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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "physics_saverestore.h"
#include "datacache/imdlcache.h"
#include "activitylist.h"
// NVNT start extra includes
#include "haptics/haptic_utils.h"
#ifdef CLIENT_DLL
#include "prediction.h"
#endif
// NVNT end extra includes
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
#include "tf_shareddefs.h"
#endif
#if !defined( CLIENT_DLL )
// Game DLL Headers
#include "soundent.h"
#include "eventqueue.h"
#include "fmtstr.h"
#include "gameweaponmanager.h"
#ifdef HL2MP
#include "hl2mp_gamerules.h"
#endif
#endif
#include "vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The minimum time a hud hint for a weapon should be on screen. If we switch away before
// this, then teh hud hint counter will be deremented so the hint will be shown again, as
// if it had never been seen. The total display time for a hud hint is specified in client
// script HudAnimations.txt (which I can't read here).
#define MIN_HUDHINT_DISPLAY_TIME 7.0f
#define HIDEWEAPON_THINK_CONTEXT "BaseCombatWeapon_HideThink"
extern bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer );
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
#ifdef _DEBUG
ConVar tf_weapon_criticals_force_random( "tf_weapon_criticals_force_random", "0", FCVAR_REPLICATED | FCVAR_CHEAT ); #endif // _DEBUG
ConVar tf_weapon_criticals_bucket_cap( "tf_weapon_criticals_bucket_cap", "1000.0", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar tf_weapon_criticals_bucket_bottom( "tf_weapon_criticals_bucket_bottom", "-250.0", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar tf_weapon_criticals_bucket_default( "tf_weapon_criticals_bucket_default", "300.0", FCVAR_REPLICATED | FCVAR_CHEAT ); #endif // TF
CBaseCombatWeapon::CBaseCombatWeapon() { // Constructor must call this
// CONSTRUCT_PREDICTABLE( CBaseCombatWeapon );
// Some default values. There should be set in the particular weapon classes
m_fMinRange1 = 65; m_fMinRange2 = 65; m_fMaxRange1 = 1024; m_fMaxRange2 = 1024;
m_bReloadsSingly = false;
// Defaults to zero
m_nViewModelIndex = 0;
m_bFlipViewModel = false;
#if defined( CLIENT_DLL )
m_iState = m_iOldState = WEAPON_NOT_CARRIED; m_iClip1 = -1; m_iClip2 = -1; m_iPrimaryAmmoType = -1; m_iSecondaryAmmoType = -1; #endif
#if !defined( CLIENT_DLL )
m_pConstraint = NULL; m_bSoundsEnabled = true; OnBaseCombatWeaponCreated( this ); #endif
m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
#if defined( TF_DLL )
UseClientSideAnimation(); #endif
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
m_flCritTokenBucket = tf_weapon_criticals_bucket_default.GetFloat(); m_nCritChecks = 1; m_nCritSeedRequests = 0; #endif // TF
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBaseCombatWeapon::~CBaseCombatWeapon( void ) { #if !defined( CLIENT_DLL )
//Remove our constraint, if we have one
if ( m_pConstraint != NULL ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } OnBaseCombatWeaponDestroyed( this ); #endif
}
void CBaseCombatWeapon::Activate( void ) { BaseClass::Activate();
#ifndef CLIENT_DLL
if ( GetOwnerEntity() ) return;
if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) { UTIL_Remove( this ); return; } #endif
} void CBaseCombatWeapon::GiveDefaultAmmo( void ) { // If I use clips, set my clips to the default
if ( UsesClipsForAmmo1() ) { m_iClip1 = AutoFiresFullClip() ? 0 : GetDefaultClip1(); } else { SetPrimaryAmmoCount( GetDefaultClip1() ); m_iClip1 = WEAPON_NOCLIP; } if ( UsesClipsForAmmo2() ) { m_iClip2 = GetDefaultClip2(); } else { SetSecondaryAmmoCount( GetDefaultClip2() ); m_iClip2 = WEAPON_NOCLIP; } }
//-----------------------------------------------------------------------------
// Purpose: Set mode to world model and start falling to the ground
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Spawn( void ) { bool bPrecacheAllowed = CBaseEntity::IsPrecacheAllowed(); if (!bPrecacheAllowed) { tmEnter( TELEMETRY_LEVEL1, TMZF_NONE, "LateWeaponPrecache" ); }
Precache();
if (!bPrecacheAllowed) { tmLeave( TELEMETRY_LEVEL1 ); }
BaseClass::Spawn();
SetSolid( SOLID_BBOX ); m_flNextEmptySoundTime = 0.0f;
// Weapons won't show up in trace calls if they are being carried...
RemoveEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
m_iState = WEAPON_NOT_CARRIED; // Assume
m_nViewModelIndex = 0;
GiveDefaultAmmo();
if ( GetWorldModel() ) { SetModel( GetWorldModel() ); }
#if !defined( CLIENT_DLL )
if( IsX360() ) { AddEffects( EF_ITEM_BLINK ); }
FallInit(); SetCollisionGroup( COLLISION_GROUP_WEAPON ); m_takedamage = DAMAGE_EVENTS_ONLY;
SetBlocksLOS( false );
// Default to non-removeable, because we don't want the
// game_weapon_manager entity to remove weapons that have
// been hand-placed by level designers. We only want to remove
// weapons that have been dropped by NPC's.
SetRemoveable( false ); #endif
// Bloat the box for player pickup
CollisionProp()->UseTriggerBounds( true, 36 );
// Use more efficient bbox culling on the client. Otherwise, it'll setup bones for most
// characters even when they're not in the frustum.
AddEffects( EF_BONEMERGE_FASTCULL );
m_iReloadHudHintCount = 0; m_iAltFireHudHintCount = 0; m_flHudHintMinDisplayTime = 0; }
//-----------------------------------------------------------------------------
// Purpose: get this game's encryption key for decoding weapon kv files
// Output : virtual const unsigned char
//-----------------------------------------------------------------------------
const unsigned char *CBaseCombatWeapon::GetEncryptionKey( void ) { return g_pGameRules->GetEncryptionKey(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Precache( void ) { #if defined( CLIENT_DLL )
Assert( Q_strlen( GetClassname() ) > 0 ); // Msg( "Client got %s\n", GetClassname() );
#endif
m_iPrimaryAmmoType = m_iSecondaryAmmoType = -1;
// Add this weapon to the weapon registry, and get our index into it
// Get weapon data from script file
if ( ReadWeaponDataFromFileForSlot( filesystem, GetClassname(), &m_hWeaponFileInfo, GetEncryptionKey() ) ) { // Get the ammo indexes for the ammo's specified in the data file
if ( GetWpnData().szAmmo1[0] ) { m_iPrimaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo1 ); if (m_iPrimaryAmmoType == -1) { Msg("ERROR: Weapon (%s) using undefined primary ammo type (%s)\n",GetClassname(), GetWpnData().szAmmo1); } #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
// Ammo override
int iModUseMetalOverride = 0; CALL_ATTRIB_HOOK_INT( iModUseMetalOverride, mod_use_metal_ammo_type ); if ( iModUseMetalOverride ) { m_iPrimaryAmmoType = (int)TF_AMMO_METAL; } #endif
} if ( GetWpnData().szAmmo2[0] ) { m_iSecondaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo2 ); if (m_iSecondaryAmmoType == -1) { Msg("ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n",GetClassname(),GetWpnData().szAmmo2); }
} #if defined( CLIENT_DLL )
gWR.LoadWeaponSprites( GetWeaponFileInfoHandle() ); #endif
// Precache models (preload to avoid hitch)
m_iViewModelIndex = 0; m_iWorldModelIndex = 0; if ( GetViewModel() && GetViewModel()[0] ) { m_iViewModelIndex = CBaseEntity::PrecacheModel( GetViewModel() ); } if ( GetWorldModel() && GetWorldModel()[0] ) { m_iWorldModelIndex = CBaseEntity::PrecacheModel( GetWorldModel() ); }
// Precache sounds, too
for ( int i = 0; i < NUM_SHOOT_SOUND_TYPES; ++i ) { const char *shootsound = GetShootSound( i ); if ( shootsound && shootsound[0] ) { CBaseEntity::PrecacheScriptSound( shootsound ); } } } else { // Couldn't read data file, remove myself
Warning( "Error reading weapon data file for: %s\n", GetClassname() ); // Remove( ); //don't remove, this gets released soon!
