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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_item_wearable.h"
#include "vcollide_parse.h"
#include "tf_gamerules.h"
#include "animation.h"
#include "basecombatweapon_shared.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "model_types.h"
#include "props_shared.h"
#include "tf_mapinfo.h"
#else
#include "tf_player.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( tf_wearable, CTFWearable ); IMPLEMENT_NETWORKCLASS_ALIASED( TFWearable, DT_TFWearable )
// Network Table --
BEGIN_NETWORK_TABLE( CTFWearable, DT_TFWearable ) #if defined( GAME_DLL )
SendPropBool( SENDINFO( m_bDisguiseWearable ) ), SendPropEHandle( SENDINFO( m_hWeaponAssociatedWith ) ), #else
RecvPropBool( RECVINFO( m_bDisguiseWearable ) ), RecvPropEHandle( RECVINFO( m_hWeaponAssociatedWith ) ), #endif // GAME_DLL
END_NETWORK_TABLE() // -- Network Table
// Data Desc --
BEGIN_DATADESC( CTFWearable ) END_DATADESC() // -- Data Desc
PRECACHE_REGISTER( tf_wearable );
LINK_ENTITY_TO_CLASS( tf_wearable_vm, CTFWearableVM ); IMPLEMENT_NETWORKCLASS_ALIASED( TFWearableVM, DT_TFWearableVM )
BEGIN_NETWORK_TABLE( CTFWearableVM, DT_TFWearableVM ) END_NETWORK_TABLE()
PRECACHE_REGISTER( tf_wearable_vm );
//-----------------------------------------------------------------------------
// SHARED CODE
//-----------------------------------------------------------------------------
CTFWearable::CTFWearable() : CEconWearable() { m_bDisguiseWearable = false; m_hWeaponAssociatedWith = NULL; #if defined( CLIENT_DLL )
m_eParticleSystemVisibility = kParticleSystemVisibility_Undetermined; m_nWorldModelIndex = 0; #endif
};
//-----------------------------------------------------------------------------
// SERVER ONLY CODE
//-----------------------------------------------------------------------------
#if defined( GAME_DLL )
void CTFWearable::Break( void ) { CPVSFilter filter( GetAbsOrigin() ); UserMessageBegin( filter, "BreakModel" ); WRITE_SHORT( GetModelIndex() ); WRITE_VEC3COORD( GetAbsOrigin() ); WRITE_ANGLES( GetAbsAngles() ); WRITE_SHORT( GetSkin() ); MessageEnd(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFWearable::CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer ) { if ( m_bDisguiseWearable ) { CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer ); if ( pTFPlayer ) return pTFPlayer->m_Shared.GetDisguiseClass(); } return BaseClass::CalculateVisibleClassFor( pPlayer ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFWearable::UpdateTransmitState() { return SetTransmitState( FL_EDICT_FULLCHECK ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFWearable::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { if ( pInfo->m_pClientEnt && GetOwnerEntity() && CBaseEntity::Instance( pInfo->m_pClientEnt ) == GetOwnerEntity() ) { return FL_EDICT_ALWAYS; }
// We have some entities that have no model (ie., "hatless hats") but we still want
// to transmit them down to clients so that the clients can do things like update body
// groups, etc.
