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734 lines
22 KiB
734 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_basenpc.h"
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#include "animation.h"
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#include "basecombatweapon.h"
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#include "player.h" // For gEvilImpulse101 / CBasePlayer
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#include "gamerules.h" // For g_pGameRules
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#include <KeyValues.h>
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#include "ammodef.h"
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#include "baseviewmodel.h"
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#include "in_buttons.h"
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#include "soundent.h"
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#include "weapon_parse.h"
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#include "game.h"
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#include "engine/IEngineSound.h"
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#include "sendproxy.h"
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#include "tier1/strtools.h"
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#include "vphysics/constraints.h"
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#include "npcevent.h"
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#include "igamesystem.h"
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#include "collisionutils.h"
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#include "iservervehicle.h"
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#include "func_break.h"
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#ifdef HL2MP
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#include "hl2mp_gamerules.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern int gEvilImpulse101; // In Player.h
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// -----------------------------------------
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// Sprite Index info
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// -----------------------------------------
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short g_sModelIndexLaser; // holds the index for the laser beam
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const char *g_pModelNameLaser = "sprites/laserbeam.vmt";
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short g_sModelIndexLaserDot; // holds the index for the laser beam dot
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short g_sModelIndexFireball; // holds the index for the fireball
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short g_sModelIndexSmoke; // holds the index for the smoke cloud
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short g_sModelIndexWExplosion; // holds the index for the underwater explosion
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short g_sModelIndexBubbles; // holds the index for the bubbles model
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short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
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short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
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ConVar weapon_showproficiency( "weapon_showproficiency", "0" );
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extern ConVar ai_debug_shoot_positions;
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//-----------------------------------------------------------------------------
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// Purpose: Precache global weapon sounds
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//-----------------------------------------------------------------------------
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void W_Precache(void)
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{
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PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
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#ifdef HL1_DLL
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g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
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g_sModelIndexBloodSpray = CBaseEntity::PrecacheModel ("sprites/bloodspray.vmt"); // initial blood
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g_sModelIndexBloodDrop = CBaseEntity::PrecacheModel ("sprites/blood.vmt"); // splattered blood
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g_sModelIndexLaserDot = CBaseEntity::PrecacheModel("sprites/laserdot.vmt");
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#endif // HL1_DLL
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#ifndef TF_DLL
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g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball
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g_sModelIndexSmoke = CBaseEntity::PrecacheModel ("sprites/steam1.vmt");// smoke
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g_sModelIndexBubbles = CBaseEntity::PrecacheModel ("sprites/bubble.vmt");//bubbles
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g_sModelIndexLaser = CBaseEntity::PrecacheModel( (char *)g_pModelNameLaser );
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PrecacheParticleSystem( "blood_impact_red_01" );
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PrecacheParticleSystem( "blood_impact_green_01" );
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PrecacheParticleSystem( "blood_impact_yellow_01" );
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CBaseEntity::PrecacheModel ("effects/bubble.vmt");//bubble trails
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CBaseEntity::PrecacheModel("models/weapons/w_bullet.mdl");
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#endif
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CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" );
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CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponMaterialize" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Transmit weapon data
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::UpdateTransmitState( void)
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{
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// If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic
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// about whether or not to transmit it.
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if ( GetOwner() )
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{
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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else
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{
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// If it's just lying around, then use CBaseEntity's visibility test to see if it should be sent.
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return BaseClass::UpdateTransmitState();
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}
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}
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void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
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{
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StudioFrameAdvance( ); // animate
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if ( IsSequenceFinished() )
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{
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if ( SequenceLoops() )
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{
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// animation does loop, which means we're playing subtle idle. Might need to fidget.