} }
//-----------------------------------------------------------------------------
// Purpose: Get my data in the file weapon info array
//-----------------------------------------------------------------------------
const FileWeaponInfo_t &CBaseCombatWeapon::GetWpnData( void ) const { return *GetFileWeaponInfoFromHandle( m_hWeaponFileInfo ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const { return GetWpnData().szViewModel; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetWorldModel( void ) const { return GetWpnData().szWorldModel; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetAnimPrefix( void ) const { return GetWpnData().szAnimationPrefix; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetPrintName( void ) const { return GetWpnData().szPrintName; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetMaxClip1( void ) const { #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
int iModMaxClipOverride = 0; CALL_ATTRIB_HOOK_INT( iModMaxClipOverride, mod_max_primary_clip_override ); if ( iModMaxClipOverride != 0 ) return iModMaxClipOverride; #endif
return GetWpnData().iMaxClip1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetMaxClip2( void ) const { return GetWpnData().iMaxClip2; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetDefaultClip1( void ) const { return GetWpnData().iDefaultClip1; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetDefaultClip2( void ) const { return GetWpnData().iDefaultClip2; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesClipsForAmmo1( void ) const { return ( GetMaxClip1() != WEAPON_NOCLIP ); }
bool CBaseCombatWeapon::IsMeleeWeapon() const { return GetWpnData().m_bMeleeWeapon; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesClipsForAmmo2( void ) const { return ( GetMaxClip2() != WEAPON_NOCLIP ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetWeight( void ) const { return GetWpnData().iWeight; }
//-----------------------------------------------------------------------------
// Purpose: Whether this weapon can be autoswitched to when the player runs out
// of ammo in their current weapon or they pick this weapon up.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::AllowsAutoSwitchTo( void ) const { return GetWpnData().bAutoSwitchTo; }
//-----------------------------------------------------------------------------
// Purpose: Whether this weapon can be autoswitched away from when the player
// runs out of ammo in this weapon or picks up another weapon or ammo.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::AllowsAutoSwitchFrom( void ) const { return GetWpnData().bAutoSwitchFrom; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetWeaponFlags( void ) const { return GetWpnData().iFlags; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetSlot( void ) const { return GetWpnData().iSlot; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetPosition( void ) const { return GetWpnData().iPosition; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetName( void ) const { return GetWpnData().szClassName; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteActive( void ) const { return GetWpnData().iconActive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteInactive( void ) const { return GetWpnData().iconInactive; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo( void ) const { return GetWpnData().iconAmmo; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo2( void ) const { return GetWpnData().iconAmmo2; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteCrosshair( void ) const { return GetWpnData().iconCrosshair; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAutoaim( void ) const { return GetWpnData().iconAutoaim; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedCrosshair( void ) const { return GetWpnData().iconZoomedCrosshair; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedAutoaim( void ) const { return GetWpnData().iconZoomedAutoaim; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetShootSound( int iIndex ) const { return GetWpnData().aShootSounds[ iIndex ]; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetRumbleEffect() const { return GetWpnData().iRumbleEffect; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseCombatCharacter *CBaseCombatWeapon::GetOwner() const { return ToBaseCombatCharacter( m_hOwner.Get() ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : BaseCombatCharacter -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetOwner( CBaseCombatCharacter *owner ) { if ( !owner ) { #ifndef CLIENT_DLL
// Make sure the weapon updates its state when it's removed from the player
// We have to force an active state change, because it's being dropped and won't call UpdateClientData()
int iOldState = m_iState; m_iState = WEAPON_NOT_CARRIED; OnActiveStateChanged( iOldState ); #endif
// make sure we clear out our HideThink if we have one pending
SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT ); }
m_hOwner = owner; #ifndef CLIENT_DLL
DispatchUpdateTransmitState(); #else
UpdateVisibility(); #endif
}
//-----------------------------------------------------------------------------
// Purpose: Return false if this weapon won't let the player switch away from it
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsAllowedToSwitch( void ) { return true; }
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon can be selected via the weapon selection
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::CanBeSelected( void ) { if ( !VisibleInWeaponSelection() ) return false;
return HasAmmo(); }
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon has some ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasAmmo( void ) { // Weapons with no ammo types can always be selected
if ( m_iPrimaryAmmoType == -1 && m_iSecondaryAmmoType == -1 ) return true; if ( GetWeaponFlags() & ITEM_FLAG_SELECTONEMPTY ) return true;
CBasePlayer *player = ToBasePlayer( GetOwner() ); if ( !player ) return false; return ( m_iClip1 > 0 || player->GetAmmoCount( m_iPrimaryAmmoType ) || m_iClip2 > 0 || player->GetAmmoCount( m_iSecondaryAmmoType ) ); }
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon should be seen, and hence be selectable, in the weapon selection
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::VisibleInWeaponSelection( void ) { return true; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed( void ) { if ( gpGlobals->curtime > m_flTimeWeaponIdle ) return true;
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponIdleTime( float time ) { m_flTimeWeaponIdle = time; }
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBaseCombatWeapon::GetWeaponIdleTime( void ) { return m_flTimeWeaponIdle; }
//-----------------------------------------------------------------------------
// Purpose: Drop/throw the weapon with the given velocity.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Drop( const Vector &vecVelocity ) { #if !defined( CLIENT_DLL )
// Once somebody drops a gun, it's fair game for removal when/if
// a game_weapon_manager does a cleanup on surplus weapons in the
// world.
SetRemoveable( true ); WeaponManager_AmmoMod( this );
//If it was dropped then there's no need to respawn it.
AddSpawnFlags( SF_NORESPAWN );
StopAnimation(); StopFollowingEntity( ); SetMoveType( MOVETYPE_FLYGRAVITY ); // clear follow stuff, setup for collision
SetGravity(1.0); m_iState = WEAPON_NOT_CARRIED; RemoveEffects( EF_NODRAW ); FallInit(); SetGroundEntity( NULL ); SetThink( &CBaseCombatWeapon::SetPickupTouch ); SetTouch(NULL);
if( hl2_episodic.GetBool() ) { RemoveSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP ); }
IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj != NULL ) { AngularImpulse angImp( 200, 200, 200 ); pObj->AddVelocity( &vecVelocity, &angImp ); } else { SetAbsVelocity( vecVelocity ); }
CBaseEntity *pOwner = GetOwnerEntity();
SetNextThink( gpGlobals->curtime + 1.0f ); SetOwnerEntity( NULL ); SetOwner( NULL );
// If we're not allowing to spawn due to the gamerules,
// remove myself when I'm dropped by an NPC.
if ( pOwner && pOwner->IsNPC() ) { if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) { UTIL_Remove( this ); return; } } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPicker -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::OnPickedUp( CBaseCombatCharacter *pNewOwner ) { #if !defined( CLIENT_DLL )
RemoveEffects( EF_ITEM_BLINK );
if( pNewOwner->IsPlayer() ) { m_OnPlayerPickup.FireOutput(pNewOwner, this);
// Play the pickup sound for 1st-person observers
CRecipientFilter filter; for ( int i=1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *player = UTIL_PlayerByIndex(i); if ( player && !player->IsAlive() && player->GetObserverMode() == OBS_MODE_IN_EYE ) { filter.AddRecipient( player ); } } if ( filter.GetRecipientCount() ) { CBaseEntity::EmitSound( filter, pNewOwner->entindex(), "Player.PickupWeapon" ); }
// Robin: We don't want to delete weapons the player has picked up, so
// clear the name of the weapon. This prevents wildcards that are meant
// to find NPCs finding weapons dropped by the NPCs as well.
