrak_module_scale" ); // Does it have a stat track module
float flScale = 1.0f; uint32 unFloatAsUint32 = 1; if ( m_Item.FindAttribute( pAttr_moduleScale, &unFloatAsUint32 ) ) { flScale = (float&)unFloatAsUint32; }
C_BaseAnimating *pStatTrakEnt = new class C_BaseAnimating; if ( pStatTrakEnt && pStatTrakEnt->InitializeAsClientEntity( "models/weapons/c_models/stattrack.mdl", RENDER_GROUP_OPAQUE_ENTITY ) ) { pStatTrakEnt->AddEffects( EF_BONEMERGE ); pStatTrakEnt->AddEffects( EF_BONEMERGE_FASTCULL );
m_worldmodelStatTrakAddon = pStatTrakEnt; pStatTrakEnt->SetParent( this ); pStatTrakEnt->SetLocalOrigin( vec3_origin ); pStatTrakEnt->UpdatePartitionListEntry(); pStatTrakEnt->CollisionProp()->MarkPartitionHandleDirty(); pStatTrakEnt->SetModelScale( flScale ); pStatTrakEnt->UpdateVisibility();
pStatTrakEnt->SetBodygroup( 1, 1 );
pStatTrakEnt->m_nSkin = m_Item.GetTeamNumber(); // Use the "Sad" skin
//pStatTrakEnt->SetModelScale( 2.0f );
// //if ( !cl_righthand.GetBool() )
// //{
// // pStatTrakEnt->SetBodygroup( 0, 1 ); // use a special mirror-image stattrak module that appears correct for lefties
// //}
RemoveEffects( EF_NODRAW ); } } }
// Normal Attached models (ie festive lights)
const CEconItemDefinition *pItemDef = m_Item.GetItemDefinition(); if ( pItemDef ) { // Update the state of additional model attachments
m_vecAttachedModels.Purge(); int iTeamNumber = m_Item.GetTeamNumber(); int iAttachedModels = pItemDef->GetNumAttachedModels( iTeamNumber ); for ( int i = 0; i < iAttachedModels; i++ ) { attachedmodel_t *pModel = pItemDef->GetAttachedModelData( iTeamNumber, 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 ); } }
// Festive
{ static CSchemaAttributeDefHandle pAttr_is_festivized( "is_festivized" ); if ( pAttr_is_festivized && m_Item.FindAttribute( pAttr_is_festivized ) ) { int iAttachedFestiveModels = pItemDef->GetNumAttachedModelsFestivized( iTeamNumber ); if ( iAttachedFestiveModels ) {
for ( int i = 0; i < iAttachedFestiveModels; i++ ) { attachedmodel_t *pModel = pItemDef->GetAttachedModelDataFestivized( iTeamNumber, 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 ); }
} } } } }
SetupParticleEffect(); }
SetNextClientThink( CLIENT_THINK_ALWAYS ); }
if ( m_flOldChargeLevel != m_flChargeLevel ) { float flRem = fmod( m_flChargeLevel, 0.1f ); if ( flRem < 0.01f ) { ParticleProp()->Create( "drain_effect", PATTACH_POINT_FOLLOW, LookupAttachment( "muzzle" ) ); EmitSound( "Medigun.DrainCharge" ); } } }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::ModifyEmitSoundParams( EmitSound_t ¶ms ) { params.m_nPitch = RemapVal( m_flChargeLevel, 0.f, 1.f, 90, 180 ); params.m_nFlags |= SND_CHANGE_PITCH; }
//-----------------------------------------------------------------------------
bool CTFDroppedWeapon::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo ) { if ( !BaseClass::OnInternalDrawModel( pInfo ) ) return false;
// Draw Attached Models
// Draw our attached models as well
for ( int i = 0; i < m_vecAttachedModels.Size(); i++ ) { const AttachedModelData_t& attachedModel = m_vecAttachedModels[i];
if ( attachedModel.m_pModel && ( attachedModel.m_iModelDisplayFlags & kAttachedModelDisplayFlag_WorldModel ) ) { ClientModelRenderInfo_t infoAttached = *pInfo;
infoAttached.pRenderable = this; infoAttached.instance = MODEL_INSTANCE_INVALID; infoAttached.entity_index = this->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 ); DoInternalDrawModel( &infoAttached, ( bMarkAsDrawn && ( infoAttached.flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld ); } }
return true; } //-----------------------------------------------------------------------------
// Purpose: Get an econ material override for the given team.