return FL_EDICT_PVSCHECK; }
#endif
#ifdef CLIENT_DLL
ConVar tf_test_hat_bodygroup( "tf_test_hat_bodygroup", "0", 0, "For testing bodygroups on hats." ); #endif
static int CalcBodyGroup( CBaseCombatCharacter* pOwner, CEconItemView *pItem, const char *pBodyGroup, codecontrolledbodygroupdata_t &ccbgd ) { #ifdef CLIENT_DLL
if ( !Q_strnicmp( ccbgd.pFuncName, "test", ARRAYSIZE( "test" ) ) ) { return tf_test_hat_bodygroup.GetInt(); } else if ( !Q_strnicmp( ccbgd.pFuncName, "map_contributor", ARRAYSIZE( "map_contributor" ) ) ) { int iDonationAmount = MapInfo_GetDonationAmount( pItem->GetAccountID(), engine->GetLevelName() ); return MIN( iDonationAmount / 25, 4 ); } #endif
return 0; }
//-----------------------------------------------------------------------------
// CLIENT ONLY CODE
//-----------------------------------------------------------------------------
#if defined( CLIENT_DLL )
extern ConVar tf_playergib_forceup;
//-----------------------------------------------------------------------------
// Receive the BreakModel user message
//-----------------------------------------------------------------------------
void HandleBreakModel( bf_read &msg, bool bCheap ) { int nModelIndex = (int)msg.ReadShort(); CUtlVector<breakmodel_t> aGibs; BuildGibList( aGibs, nModelIndex, 1.0f, COLLISION_GROUP_NONE ); if ( !aGibs.Count() ) return;
// Get the origin & angles
Vector vecOrigin; QAngle vecAngles; int nSkin = 0; msg.ReadBitVec3Coord( vecOrigin ); if ( !bCheap ) { msg.ReadBitAngles( vecAngles ); nSkin = (int)msg.ReadShort(); } else { vecAngles = vec3_angle; }
// Launch it straight up with some random spread
Vector vecBreakVelocity = Vector(0,0,200); AngularImpulse angularImpulse( RandomFloat( 0.0f, 120.0f ), RandomFloat( 0.0f, 120.0f ), 0.0 ); breakablepropparams_t breakParams( vecOrigin, vecAngles, vecBreakVelocity, angularImpulse ); breakParams.impactEnergyScale = 1.0f; breakParams.nDefaultSkin = nSkin;
CreateGibsFromList( aGibs, nModelIndex, NULL, breakParams, NULL, -1 , false, true ); }
//-----------------------------------------------------------------------------
// Receive the BreakModel user message
//-----------------------------------------------------------------------------
void __MsgFunc_BreakModel( bf_read &msg ) { HandleBreakModel( msg, false ); }
//-----------------------------------------------------------------------------
// Receive the CheapBreakModel user message
//-----------------------------------------------------------------------------
void __MsgFunc_CheapBreakModel( bf_read &msg ) { HandleBreakModel( msg, true ); }
//-----------------------------------------------------------------------------
// Receive the BreakModel_Pumpkin user message
//-----------------------------------------------------------------------------
void __MsgFunc_BreakModel_Pumpkin( bf_read &msg ) { int nModelIndex = (int)msg.ReadShort(); CUtlVector<breakmodel_t> aGibs; BuildGibList( aGibs, nModelIndex, 1.0f, COLLISION_GROUP_NONE ); if ( !aGibs.Count() ) return;
// Get the origin & angles
Vector vecOrigin; QAngle vecAngles; msg.ReadBitVec3Coord( vecOrigin ); msg.ReadBitAngles( vecAngles );
// Launch it straight up with some random spread
Vector vecBreakVelocity = Vector(0,0,0); AngularImpulse angularImpulse( RandomFloat( 0.0f, 120.0f ), RandomFloat( 0.0f, 120.0f ), 0.0 ); breakablepropparams_t breakParams( vecOrigin /*+ Vector(0,0,20)*/, vecAngles, vecBreakVelocity, angularImpulse ); breakParams.impactEnergyScale = 1.0f;
for ( int i=0; i<aGibs.Count(); ++i ) { aGibs[i].burstScale = 1000.f; }
CUtlVector<EHANDLE> hSpawnedGibs; CreateGibsFromList( aGibs, nModelIndex, NULL, breakParams, NULL, -1 , false, true, &hSpawnedGibs );
// Make the base stay low to the ground.
for ( int i=0; i<hSpawnedGibs.Count(); ++i ) { CBaseEntity *pGib = hSpawnedGibs[i]; if ( pGib ) { IPhysicsObject *pPhysObj = pGib->VPhysicsGetObject(); if ( pPhysObj ) { Vector vecVel; AngularImpulse angImp; pPhysObj->GetVelocity( &vecVel, &angImp ); vecVel *= 3.0; if ( i == 3 ) { vecVel.z = 300; } else { vecVel.z = 400; } pPhysObj->SetVelocity( &vecVel, &angImp ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFWearable::InternalDrawModel( int flags ) { C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner && pOwner->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) { bool bShouldDraw = false; const CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem ) { econ_tag_handle_t tagHandle = GetItemSchema()->GetHandleForTag( "ghost_wearable" ); if ( pItem->GetItemDefinition()->HasEconTag( tagHandle ) ) bShouldDraw = true; }
if ( !bShouldDraw ) return 0; }
bool bUseInvulnMaterial = ( pOwner && pOwner->m_Shared.IsInvulnerable() && ( !pOwner->m_Shared.InCond( TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED ) || gpGlobals->curtime < pOwner->GetLastDamageTime() + 2.0f ) );
if ( bUseInvulnMaterial && (flags & STUDIO_RENDER) ) { modelrender->ForcedMaterialOverride( *pOwner->GetInvulnMaterialRef() ); }
int ret = BaseClass::InternalDrawModel( flags );
if ( bUseInvulnMaterial && (flags & STUDIO_RENDER) ) { modelrender->ForcedMaterialOverride( NULL ); }
return ret; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWearable::ShouldDraw() { C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner ) { if ( pOwner->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) { const CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem ) { econ_tag_handle_t tagHandle = GetItemSchema()->GetHandleForTag( "ghost_wearable" ); if ( pItem->GetItemDefinition()->HasEconTag( tagHandle ) ) return BaseClass::ShouldDraw(); }
return false; }
// don't draw cosmetic while sniper is zoom
if ( pOwner == C_TFPlayer::GetLocalTFPlayer() && pOwner->m_Shared.InCond( TF_COND_ZOOMED ) ) return false; }
// Don't draw 3rd person wearables if our owner is disguised.