SetName( NULL_STRING ); } else { m_OnNPCPickup.FireOutput(pNewOwner, this); }
#ifdef HL2MP
HL2MPRules()->RemoveLevelDesignerPlacedObject( this ); #endif
// Someone picked me up, so make it so that I can't be removed.
SetRemoveable( false ); #endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecTracerSrc -
// &tr -
// iTracerType -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) { CBaseEntity *pOwner = GetOwner();
if ( pOwner == NULL ) { BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType ); return; }
const char *pszTracerName = GetTracerType();
Vector vNewSrc = vecTracerSrc; int iEntIndex = pOwner->entindex();
if ( g_pGameRules->IsMultiplayer() ) { iEntIndex = entindex(); }
int iAttachment = GetTracerAttachment();
switch ( iTracerType ) { case TRACER_LINE: UTIL_Tracer( vNewSrc, tr.endpos, iEntIndex, iAttachment, 0.0f, true, pszTracerName ); break;
case TRACER_LINE_AND_WHIZ: UTIL_Tracer( vNewSrc, tr.endpos, iEntIndex, iAttachment, 0.0f, true, pszTracerName ); break; } }
void CBaseCombatWeapon::GiveTo( CBaseEntity *pOther ) { DefaultTouch( pOther ); }
//-----------------------------------------------------------------------------
// Purpose: Default Touch function for player picking up a weapon (not AI)
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DefaultTouch( CBaseEntity *pOther ) { #if !defined( CLIENT_DLL )
// Can't pick up dissolving weapons
if ( IsDissolving() ) return;
// if it's not a player, ignore
CBasePlayer *pPlayer = ToBasePlayer(pOther); if ( !pPlayer ) return;
if( UTIL_ItemCanBeTouchedByPlayer(this, pPlayer) ) { // This makes sure the player could potentially take the object
// before firing the cache interaction output. That doesn't mean
// the player WILL end up taking the object, but cache interactions
// are fired as soon as you prove you have found the object, not
// when you finally acquire it.
m_OnCacheInteraction.FireOutput( pOther, this ); }
if( HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) ) return;
if (pPlayer->BumpWeapon(this)) { OnPickedUp( pPlayer ); } #endif
}
//---------------------------------------------------------
// It's OK for base classes to override this completely
// without calling up. (sjb)
//---------------------------------------------------------
bool CBaseCombatWeapon::ShouldDisplayAltFireHUDHint() { if( m_iAltFireHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT ) return false;
if( UsesSecondaryAmmo() && HasSecondaryAmmo() ) { return true; }
if( !UsesSecondaryAmmo() && HasPrimaryAmmo() ) { return true; }
return false; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DisplayAltFireHudHint() { #if !defined( CLIENT_DLL )
CFmtStr hint; hint.sprintf( "#valve_hint_alt_%s", GetClassname() ); UTIL_HudHintText( GetOwner(), hint.Access() ); m_iAltFireHudHintCount++; m_bAltFireHudHintDisplayed = true; m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME; #endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RescindAltFireHudHint() { #if !defined( CLIENT_DLL )
Assert(m_bAltFireHudHintDisplayed); UTIL_HudHintText( GetOwner(), "" ); --m_iAltFireHudHintCount; m_bAltFireHudHintDisplayed = false; #endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::ShouldDisplayReloadHUDHint() { if( m_iReloadHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT ) return false;
CBaseCombatCharacter *pOwner = GetOwner();
if( pOwner != NULL && pOwner->IsPlayer() && UsesClipsForAmmo1() && m_iClip1 < (GetMaxClip1() / 2) ) { // I'm owned by a player, I use clips, I have less then half a clip loaded. Now, does the player have more ammo?
if ( pOwner ) { if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) return true; } }
return false; } //-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DisplayReloadHudHint() { #if !defined( CLIENT_DLL )
UTIL_HudHintText( GetOwner(), "valve_hint_reload" ); m_iReloadHudHintCount++; m_bReloadHudHintDisplayed = true; m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME; #endif//CLIENT_DLL
} //-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RescindReloadHudHint() { #if !defined( CLIENT_DLL )
Assert(m_bReloadHudHintDisplayed);
UTIL_HudHintText( GetOwner(), "" ); --m_iReloadHudHintCount; m_bReloadHudHintDisplayed = false; #endif//CLIENT_DLL
}
void CBaseCombatWeapon::SetPickupTouch( void ) { #if !defined( CLIENT_DLL )
SetTouch(&CBaseCombatWeapon::DefaultTouch);
if ( gpGlobals->maxClients > 1 ) { if ( GetSpawnFlags() & SF_NORESPAWN ) { SetThink( &CBaseEntity::SUB_Remove ); SetNextThink( gpGlobals->curtime + 30.0f ); } }
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Become a child of the owner (MOVETYPE_FOLLOW)
// disables collisions, touch functions, thinking
// Input : *pOwner - new owner/operator
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Equip( CBaseCombatCharacter *pOwner ) { // Attach the weapon to an owner
SetAbsVelocity( vec3_origin ); RemoveSolidFlags( FSOLID_TRIGGER ); FollowEntity( pOwner ); SetOwner( pOwner ); SetOwnerEntity( pOwner );
// Break any constraint I might have to the world.
RemoveEffects( EF_ITEM_BLINK );
#if !defined( CLIENT_DLL )
if ( m_pConstraint != NULL ) { RemoveSpawnFlags( SF_WEAPON_START_CONSTRAINED ); physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } #endif
m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; SetTouch( NULL ); SetThink( NULL ); #if !defined( CLIENT_DLL )
VPhysicsDestroyObject(); #endif
if ( pOwner->IsPlayer() ) { SetModel( GetViewModel() ); } else { // Make the weapon ready as soon as any NPC picks it up.
m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; SetModel( GetWorldModel() ); } }
void CBaseCombatWeapon::SetActivity( Activity act, float duration ) { //Adrian: Oh man...
#if !defined( CLIENT_DLL ) && (defined( HL2MP ) || defined( PORTAL ))
SetModel( GetWorldModel() ); #endif
int sequence = SelectWeightedSequence( act ); // FORCE IDLE on sequences we don't have (which should be many)
if ( sequence == ACTIVITY_NOT_AVAILABLE ) sequence = SelectWeightedSequence( ACT_VM_IDLE );
//Adrian: Oh man again...