// Returns: NULL if there is no override.
//-----------------------------------------------------------------------------
IMaterial *CTFDroppedWeapon::GetEconWeaponMaterialOverride( int iTeam ) { CEconItemView *pItemView = GetItem(); if ( !pItemView ) return NULL;
return pItemView->GetMaterialOverride( iTeam ); }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::SetupParticleEffect() { attachedparticlesystem_t *pParticleSystem = NULL;
// do community_sparkle effect if this is a community item?
const int iQualityParticleType = m_Item.GetQualityParticleType(); if ( iQualityParticleType > 0 ) { pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( iQualityParticleType ); }
if ( !pParticleSystem ) { // does this hat even have a particle effect
static CSchemaAttributeDefHandle pAttrDef_AttachParticleEffect( "attach particle effect" ); uint32 iValue = 0; if ( !m_Item.FindAttribute( pAttrDef_AttachParticleEffect, &iValue ) ) { return; }
const float& value_as_float = (float&)iValue; pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( value_as_float ); }
// failed to find any particle effect
if ( !pParticleSystem ) { return; }
// Team Color
if ( GetTeamNumber() == TF_TEAM_BLUE && V_stristr( pParticleSystem->pszSystemName, "_teamcolor_red" )) { static char pBlue[256]; V_StrSubst( pParticleSystem->pszSystemName, "_teamcolor_red", "_teamcolor_blue", pBlue, 256 ); pParticleSystem = GetItemSchema()->FindAttributeControlledParticleSystem( pBlue ); if ( !pParticleSystem ) { return; } }
// World model effect
// Stop it on both the viewmodel & the world model, because it may be removed due to first/thirdperson switch
static char pszTempName[256]; const char* pszSystemName = pParticleSystem->pszSystemName;
// Weapon Remap for a Base Effect to be used on a specific weapon
if ( pParticleSystem->bUseSuffixName && m_Item.GetItemDefinition()->GetParticleSuffix() ) { V_strcpy_safe( pszTempName, pszSystemName ); V_strcat_safe( pszTempName, "_" ); V_strcat_safe( pszTempName, m_Item.GetItemDefinition()->GetParticleSuffix() ); pszSystemName = pszTempName; }
m_effect = ParticleProp()->Create( pszSystemName, PATTACH_ABSORIGIN_FOLLOW ); if ( m_effect ) { for ( int i=0; i<ARRAYSIZE( pParticleSystem->pszControlPoints ); ++i ) { const char *pszAttachmentName = pParticleSystem->pszControlPoints[i]; if ( pszAttachmentName && pszAttachmentName[0] != '\0' ) { ParticleProp()->AddControlPoint( m_effect, i, this, PATTACH_POINT_FOLLOW, pParticleSystem->pszControlPoints[i] ); } } } }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::ClientThink() { C_TFPlayer *pTFPlayer = C_TFPlayer::GetLocalTFPlayer(); bool bShouldGlowForLocalPlayer = pTFPlayer && pTFPlayer->IsAlive() && pTFPlayer->CanPickupDroppedWeapon( this ) && pTFPlayer->IsLineOfSightClear( this ); if ( bShouldGlowForLocalPlayer ) { // ignore the item that the player's equipped
int iLoadoutSlot = 0; CTFItemDefinition *pItemDef = m_Item.GetStaticData(); if ( pItemDef ) { int iClass = pTFPlayer->GetPlayerClass()->GetClassIndex(); iLoadoutSlot = pItemDef->GetLoadoutSlot( iClass ); CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase* >( pTFPlayer->GetEntityForLoadoutSlot( iLoadoutSlot ) ); if ( pWeapon && *pWeapon->GetAttributeContainer()->GetItem() == m_Item ) { bShouldGlowForLocalPlayer = false; } } }
if ( m_bShouldGlowForLocalPlayer != bShouldGlowForLocalPlayer ) { m_bShouldGlowForLocalPlayer = bShouldGlowForLocalPlayer; UpdateGlowEffect(); } }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::UpdateGlowEffect( void ) { // destroy the existing effect