if ( pOwner && pOwner->m_Shared.InCond( TF_COND_DISGUISED ) && !IsViewModelWearable() ) { C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( m_bDisguiseWearable && pLocalPlayer ) { int iLocalPlayerTeam = pLocalPlayer->GetTeamNumber(); if ( pLocalPlayer->m_bIsCoaching && pLocalPlayer->m_hStudent ) { iLocalPlayerTeam = pLocalPlayer->m_hStudent->GetTeamNumber(); }
// This wearable is a part of our disguise -- we might want to draw it.
if ( GetEnemyTeam( pOwner->GetTeamNumber() ) != iLocalPlayerTeam ) { // The local player is on this spy's team. We don't see the disguise.
return false; } else { if ( pOwner->m_Shared.GetDisguiseClass() == TF_CLASS_SPY && pOwner->m_Shared.GetDisguiseTeam() == iLocalPlayerTeam ) { // This enemy spy is disguised as a spy on our team, don't draw wearables.
return false; } else { // The local player is an enemy. Show the disguise wearable.
return BaseClass::ShouldDraw(); } } }
return false; } else { // See if the visibility is controlled by a weapon.
CTFWeaponBase *pWeapon = assert_cast< CTFWeaponBase* >( GetWeaponAssociatedWith() ); if ( pWeapon ) { // If the weapon isn't active, don't draw
if ( pOwner && pOwner->GetActiveWeapon() != pWeapon ) { return false; }
if ( !IsViewModelWearable() ) { // If it's the 3rd person wearable, don't draw it when the weapon is hidden
if ( !pWeapon->ShouldDraw() ) { return false; } }
// If the weapon is being repurposed for a taunt dont draw.
// The Brutal Legend taunt changes your weapon's model to be the guitar,
// but we dont want things like bot-killer skulls or festive lights
// to continue to draw
if( pWeapon->IsBeingRepurposedForTaunt() ) { return false; } } return BaseClass::ShouldDraw(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWearable::ShouldDrawParticleSystems( void ) { if ( !BaseClass::ShouldDrawParticleSystems() ) return false;
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() ); bool bStealthed = pPlayer->m_Shared.IsStealthed();
// If we're disguised, this ought to only be getting called on disguise wearables,
// otherwise we could get two particles showing at once (disguise wearable + real wearable).
Assert( !pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) || IsDisguiseWearable() );
if ( bStealthed ) { return false; }
if ( m_eParticleSystemVisibility == kParticleSystemVisibility_Undetermined ) { static CSchemaItemDefHandle pItemDef_MapLoverHat( "World Traveler" );
m_eParticleSystemVisibility = kParticleSystemVisibility_Shown;
const CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem && pItem->GetStaticData() == pItemDef_MapLoverHat ) { if ( MapInfo_DidPlayerDonate( pItem->GetAccountID(), engine->GetLevelName() ) == false ) { m_eParticleSystemVisibility = kParticleSystemVisibility_Hidden; } } }
return m_eParticleSystemVisibility == kParticleSystemVisibility_Shown; }
int CTFWearable::GetWorldModelIndex( void ) { if ( m_nWorldModelIndex == 0 ) return m_nModelIndex;
static CSchemaItemDefHandle pItemDef_OculusRiftHeadset( "The TF2VRH" ); const CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem && pItem->GetStaticData() == pItemDef_OculusRiftHeadset ) { CTFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() ); if ( pTFPlayer ) { if ( pTFPlayer->IsUsingVRHeadset() && pTFPlayer->GetPlayerClass() ) { const char *pszReplacementModel = pItem->GetStaticData()->GetPlayerDisplayModelAlt( pTFPlayer->GetPlayerClass()->GetClassIndex() ); if ( pszReplacementModel && pszReplacementModel[0] ) { return modelinfo->GetModelIndex( pszReplacementModel ); } } } }
//*********************************************************************************
// Parachute states
static CSchemaItemDefHandle pItemDef_BaseJumper( "The B.A.S.E. Jumper" ); const int iParachuteOpen = modelinfo->GetModelIndex( "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl" ); const int iParachuteClosed = modelinfo->GetModelIndex( "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl" ); if ( m_nModelIndex == iParachuteOpen || m_nModelIndex == iParachuteClosed ) { CTFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() ); if ( pTFPlayer ) { if ( pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) ) { return iParachuteOpen; } else { return iParachuteClosed; } } }
if ( GameRules() ) { const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_nWorldModelIndex ) ); const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
if ( pTranslatedName != pBaseName ) { return modelinfo->GetModelIndex( pTranslatedName ); } }
return m_nWorldModelIndex; }
void CTFWearable::ValidateModelIndex( void ) { m_nModelIndex = GetWorldModelIndex();
BaseClass::ValidateModelIndex(); }
#endif
//-----------------------------------------------------------------------------
// Purpose: Hides or shows masked bodygroups associated with this item.