#if !defined( CLIENT_DLL ) && (defined( HL2MP ) || defined( PORTAL ))
SetModel( GetViewModel() ); #endif
if ( sequence != ACTIVITY_NOT_AVAILABLE ) { SetSequence( sequence ); SetActivity( act ); SetCycle( 0 ); ResetSequenceInfo( );
if ( duration > 0 ) { // FIXME: does this even make sense in non-shoot animations?
m_flPlaybackRate = SequenceDuration( sequence ) / duration; m_flPlaybackRate = MIN( m_flPlaybackRate, 12.0); // FIXME; magic number!, network encoding range
} else { m_flPlaybackRate = 1.0; } } }
//====================================================================================
// WEAPON CLIENT HANDLING
//====================================================================================
int CBaseCombatWeapon::UpdateClientData( CBasePlayer *pPlayer ) { int iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
if ( pPlayer->GetActiveWeapon() == this ) { if ( pPlayer->m_fOnTarget ) { iNewState = WEAPON_IS_ONTARGET; } else { iNewState = WEAPON_IS_ACTIVE; } } else { iNewState = WEAPON_IS_CARRIED_BY_PLAYER; }
if ( m_iState != iNewState ) { int iOldState = m_iState; m_iState = iNewState; OnActiveStateChanged( iOldState ); } return 1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetViewModelIndex( int index_ ) { Assert( index_ >= 0 && index_ < MAX_VIEWMODELS ); m_nViewModelIndex = index_; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : iActivity -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SendViewModelAnim( int nSequence ) { #if defined( CLIENT_DLL )
if ( !IsPredicted() ) return; #endif
if ( nSequence < 0 ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex, false ); if ( vm == NULL ) return;
SetViewModel(); Assert( vm->ViewModelIndex() == m_nViewModelIndex ); vm->SendViewModelMatchingSequence( nSequence ); }
float CBaseCombatWeapon::GetViewModelSequenceDuration() { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) { Assert( false ); return 0; } CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) { Assert( false ); return 0; }
SetViewModel(); Assert( vm->ViewModelIndex() == m_nViewModelIndex ); return vm->SequenceDuration(); }
bool CBaseCombatWeapon::IsViewModelSequenceFinished( void ) const { // These are not valid activities and always complete immediately
if ( GetActivity() == ACT_RESET || GetActivity() == ACT_INVALID ) return true;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) { Assert( false ); return false; } CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) { Assert( false ); return false; }
return vm->IsSequenceFinished(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetViewModel() { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex, false ); if ( vm == NULL ) return; Assert( vm->ViewModelIndex() == m_nViewModelIndex ); vm->SetWeaponModel( GetViewModel( m_nViewModelIndex ), this ); }
//-----------------------------------------------------------------------------
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
// Input : iActivity - activity to play
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::SendWeaponAnim( int iActivity ) { #ifdef USES_ECON_ITEMS
iActivity = TranslateViewmodelHandActivity( (Activity)iActivity ); #endif
// NVNT notify the haptics system of this weapons new activity
#ifdef WIN32
#ifdef CLIENT_DLL
if ( prediction->InPrediction() && prediction->IsFirstTimePredicted() ) #endif
#ifndef _X360
HapticSendWeaponAnim(this,iActivity); #endif
#endif
//For now, just set the ideal activity and be done with it
return SetIdealActivity( (Activity) iActivity ); }
//====================================================================================
// WEAPON SELECTION
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasAnyAmmo( void ) { // If I don't use ammo of any kind, I can always fire
if ( !UsesPrimaryAmmo() && !UsesSecondaryAmmo() ) return true;
// Otherwise, I need ammo of either type
return ( HasPrimaryAmmo() || HasSecondaryAmmo() ); }
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasPrimaryAmmo( void ) { // If I use a clip, and have some ammo in it, then I have ammo
if ( UsesClipsForAmmo1() ) { if ( m_iClip1 > 0 ) return true; }
// Otherwise, I have ammo if I have some in my ammo counts
CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner ) { if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) return true; } else { // No owner, so return how much primary ammo I have along with me.
if( GetPrimaryAmmoCount() > 0 ) return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasSecondaryAmmo( void ) { // If I use a clip, and have some ammo in it, then I have ammo
if ( UsesClipsForAmmo2() ) { if ( m_iClip2 > 0 ) return true; }
// Otherwise, I have ammo if I have some in my ammo counts
CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner ) { if ( pOwner->GetAmmoCount( m_iSecondaryAmmoType ) > 0 ) return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: returns true if the weapon actually uses primary ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesPrimaryAmmo( void ) { if ( m_iPrimaryAmmoType < 0 ) return false; return true; }
//-----------------------------------------------------------------------------
// Purpose: returns true if the weapon actually uses secondary ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesSecondaryAmmo( void ) { if ( m_iSecondaryAmmoType < 0 ) return false; return true; }
//-----------------------------------------------------------------------------
// Purpose: Show/hide weapon and corresponding view model if any
// Input : visible -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponVisible( bool visible ) { CBaseViewModel *vm = NULL;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); }
if ( visible ) { RemoveEffects( EF_NODRAW ); if ( vm ) { vm->RemoveEffects( EF_NODRAW ); } } else { AddEffects( EF_NODRAW ); if ( vm ) { vm->AddEffects( EF_NODRAW ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsWeaponVisible( void ) { CBaseViewModel *vm = NULL; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) return ( !vm->IsEffectActive(EF_NODRAW) ); }
return false; }
//-----------------------------------------------------------------------------
// Purpose: If the current weapon has more ammo, reload it. Otherwise, switch
// to the next best weapon we've got. Returns true if it took any action.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::ReloadOrSwitchWeapons( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); Assert( pOwner );
m_bFireOnEmpty = false;
// If we don't have any ammo, switch to the next best weapon
if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch.
if ( ( (GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) == false ) && ( g_pGameRules->SwitchToNextBestWeapon( pOwner, this ) ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return true; } } else { // Weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( UsesClipsForAmmo1() && !AutoFiresFullClip() && (m_iClip1 == 0) && (GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) == false && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime ) { // if we're successfully reloading, we're done
if ( Reload() ) return true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *szViewModel -
// *szWeaponModel -
// iActivity -
// *szAnimExt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ) { // Msg( "deploy %s at %f\n", GetClassname(), gpGlobals->curtime );
// Weapons that don't autoswitch away when they run out of ammo
// can still be deployed when they have no ammo.
if ( !HasAnyAmmo() && AllowsAutoSwitchFrom() ) return false;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { // Dead men deploy no weapons
if ( pOwner->IsAlive() == false ) return false;
pOwner->SetAnimationExtension( szAnimExt );
SetViewModel(); SendWeaponAnim( iActivity );
pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() ); }
// Can't shoot again until we've finished deploying
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); m_flHudHintMinDisplayTime = 0;
m_bAltFireHudHintDisplayed = false; m_bReloadHudHintDisplayed = false; m_flHudHintPollTime = gpGlobals->curtime + 5.0f; WeaponSound( DEPLOY );
SetWeaponVisible( true );
/*
This code is disabled for now, because moving through the weapons in the carousel selects and deploys each weapon as you pass it. (sjb)
*/
SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT );
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Deploy( ) { MDLCACHE_CRITICAL_SECTION(); bool bResult = DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
// override pose parameters
PoseParameterOverride( false );
return bResult; }
Activity CBaseCombatWeapon::GetDrawActivity( void ) { return ACT_VM_DRAW; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) { MDLCACHE_CRITICAL_SECTION();
// cancel any reload in progress.