if ( m_pGlowEffect ) { DestroyGlowEffect(); }
// create a new effect if we have a cart
if ( m_bShouldGlowForLocalPlayer ) { Vector color = Vector( 0.745f, 0.773f, 0.157f ); m_pGlowEffect = new CGlowObject( this, color, 1.0, true ); } }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::DestroyGlowEffect( void ) { if ( m_pGlowEffect ) { delete m_pGlowEffect; m_pGlowEffect = NULL; } }
//-----------------------------------------------------------------------------
bool CTFDroppedWeapon::IsVisibleToTargetID( void ) const { C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pLocalPlayer ) return false; return pLocalPlayer->CanPickupDroppedWeapon( this ); }
#endif // CLIENT_DLL
#ifdef GAME_DLL
#define MAX_DROPPED_WEAPON_COUNT 32
//-----------------------------------------------------------------------------
CTFDroppedWeapon *CTFDroppedWeapon::Create( CTFPlayer *pLastOwner, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszModelName, const CEconItemView *pItem ) { // don't drop weapon in MVM
if ( TFGameRules()->IsMannVsMachineMode() ) return NULL;
int nNumRemoved = 0;
// make sure we clean up the same item that was dropped before dropping a new one
for ( int i=0; i<CTFDroppedWeapon::AutoList().Count(); ++i ) { CTFDroppedWeapon *pDroppedWeapon = static_cast< CTFDroppedWeapon* >( CTFDroppedWeapon::AutoList()[i] ); if ( pDroppedWeapon->m_Item.GetItemID() == pItem->GetItemID() && pDroppedWeapon->m_Item.GetItemDefIndex() == pItem->GetItemDefIndex() && pDroppedWeapon->m_hPlayer.Get() == pLastOwner ) { UTIL_Remove( pDroppedWeapon ); nNumRemoved++; } }
// if we're still going over max dropped weapon count, remove more items
int nNumToRemove = CTFDroppedWeapon::AutoList().Count() - nNumRemoved - MAX_DROPPED_WEAPON_COUNT; for ( int i=0; i<CTFDroppedWeapon::AutoList().Count() && nNumToRemove > 0; ++i ) { CTFDroppedWeapon *pDroppedWeapon = static_cast< CTFDroppedWeapon* >( CTFDroppedWeapon::AutoList()[i] );
// skip item that we already marked for deletion
if ( pDroppedWeapon->IsMarkedForDeletion() ) continue;
UTIL_Remove( pDroppedWeapon ); nNumToRemove--; }
CTFDroppedWeapon *pDroppedWeapon = static_cast<CTFDroppedWeapon*>( CBaseAnimating::CreateNoSpawn( "tf_dropped_weapon", vecOrigin, vecAngles ) ); if ( pDroppedWeapon ) { pDroppedWeapon->SetModelName( AllocPooledString( pszModelName ) ); pDroppedWeapon->SetItem( pItem ); DispatchSpawn( pDroppedWeapon ); }
return pDroppedWeapon; }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::InitDroppedWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, bool bSwap, bool bIsSuicide /*= false*/ ) { m_hPlayer = pPlayer;
// Calculate the initial impulse on the weapon.
Vector vecImpulse( 0.0f, 0.0f, 0.0f ); float flImpulseScale = 0.f; if ( bSwap && pPlayer ) { Vector vecForward, vecUp; AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp ); vecImpulse += Vector(0,0,1.5); //vecUp * 0.5f;
vecImpulse += vecForward * 1.0f; flImpulseScale = 250.f; } else { Vector vecRight, vecUp; AngleVectors( EyeAngles(), NULL, &vecRight, &vecUp ); vecImpulse += vecUp * random->RandomFloat( -0.25, 0.25 ); vecImpulse += vecRight * random->RandomFloat( -0.25, 0.25 ); flImpulseScale = random->RandomFloat( 100.f, 150.f ); } VectorNormalize( vecImpulse ); vecImpulse *= flImpulseScale; vecImpulse += GetAbsVelocity();
if ( VPhysicsGetObject() ) { // We can probably remove this when the mass on the weapons is correct!