//-----------------------------------------------------------------------------
bool CTFWearable::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState ) { CTFPlayer *pTFOwner = ToTFPlayer( pOwner ); if ( !pTFOwner ) return false;
bool bBaseUpdate = BaseClass::UpdateBodygroups( pOwner, iState ); if ( bBaseUpdate && m_bDisguiseWearable ) { CEconItemView *pItem = GetAttributeContainer()->GetItem(); // Safe. Checked in base class call.
CTFPlayer *pDisguiseTarget = ToTFPlayer( pTFOwner->m_Shared.GetDisguiseTarget() ); if ( !pDisguiseTarget ) return false;
// Update our disguise bodygroup.
int iDisguiseBody = pTFOwner->m_Shared.GetDisguiseBody(); int iTeam = pTFOwner->m_Shared.GetDisguiseTeam(); int iNumBodyGroups = pItem->GetStaticData()->GetNumModifiedBodyGroups( iTeam ); for ( int i=0; i<iNumBodyGroups; ++i ) { int iBody = 0; const char *pszBodyGroup = pItem->GetStaticData()->GetModifiedBodyGroup( iTeam, i, iBody ); int iBodyGroup = pDisguiseTarget->FindBodygroupByName( pszBodyGroup );
if ( iBodyGroup == -1 ) continue;
::SetBodygroup( pDisguiseTarget->GetModelPtr(), iDisguiseBody, iBodyGroup, iState ); }
pTFOwner->m_Shared.SetDisguiseBody( iDisguiseBody ); }
CEconItemView *pItem = GetAttributeContainer() ? GetAttributeContainer()->GetItem() : NULL; if ( pItem ) { int iTeam = pTFOwner->GetTeamNumber(); int iNumBodyGroups = pItem->GetStaticData()->GetNumCodeControlledBodyGroups( iTeam ); for ( int i=0; i<iNumBodyGroups; ++i ) { codecontrolledbodygroupdata_t ccbgd = { NULL, NULL }; const char *pszBodyGroup = pItem->GetStaticData()->GetCodeControlledBodyGroup( iTeam, i, ccbgd ); int iBodyGroup = FindBodygroupByName( pszBodyGroup ); if ( iBodyGroup != -1 ) { SetBodygroup( iBodyGroup, CalcBodyGroup( pOwner, pItem, pszBodyGroup, ccbgd ) ); } } }
// Additional hidden bodygroups.
for ( int i=0; i<m_HiddenBodyGroups.Count(); ++i ) { int iBodyGroup = pOwner->FindBodygroupByName( m_HiddenBodyGroups[i] ); if ( iBodyGroup == -1 ) continue; pOwner->SetBodygroup( iBodyGroup, iState ); }
return true; }
int CTFWearable::GetSkin() { CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() ); if ( !pPlayer ) return 0;
int iTeamNumber = pPlayer->GetTeamNumber();
#if defined( CLIENT_DLL )
// Run client-only "is the viewer on the same team as the wielder" logic. Assumed to
// always be false on the server.
CTFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pLocalPlayer ) return 0;
int iLocalTeam = pLocalPlayer->GetTeamNumber();
// We only show disguise weapon to the enemy team when owner is disguised
bool bUseDisguiseWeapon = ( iTeamNumber != iLocalTeam && iLocalTeam > LAST_SHARED_TEAM );
if ( bUseDisguiseWeapon && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) { if ( pLocalPlayer != pPlayer ) { iTeamNumber = pPlayer->m_Shared.GetDisguiseTeam(); } } #endif // defined( CLIENT_DLL )
// See if the item wants to override the skin
int nSkin = -1;
CBaseCombatWeapon *pWeapon = assert_cast< CBaseCombatWeapon* >( GetWeaponAssociatedWith() ); if ( pWeapon ) { CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem(); if ( pItem->IsValid() ) { nSkin = pItem->GetSkin( iTeamNumber ); // if we didn't have custom code, fall back to the item definition
} }
if ( nSkin != -1 ) { return nSkin; }
return BaseClass::GetSkin(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWearable::InternalSetPlayerDisplayModel( void ) { // Set our model to the player model
CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem && pItem->IsValid() && pItem->GetStaticData() ) { if ( pItem->GetStaticData()->IsContentStreamable() ) { const char *pszPlayerDisplayModelAlt = pItem->GetStaticData()->GetPlayerDisplayModelAlt(); if ( pszPlayerDisplayModelAlt && pszPlayerDisplayModelAlt[0] ) { modelinfo->RegisterDynamicModel( pszPlayerDisplayModelAlt, IsClient() ); } } }
BaseClass::InternalSetPlayerDisplayModel(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWearable::AddHiddenBodyGroup( const char* bodygroup ) { m_HiddenBodyGroups.AddToHead( bodygroup ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWearable::ReapplyProvision( void ) { // Disguise wearables never provide
if ( IsDisguiseWearable() ) { #ifdef GAME_DLL
UpdateModelToClass(); #endif
return; }
BaseClass::ReapplyProvision(); }
//-----------------------------------------------------------------------------
// Purpose: Attaches the item to the player.
//-----------------------------------------------------------------------------
void CTFWearable::Equip( CBasePlayer* pOwner ) { BaseClass::Equip( pOwner );
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner ); if ( !pTFPlayer ) return;
int iTeamNumber = pTFPlayer->GetTeamNumber(); if ( m_bDisguiseWearable ) { iTeamNumber = pTFPlayer->m_Shared.GetDisguiseTeam(); } ChangeTeam( iTeamNumber ); m_nSkin = ( iTeamNumber == (LAST_SHARED_TEAM+1) ) ? 0 : 1;
#ifdef CLIENT_DLL
pTFPlayer->SetBodygroupsDirty(); #endif
#ifdef GAME_DLL
// Reapply upgrades for wearables upon equip
CEconItemView *pItem = ( (CTFWearable *)this )->GetAttributeContainer()->GetItem(); if ( pTFPlayer && pItem->IsValid() ) { pTFPlayer->ReapplyItemUpgrades( pItem ); } #endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose: Attaches the item to the player.
//-----------------------------------------------------------------------------
void CTFWearable::UnEquip( CBasePlayer* pOwner ) { BaseClass::UnEquip( pOwner );
#ifdef CLIENT_DLL
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner ); if ( pTFPlayer ) { pTFPlayer->SetBodygroupsDirty(); } #endif
}
//-----------------------------------------------------------------------------
// Purpose: Check for any TF specific restrictions on item use.
//-----------------------------------------------------------------------------
bool CTFWearable::CanEquip( CBaseEntity *pOther ) { CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem && TFGameRules() ) { CEconItemDefinition* pData = pItem->GetStaticData(); if ( pData && pData->GetHolidayRestriction() ) { int iHolidayRestriction = UTIL_GetHolidayForString( pData->GetHolidayRestriction() ); if ( iHolidayRestriction != kHoliday_None && !TFGameRules()->IsHolidayActive( iHolidayRestriction ) ) return false; } } return true; }
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWearable::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { ListenForGameEvent( "localplayer_changeteam" );
m_nWorldModelIndex = m_nModelIndex; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWearable::FireGameEvent( IGameEvent *event ) { const char *pszEventName = event->GetName(); if ( Q_strcmp( pszEventName, "localplayer_changeteam" ) == 0 ) { UpdateVisibility(); } }
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Choose shadow type for VM-wearables.
//-----------------------------------------------------------------------------
#if defined( CLIENT_DLL )
ShadowType_t CTFWearableVM::ShadowCastType( void ) { if ( ToTFPlayer(GetMoveParent())->ShouldDrawThisPlayer() ) { // Using the viewmodel.
return SHADOWS_NONE; }
return SHADOWS_RENDER_TO_TEXTURE; } #endif
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