m_bInReload = false; m_bFiringWholeClip = false;
// kill any think functions
SetThink(NULL);
// Send holster animation
SendWeaponAnim( ACT_VM_HOLSTER );
// Some weapon's don't have holster anims yet, so detect that
float flSequenceDuration = 0; if ( GetActivity() == ACT_VM_HOLSTER ) { flSequenceDuration = SequenceDuration(); }
CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner) { pOwner->SetNextAttack( gpGlobals->curtime + flSequenceDuration ); }
// If we don't have a holster anim, hide immediately to avoid timing issues
if ( !flSequenceDuration ) { SetWeaponVisible( false ); } else { // Hide the weapon when the holster animation's finished
SetContextThink( &CBaseCombatWeapon::HideThink, gpGlobals->curtime + flSequenceDuration, HIDEWEAPON_THINK_CONTEXT ); }
// if we were displaying a hud hint, squelch it.
if (m_flHudHintMinDisplayTime && gpGlobals->curtime < m_flHudHintMinDisplayTime) { if( m_bAltFireHudHintDisplayed ) RescindAltFireHudHint();
if( m_bReloadHudHintDisplayed ) RescindReloadHudHint(); }
// reset pose parameters
PoseParameterOverride( true );
return true; }
#ifdef CLIENT_DLL
void CBaseCombatWeapon::BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const { // The default behavior pushes it out by BONEMERGE_FASTCULL_BBOX_EXPAND in all directions, but we can do better
// since we know the weapon will never point behind him.
localMaxs.x += 20; // Leaves some space in front for long weapons.
localMins.y -= 20; // Fatten it to his left and right since he can rotate that way.
localMaxs.y += 20;
localMaxs.z += 15; // Leave some space at the top.
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::InputHideWeapon( inputdata_t &inputdata ) { // Only hide if we're still the active weapon. If we're not the active weapon
if ( GetOwner() && GetOwner()->GetActiveWeapon() == this ) { SetWeaponVisible( false ); } } #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::HideThink( void ) { // Only hide if we're still the active weapon. If we're not the active weapon
if ( GetOwner() && GetOwner()->GetActiveWeapon() == this ) { SetWeaponVisible( false ); } }
bool CBaseCombatWeapon::CanReload( void ) { if ( AutoFiresFullClip() && m_bFiringWholeClip ) { return false; }
return true; }
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
//-----------------------------------------------------------------------------
// Purpose: Anti-hack
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AddToCritBucket( float flAmount ) { float flCap = tf_weapon_criticals_bucket_cap.GetFloat();
// Regulate crit frequency to reduce client-side seed hacking
if ( m_flCritTokenBucket < flCap ) { // Treat raw damage as the resource by which we add or subtract from the bucket
m_flCritTokenBucket += flAmount; m_flCritTokenBucket = Min( m_flCritTokenBucket, flCap ); } }
//-----------------------------------------------------------------------------
// Purpose: Anti-hack
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsAllowedToWithdrawFromCritBucket( float flDamage ) { // Note: If we're in this block of code, the assumption is that the
// seed said we should grant a random crit. If allowed, the cost
// will be deducted here.
// Track each seed request - in cases where a player is hacking, we'll
// see a silly ratio.
m_nCritSeedRequests++;
// Adjust token cost based on the ratio of requests vs granted, except
// melee, which crits much more than ranged (as high as 60% chance)
float flMult = ( IsMeleeWeapon() ) ? 0.5f : RemapValClamped( ( (float)m_nCritSeedRequests / (float)m_nCritChecks ), 0.1f, 1.f, 1.f, 3.f );
// Would this take us below our limit?
float flCost = ( flDamage * TF_DAMAGE_CRIT_MULTIPLIER ) * flMult; if ( flCost > m_flCritTokenBucket ) return false;
// Withdraw
RemoveFromCritBucket( flCost );
float flBottom = tf_weapon_criticals_bucket_bottom.GetFloat(); if ( m_flCritTokenBucket < flBottom ) m_flCritTokenBucket = flBottom;
return true; } #endif // TF_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ItemPreFrame( void ) { MaintainIdealActivity();
#ifndef CLIENT_DLL
#ifndef HL2_EPISODIC
if ( IsX360() ) #endif
{ // If we haven't displayed the hint enough times yet, it's time to try to
// display the hint, and the player is not standing still, try to show a hud hint.
// If the player IS standing still, assume they could change away from this weapon at
// any second.
if( (!m_bAltFireHudHintDisplayed || !m_bReloadHudHintDisplayed) && gpGlobals->curtime > m_flHudHintMinDisplayTime && gpGlobals->curtime > m_flHudHintPollTime && GetOwner() && GetOwner()->IsPlayer() ) { CBasePlayer *pPlayer = (CBasePlayer*)(GetOwner());
if( pPlayer && pPlayer->GetStickDist() > 0.0f ) { // If the player is moving, they're unlikely to switch away from the current weapon
// the moment this weapon displays its HUD hint.
if( ShouldDisplayReloadHUDHint() ) { DisplayReloadHudHint(); } else if( ShouldDisplayAltFireHUDHint() ) { DisplayAltFireHudHint(); } } else { m_flHudHintPollTime = gpGlobals->curtime + 2.0f; } } } #endif
}
bool CBaseCombatWeapon::CanPerformSecondaryAttack() const { return m_flNextSecondaryAttack <= gpGlobals->curtime; }
//====================================================================================
// WEAPON BEHAVIOUR
//====================================================================================
void CBaseCombatWeapon::ItemPostFrame( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if (!pOwner) return;
UpdateAutoFire();
//Track the duration of the fire
//FIXME: Check for IN_ATTACK2 as well?
//FIXME: What if we're calling ItemBusyFrame?
m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f;
if ( UsesClipsForAmmo1() ) { CheckReload(); }
bool bFired = false;
// Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) && CanPerformSecondaryAttack() ) { if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 ) { if (m_flNextEmptySoundTime < gpGlobals->curtime) { WeaponSound(EMPTY); m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5; } } else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false) { // This weapon doesn't fire underwater
WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { // FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
// stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007
#if !defined(CLIENT_DLL)
if( !IsX360() || !ClassMatches("weapon_crossbow") ) #endif
{ bFired = ShouldBlockPrimaryFire(); }
SecondaryAttack();
// Secondary ammo doesn't have a reload animation
if ( UsesClipsForAmmo2() ) { // reload clip2 if empty
if (m_iClip2 < 1) { pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); m_iClip2 = m_iClip2 + 1; } } } } if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { // Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() && (( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) ) { HandleFireOnEmpty(); } else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false) { // This weapon doesn't fire underwater
WeaponSound(EMPTY); m_flNextPrimaryAttack = gpGlobals->curtime + 0.2; return; } else { //NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
// first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) ) { m_flNextPrimaryAttack = gpGlobals->curtime; }
PrimaryAttack();
if ( AutoFiresFullClip() ) { m_bFiringWholeClip = true; }
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon( true ); #endif
} }
// -----------------------
// Reload pressed / Clip Empty
// Can only start the Reload Cycle after the firing cycle
if ( ( pOwner->m_nButtons & IN_RELOAD ) && m_flNextPrimaryAttack <= gpGlobals->curtime && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload(); m_fFireDuration = 0.0f; }
// -----------------------
// No buttons down
// -----------------------
if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD))) { // no fire buttons down or reloading
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) ) { WeaponIdle(); } } }
void CBaseCombatWeapon::HandleFireOnEmpty() { // If we're already firing on empty, reload if we can
if ( m_bFireOnEmpty ) { ReloadOrSwitchWeapons(); m_fFireDuration = 0.0f; } else { if (m_flNextEmptySoundTime < gpGlobals->curtime) { WeaponSound(EMPTY); m_flNextEmptySoundTime = gpGlobals->curtime + 0.5; } m_bFireOnEmpty = true; } }
//-----------------------------------------------------------------------------
// Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ItemBusyFrame( void ) { UpdateAutoFire(); }
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting bullet type
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetBulletType( void ) { return 0; }
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting spread
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector& CBaseCombatWeapon::GetBulletSpread( void ) { static Vector cone = VECTOR_CONE_15DEGREES; return cone; }
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBaseCombatWeapon::GetProficiencyValues() { static WeaponProficiencyInfo_t defaultWeaponProficiencyTable[] = { { 1.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, };
COMPILE_TIME_ASSERT( ARRAYSIZE(defaultWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1); return defaultWeaponProficiencyTable; }
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting firerate
// Input :
// Output :
//-----------------------------------------------------------------------------
float CBaseCombatWeapon::GetFireRate( void ) { return 0; }
//-----------------------------------------------------------------------------
// Purpose: Base class default for playing shoot sound
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ ) { #if !defined( CLIENT_DLL )
if ( !m_bSoundsEnabled ) return; #endif
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = GetShootSound( sound_type ); if ( !shootsound || !shootsound[0] ) return;
CSoundParameters params; if ( !GetParametersForSound( shootsound, params, NULL ) ) return;
if ( params.play_to_owner_only ) { // Am I only to play to my owner?