VPhysicsGetObject()->SetMass( 25.0f ); AngularImpulse angImpulse( 0, random->RandomFloat( 0, 100 ), 0 ); VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse ); }
m_nSkin = pWeapon->GetSkin(); m_nClip = pWeapon->IsEnergyWeapon() ? pWeapon->GetMaxClip1() : pWeapon->Clip1(); m_nAmmo = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() ); m_flEnergy = pWeapon->Energy_GetEnergy(); m_flNextPrimaryAttack = pWeapon->m_flNextPrimaryAttack; m_flNextSecondaryAttack = pWeapon->m_flNextSecondaryAttack;
if ( bIsSuicide ) { m_flChargeLevel = 0.f; } else { CWeaponMedigun *pMedigun = dynamic_cast< CWeaponMedigun* >( pWeapon ); if ( pMedigun ) { m_flChargeLevel.Set( pMedigun->GetChargeLevel() ); if ( m_flChargeLevel > 0.f ) { SetContextThink( &CTFDroppedWeapon::ChargeLevelDegradeThink, gpGlobals->curtime + 0.1f, "ChargeLevelDegradeThink" ); } } }
CTFStickBomb *pStickBomb = dynamic_cast< CTFStickBomb* >( pWeapon ); if ( pStickBomb ) { m_nDetonated = pStickBomb->GetDetonated(); }
// Capture bar regen (Jarate, base ball)
m_flEffectBarRegenTime = pWeapon->m_flEffectBarRegenTime;
//DevMsg( "Dropped weapon with: clip[%d] ammo[%d] energy[%f]\n", m_nClip, m_nAmmo, m_flEnergy );
}
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::InitPickedUpWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon ) { // clear the context think
SetContextThink( NULL, 0, "ChargeLevelDegradeThink" );
// preserve the ammo
int nCurrentMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL ); pWeapon->m_iClip1 = m_nClip; if ( pWeapon->GetPrimaryAmmoType() != -1 ) { pPlayer->SetAmmoCount( m_nAmmo, pWeapon->GetPrimaryAmmoType() ); } // SetAmmoCount can override metal for some weapon
// Make sure engineer don't gain metal by picking up weapon
pPlayer->SetAmmoCount( nCurrentMetal, TF_AMMO_METAL ); pWeapon->Energy_SetEnergy( m_flEnergy );
CWeaponMedigun *pMedigun = dynamic_cast< CWeaponMedigun* >( pWeapon ); if ( pMedigun ) { pMedigun->SetChargeLevel( m_flChargeLevel ); }
CTFStickBomb *pStickBomb = dynamic_cast< CTFStickBomb* >( pWeapon ); if ( pStickBomb ) { pStickBomb->SetDetonated( m_nDetonated ); }
// stomp the team color
if ( pWeapon->GetAttributeContainer() && pWeapon->GetAttributeContainer()->GetItem() ) { pWeapon->GetAttributeContainer()->GetItem()->SetTeamNumber( GetItem()->GetTeamNumber() ); }
pWeapon->m_flEffectBarRegenTime = m_flEffectBarRegenTime; pWeapon->m_flNextPrimaryAttack = m_flNextPrimaryAttack; pWeapon->m_flNextSecondaryAttack = m_flNextSecondaryAttack; }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::ChargeLevelDegradeThink() { m_flChargeLevel.Set( m_flChargeLevel - 0.01f );
if ( m_flChargeLevel < 0.f ) { m_flChargeLevel.Set( 0.f ); SetContextThink( NULL, 0, "ChargeLevelDegradeThink" ); return; }
SetContextThink( &CTFDroppedWeapon::ChargeLevelDegradeThink, gpGlobals->curtime + 0.1f, "ChargeLevelDegradeThink" ); }
//-----------------------------------------------------------------------------
void CTFDroppedWeapon::SetItem( const CEconItemView *pItem ) { if ( pItem ) m_Item.CopyFrom( *pItem ); } #endif // GAME_DLL
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