if ( GetOwner() && GetOwner()->IsPlayer() ) { CSingleUserRecipientFilter filter( ToBasePlayer( GetOwner() ) ); if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() ) { filter.UsePredictionRules(); } EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime ); } } else { // Play weapon sound from the owner
if ( GetOwner() ) { CPASAttenuationFilter filter( GetOwner(), params.soundlevel ); if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() ) { filter.UsePredictionRules(); } EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime );
#if !defined( CLIENT_DLL )
if( sound_type == EMPTY ) { CSoundEnt::InsertSound( SOUND_COMBAT, GetOwner()->GetAbsOrigin(), SOUNDENT_VOLUME_EMPTY, 0.2, GetOwner() ); } #endif
} // If no owner play from the weapon (this is used for thrown items)
else { CPASAttenuationFilter filter( this, params.soundlevel ); if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() ) { filter.UsePredictionRules(); } EmitSound( filter, entindex(), shootsound, NULL, soundtime ); } } }
//-----------------------------------------------------------------------------
// Purpose: Stop a sound played by this weapon.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::StopWeaponSound( WeaponSound_t sound_type ) { //if ( IsPredicted() )
// return;
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = GetShootSound( sound_type ); if ( !shootsound || !shootsound[0] ) return; CSoundParameters params; if ( !GetParametersForSound( shootsound, params, NULL ) ) return;
// Am I only to play to my owner?
if ( params.play_to_owner_only ) { if ( GetOwner() ) { StopSound( GetOwner()->entindex(), shootsound ); } } else { // Play weapon sound from the owner
if ( GetOwner() ) { StopSound( GetOwner()->entindex(), shootsound ); } // If no owner play from the weapon (this is used for thrown items)
else { StopSound( entindex(), shootsound ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::DefaultReload( int iClipSize1, int iClipSize2, int iActivity ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) return false;
// If I don't have any spare ammo, I can't reload
if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) return false;
bool bReload = false;
// If you don't have clips, then don't try to reload them.
if ( UsesClipsForAmmo1() ) { // need to reload primary clip?
int primary = MIN(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); if ( primary != 0 ) { bReload = true; } }
if ( UsesClipsForAmmo2() ) { // need to reload secondary clip?
int secondary = MIN(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType)); if ( secondary != 0 ) { bReload = true; } }
if ( !bReload ) return false;
#ifdef CLIENT_DLL
// Play reload
WeaponSound( RELOAD ); #endif
SendWeaponAnim( iActivity );
// Play the player's reload animation
if ( pOwner->IsPlayer() ) { ( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD ); }
MDLCACHE_CRITICAL_SECTION(); float flSequenceEndTime = gpGlobals->curtime + SequenceDuration(); pOwner->SetNextAttack( flSequenceEndTime ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bInReload = true;
return true; }
bool CBaseCombatWeapon::ReloadsSingly( void ) const { #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
float fHasReload = 1.0f; CALL_ATTRIB_HOOK_FLOAT( fHasReload, mod_no_reload_display_only ); if ( fHasReload != 1.0f ) { return false; }
int iWeaponMod = 0; CALL_ATTRIB_HOOK_INT( iWeaponMod, set_scattergun_no_reload_single ); if ( iWeaponMod == 1 ) { return false; } #endif // TF_DLL || TF_CLIENT_DLL
return m_bReloadsSingly; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Reload( void ) { return DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); }
//=========================================================
void CBaseCombatWeapon::WeaponIdle( void ) { //Idle again if we've finished
if ( HasWeaponIdleTimeElapsed() ) { SendWeaponAnim( ACT_VM_IDLE ); } }
//=========================================================
Activity CBaseCombatWeapon::GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; }
//=========================================================
Activity CBaseCombatWeapon::GetSecondaryAttackActivity( void ) { return ACT_VM_SECONDARYATTACK; }
//-----------------------------------------------------------------------------
// Purpose: Adds in view kick and weapon accuracy degradation effect
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AddViewKick( void ) { //NOTENOTE: By default, weapon will not kick up (defined per weapon)
}
//-----------------------------------------------------------------------------
// Purpose: Get the string to print death notices with
//-----------------------------------------------------------------------------
char *CBaseCombatWeapon::GetDeathNoticeName( void ) { #if !defined( CLIENT_DLL )
return (char*)STRING( m_iszName ); #else
return "GetDeathNoticeName not implemented on client yet"; #endif
}
//====================================================================================
// WEAPON RELOAD TYPES
//====================================================================================
void CBaseCombatWeapon::CheckReload( void ) { if ( m_bReloadsSingly ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return;
if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { if ( pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2) && m_iClip1 > 0 ) { m_bInReload = false; return; }
// If out of ammo end reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) { FinishReload(); return; } // If clip not full reload again
else if (m_iClip1 < GetMaxClip1()) { // Add them to the clip
m_iClip1 += 1; pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType );
Reload(); return; } // Clip full, stop reloading
else { FinishReload(); m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; return; } } } else { if ( (m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { FinishReload(); m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; m_bInReload = false; } } }
//-----------------------------------------------------------------------------
// Purpose: Reload has finished.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FinishReload( void ) { CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner) { // If I use primary clips, reload primary
if ( UsesClipsForAmmo1() ) { int primary = MIN( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); m_iClip1 += primary; pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType); }
// If I use secondary clips, reload secondary
if ( UsesClipsForAmmo2() ) { int secondary = MIN( GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType)); m_iClip2 += secondary; pOwner->RemoveAmmo( secondary, m_iSecondaryAmmoType ); }
if ( m_bReloadsSingly ) { m_bInReload = false; } } }
//-----------------------------------------------------------------------------
// Purpose: Abort any reload we have in progress
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AbortReload( void ) { #ifdef CLIENT_DLL
StopWeaponSound( RELOAD ); #endif
m_bInReload = false; }
void CBaseCombatWeapon::UpdateAutoFire( void ) { if ( !AutoFiresFullClip() ) return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return;
if ( m_iClip1 == 0 ) { // Ready to reload again
m_bFiringWholeClip = false; }
if ( m_bFiringWholeClip ) { // If it's firing the clip don't let them repress attack to reload
pOwner->m_nButtons &= ~IN_ATTACK; }
// Don't use the regular reload key
if ( pOwner->m_nButtons & IN_RELOAD ) { pOwner->m_nButtons &= ~IN_RELOAD; }
// Try to fire if there's ammo in the clip and we're not holding the button
bool bReleaseClip = m_iClip1 > 0 && !( pOwner->m_nButtons & IN_ATTACK );
if ( !bReleaseClip ) { if ( CanReload() && ( pOwner->m_nButtons & IN_ATTACK ) ) { // Convert the attack key into the reload key
pOwner->m_nButtons |= IN_RELOAD; }
// Don't allow attack button if we're not attacking
pOwner->m_nButtons &= ~IN_ATTACK; } else { // Fake the attack key
pOwner->m_nButtons |= IN_ATTACK; } }
//-----------------------------------------------------------------------------
// Purpose: Primary fire button attack
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; }
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer) { return; }
pPlayer->DoMuzzleFlash();
SendWeaponAnim( GetPrimaryAttackActivity() );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FireBulletsInfo_t info; info.m_vecSrc = pPlayer->Weapon_ShootPosition( ); info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
info.m_iShots = 0; float fireRate = GetFireRate();
while ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { // MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE, m_flNextPrimaryAttack); m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate; info.m_iShots++; if ( !fireRate ) break; }
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() ) { info.m_iShots = MIN( info.m_iShots, m_iClip1 ); m_iClip1 -= info.m_iShots; } else { info.m_iShots = MIN( info.m_iShots, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) ); pPlayer->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType ); }
info.m_flDistance = MAX_TRACE_LENGTH; info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 2;
#if !defined( CLIENT_DLL )
// Fire the bullets
info.m_vecSpread = pPlayer->GetAttackSpread( this ); #else
//!!!HACKHACK - what does the client want this function for?
info.m_vecSpread = GetActiveWeapon()->GetBulletSpread(); #endif // CLIENT_DLL
pPlayer->FireBullets( info );
if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) { // HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); }
//Add our view kick in
AddViewKick(); }
//-----------------------------------------------------------------------------
// Purpose: Called every frame to check if the weapon is going through transition animations
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::MaintainIdealActivity( void ) { // Must be transitioning
if ( GetActivity() != ACT_TRANSITION ) return;
// Must not be at our ideal already
if ( ( GetActivity() == m_IdealActivity ) && ( GetSequence() == m_nIdealSequence ) ) return; // Must be finished with the current animation
if ( IsViewModelSequenceFinished() == false ) return;
// Move to the next animation towards our ideal
SendWeaponAnim( m_IdealActivity ); }
//-----------------------------------------------------------------------------
// Purpose: Sets the ideal activity for the weapon to be in, allowing for transitional animations inbetween
// Input : ideal - activity to end up at, ideally
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::SetIdealActivity( Activity ideal ) { MDLCACHE_CRITICAL_SECTION(); int idealSequence = SelectWeightedSequence( ideal );
if ( idealSequence == -1 ) return false;
//Take the new activity
m_IdealActivity = ideal; m_nIdealSequence = idealSequence;
//Find the next sequence in the potential chain of sequences leading to our ideal one
int nextSequence = FindTransitionSequence( GetSequence(), m_nIdealSequence, NULL );
// Don't use transitions when we're deploying
if ( ideal != ACT_VM_DRAW && IsWeaponVisible() && nextSequence != m_nIdealSequence ) { //Set our activity to the next transitional animation
SetActivity( ACT_TRANSITION ); SetSequence( nextSequence ); SendViewModelAnim( nextSequence ); } else { //Set our activity to the ideal
SetActivity( m_IdealActivity ); SetSequence( m_nIdealSequence ); SendViewModelAnim( m_nIdealSequence ); }
//Set the next time the weapon will idle
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); return true; }
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) { pPanelName = NULL; }
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName ) { pPanelName = "vgui_screen"; }
//-----------------------------------------------------------------------------
// Locking a weapon is an exclusive action. If you lock a weapon, that means
// you are preventing others from doing so for themselves.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Lock( float lockTime, CBaseEntity *pLocker ) { m_flUnlockTime = gpGlobals->curtime + lockTime; m_hLocker.Set( pLocker ); }
//-----------------------------------------------------------------------------
// If I'm still locked for a period of time, tell everyone except the person
// that locked me that I'm not available.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsLocked( CBaseEntity *pAsker ) { return ( m_flUnlockTime > gpGlobals->curtime && m_hLocker != pAsker ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired ) { int actCount = 0; acttable_t *pTable = ActivityList( actCount );
for ( int i = 0; i < actCount; i++ ) { const acttable_t& act = pTable[i]; if ( baseAct == act.baseAct ) { if (pRequired) { *pRequired = act.required; } return (Activity)act.weaponAct; } } return baseAct; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::PoseParameterOverride( bool bReset ) { CBaseCombatCharacter *pOwner = GetOwner(); if ( !pOwner ) return;
CStudioHdr *pStudioHdr = pOwner->GetModelPtr(); if ( !pStudioHdr ) return; int iCount = 0; poseparamtable_t *pPoseParamList = PoseParamList( iCount ); if ( pPoseParamList ) { for ( int i=0; i<iCount; ++i ) { int iPoseParam = pOwner->LookupPoseParameter( pStudioHdr, pPoseParamList[i].pszName ); if ( iPoseParam != -1 ) pOwner->SetPoseParameter( iPoseParam, bReset ? 0 : pPoseParamList[i].flValue ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDmgAccumulator::CDmgAccumulator( void ) { #ifdef GAME_DLL
SetDefLessFunc( m_TargetsDmgInfo ); #endif // GAME_DLL
m_bActive = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDmgAccumulator::~CDmgAccumulator() { // Did a weapon get deleted while aggregating CTakeDamageInfo events?
Assert( !m_bActive ); }
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Collect trace attacks for weapons that fire multiple bullets per attack that also penetrate
//-----------------------------------------------------------------------------
void CDmgAccumulator::AccumulateMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity ) { if ( !pEntity ) return;
Assert( m_bActive );
#if defined( GAME_DLL )
int iIndex = m_TargetsDmgInfo.Find( pEntity->entindex() ); if ( iIndex == m_TargetsDmgInfo.InvalidIndex() ) { m_TargetsDmgInfo.Insert( pEntity->entindex(), info ); } else { CTakeDamageInfo *pInfo = &m_TargetsDmgInfo[iIndex]; if ( pInfo ) { // Update
m_TargetsDmgInfo[iIndex].AddDamageType( info.GetDamageType() ); m_TargetsDmgInfo[iIndex].SetDamage( pInfo->GetDamage() + info.GetDamage() ); m_TargetsDmgInfo[iIndex].SetDamageForce( pInfo->GetDamageForce() + info.GetDamageForce() ); m_TargetsDmgInfo[iIndex].SetDamagePosition( info.GetDamagePosition() ); m_TargetsDmgInfo[iIndex].SetReportedPosition( info.GetReportedPosition() ); m_TargetsDmgInfo[iIndex].SetMaxDamage( MAX( pInfo->GetMaxDamage(), info.GetDamage() ) ); m_TargetsDmgInfo[iIndex].SetAmmoType( info.GetAmmoType() ); }
} #endif // GAME_DLL
}
//-----------------------------------------------------------------------------
// Purpose: Send aggregate info
//-----------------------------------------------------------------------------
void CDmgAccumulator::Process( void ) { FOR_EACH_MAP( m_TargetsDmgInfo, i ) { CBaseEntity *pEntity = UTIL_EntityByIndex( m_TargetsDmgInfo.Key( i ) ); if ( pEntity ) { AddMultiDamage( m_TargetsDmgInfo[i], pEntity ); } }
m_bActive = false; m_TargetsDmgInfo.Purge(); } #endif // GAME_DLL
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CBaseCombatWeapon )
DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), // Networked
DEFINE_PRED_FIELD( m_hOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), // DEFINE_FIELD( m_hWeaponFileInfo, FIELD_SHORT ),
DEFINE_PRED_FIELD( m_iState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ), DEFINE_PRED_FIELD( m_iWorldModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ), DEFINE_PRED_FIELD_TOL( m_flNextPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), DEFINE_PRED_FIELD_TOL( m_flNextSecondaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), DEFINE_PRED_FIELD_TOL( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iClip1, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iClip2, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
// Not networked
DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFiringWholeClip, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_FLOAT ), DEFINE_FIELD( m_Activity, FIELD_INTEGER ), DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ), DEFINE_FIELD( m_iszName, FIELD_INTEGER ), DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ), DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ), DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ), DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ),
//DEFINE_PHYSPTR( m_pConstraint ),
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_OnPlayerPickup, COutputEvent ),
// DEFINE_FIELD( m_pConstraint, FIELD_INTEGER ),
END_PREDICTION_DATA()
#endif // ! CLIENT_DLL
// Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client
IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Save Data for Base Weapon object
//-----------------------------------------------------------------------------//
BEGIN_DATADESC( CBaseCombatWeapon )
DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ),
DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ), DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_iState, FIELD_INTEGER ), DEFINE_FIELD( m_iszName, FIELD_STRING ), DEFINE_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_iClip1, FIELD_INTEGER ), DEFINE_FIELD( m_iClip2, FIELD_INTEGER ), DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ),
DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ),
DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ),
// don't save these, init to 0 and regenerate
// DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_TIME ),
// DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
DEFINE_FIELD( m_nIdealSequence, FIELD_INTEGER ), DEFINE_FIELD( m_IdealActivity, FIELD_INTEGER ),
DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ), DEFINE_FIELD( m_iSubType, FIELD_INTEGER ), DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flUnlockTime, FIELD_TIME ), DEFINE_FIELD( m_hLocker, FIELD_EHANDLE ),
// DEFINE_FIELD( m_iViewModelIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_iWorldModelIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_hWeaponFileInfo, ???? ),
DEFINE_PHYSPTR( m_pConstraint ),
DEFINE_FIELD( m_iReloadHudHintCount, FIELD_INTEGER ), DEFINE_FIELD( m_iAltFireHudHintCount, FIELD_INTEGER ), DEFINE_FIELD( m_bReloadHudHintDisplayed, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAltFireHudHintDisplayed, FIELD_BOOLEAN ), DEFINE_FIELD( m_flHudHintPollTime, FIELD_TIME ), DEFINE_FIELD( m_flHudHintMinDisplayTime, FIELD_TIME ),
// Just to quiet classcheck.. this field exists only on the client
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
// Function pointers
DEFINE_ENTITYFUNC( DefaultTouch ), DEFINE_THINKFUNC( FallThink ), DEFINE_THINKFUNC( Materialize ), DEFINE_THINKFUNC( AttemptToMaterialize ), DEFINE_THINKFUNC( DestroyItem ), DEFINE_THINKFUNC( SetPickupTouch ),
DEFINE_THINKFUNC( HideThink ), DEFINE_INPUTFUNC( FIELD_VOID, "HideWeapon", InputHideWeapon ),
// Outputs
DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse"), DEFINE_OUTPUT( m_OnPlayerPickup, "OnPlayerPickup"), DEFINE_OUTPUT( m_OnNPCPickup, "OnNPCPickup"), DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Only send to local player if this weapon is the active weapon
// Input : *pStruct -
// *pVarData -
// *pRecipients -
// objectID -
// Output : void*
//-----------------------------------------------------------------------------
void* SendProxy_SendActiveLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { // Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } } return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalWeaponDataTable );
//-----------------------------------------------------------------------------
// Purpose: Only send the LocalWeaponData to the player carrying the weapon
//-----------------------------------------------------------------------------
void* SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { // Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } } return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendLocalWeaponDataTable );
//-----------------------------------------------------------------------------
// Purpose: Only send to non-local players
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { pRecipients->SetAllRecipients();
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer ) { pRecipients->ClearRecipient( pPlayer->GetClientIndex() ); return ( void * )pVarData; } }
return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalWeaponDataTable );
#else
void CBaseCombatWeapon::RecvProxy_WeaponState( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pStruct; pWeapon->m_iState = pData->m_Value.m_Int; pWeapon->UpdateVisibility(); } #endif
#if PREDICTION_ERROR_CHECK_LEVEL > 1
#define SendPropTime SendPropFloat
#define RecvPropTime RecvPropFloat
#endif
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalActiveWeaponData ) #if !defined( CLIENT_DLL )
SendPropTime( SENDINFO( m_flNextPrimaryAttack ) ), SendPropTime( SENDINFO( m_flNextSecondaryAttack ) ), SendPropInt( SENDINFO( m_nNextThinkTick ) ), SendPropTime( SENDINFO( m_flTimeWeaponIdle ) ),
#if defined( TF_DLL )
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), #endif
#else
RecvPropTime( RECVINFO( m_flNextPrimaryAttack ) ), RecvPropTime( RECVINFO( m_flNextSecondaryAttack ) ), RecvPropInt( RECVINFO( m_nNextThinkTick ) ), RecvPropTime( RECVINFO( m_flTimeWeaponIdle ) ), #endif
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalWeaponData ) #if !defined( CLIENT_DLL )
SendPropIntWithMinusOneFlag( SENDINFO(m_iClip1 ), 8 ), SendPropIntWithMinusOneFlag( SENDINFO(m_iClip2 ), 8 ), SendPropInt( SENDINFO(m_iPrimaryAmmoType ), 8 ), SendPropInt( SENDINFO(m_iSecondaryAmmoType ), 8 ),
SendPropInt( SENDINFO( m_nViewModelIndex ), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bFlipViewModel ) ),
#if defined( TF_DLL )
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), #endif
#else
RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip1 )), RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip2 )), RecvPropInt( RECVINFO(m_iPrimaryAmmoType )), RecvPropInt( RECVINFO(m_iSecondaryAmmoType )),
RecvPropInt( RECVINFO( m_nViewModelIndex ) ),
RecvPropBool( RECVINFO( m_bFlipViewModel ) ),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE(CBaseCombatWeapon, DT_BaseCombatWeapon) #if !defined( CLIENT_DLL )
SendPropDataTable("LocalWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalWeaponData), SendProxy_SendLocalWeaponDataTable ), SendPropDataTable("LocalActiveWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponData), SendProxy_SendActiveLocalWeaponDataTable ), SendPropModelIndex( SENDINFO(m_iViewModelIndex) ), SendPropModelIndex( SENDINFO(m_iWorldModelIndex) ), SendPropInt( SENDINFO(m_iState ), 8, SPROP_UNSIGNED ), SendPropEHandle( SENDINFO(m_hOwner) ), #else
RecvPropDataTable("LocalWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalWeaponData)), RecvPropDataTable("LocalActiveWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponData)), RecvPropInt( RECVINFO(m_iViewModelIndex)), RecvPropInt( RECVINFO(m_iWorldModelIndex)), RecvPropInt( RECVINFO(m_iState), 0, &CBaseCombatWeapon::RecvProxy_WeaponState ), RecvPropEHandle( RECVINFO(m_hOwner ) ), #endif
END_NETWORK_TABLE()
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