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int iSequence = SelectWeightedSequence( GetActivity() );
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if ( iSequence != ACTIVITY_NOT_AVAILABLE )
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{
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ResetSequence( iSequence ); // Set to new anim (if it's there)
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}
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}
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#if 0
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else
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{
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// animation that just ended doesn't loop! That means we just finished a fidget
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// and should return to our heaviest weighted idle (the subtle one)
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SelectHeaviestSequence( GetActivity() );
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}
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#endif
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}
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// Animation events are passed back to the weapon's owner/operator
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DispatchAnimEvents( pOperator );
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// Update and dispatch the viewmodel events
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner == NULL )
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return;
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CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
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if ( vm != NULL )
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{
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vm->StudioFrameAdvance();
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vm->DispatchAnimEvents( this );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pEvent -
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// *pOperator -
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
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{
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if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) )
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{
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if ( pEvent->event == AE_NPC_WEAPON_FIRE )
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{
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bool bSecondary = (atoi( pEvent->options ) != 0);
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Operator_ForceNPCFire( pOperator, bSecondary );
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return;
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}
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else if ( pEvent->event == AE_WPN_PLAYWPNSOUND )
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{
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int iSnd = GetWeaponSoundFromString(pEvent->options);
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if ( iSnd != -1 )
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{
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WeaponSound( (WeaponSound_t)iSnd );
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}
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}
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}
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DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() );
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}
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// NOTE: This should never be called when a character is operating the weapon. Animation events should be
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// routed through the character, and then back into CharacterAnimEvent()
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void CBaseCombatWeapon::HandleAnimEvent( animevent_t *pEvent )
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{
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//If the player is receiving this message, pass it through
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CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
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if ( pOwner != NULL )
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{
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Operator_HandleAnimEvent( pEvent, pOwner );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make the weapon visible and tangible
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//-----------------------------------------------------------------------------
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CBaseEntity* CBaseCombatWeapon::Respawn( void )
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{
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// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
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// will decide when to make the weapon visible and touchable.
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CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetLocalAngles(), GetOwnerEntity() );
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if ( pNewWeapon )
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{
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pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
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pNewWeapon->SetTouch( NULL );// no touch
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pNewWeapon->SetThink( &CBaseCombatWeapon::AttemptToMaterialize );
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UTIL_DropToFloor( this, MASK_SOLID );
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// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
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// but when it should respawn is based on conditions belonging to the weapon that was taken.
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pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) );
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}
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else
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{
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Warning("Respawn failed to create %s!\n", GetClassname() );
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}
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return pNewWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Weapons ignore other weapons when LOS tracing
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//-----------------------------------------------------------------------------
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class CWeaponLOSFilter : public CTraceFilterSkipTwoEntities
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{
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DECLARE_CLASS( CWeaponLOSFilter, CTraceFilterSkipTwoEntities );
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public:
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CWeaponLOSFilter( IHandleEntity *pHandleEntity, IHandleEntity *pHandleEntity2, int collisionGroup ) :
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CTraceFilterSkipTwoEntities( pHandleEntity, pHandleEntity2, collisionGroup ), m_pVehicle( NULL )
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{
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// If the tracing entity is in a vehicle, then ignore it
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if ( pHandleEntity != NULL )
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{
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CBaseCombatCharacter *pBCC = ((CBaseEntity *)pHandleEntity)->MyCombatCharacterPointer();
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if ( pBCC != NULL )
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{
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m_pVehicle = pBCC->GetVehicleEntity();
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}
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}
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}
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virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
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{
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CBaseEntity *pEntity = (CBaseEntity *)pServerEntity;
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if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_WEAPON )
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return false;
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// Don't collide with the tracing entity's vehicle (if it exists)
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if ( pServerEntity == m_pVehicle )
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return false;
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if ( pEntity->GetHealth() > 0 )
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{
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CBreakable *pBreakable = dynamic_cast<CBreakable *>(pEntity);
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if ( pBreakable && pBreakable->IsBreakable() && pBreakable->GetMaterialType() == matGlass)
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{
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return false;
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}
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}
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return BaseClass::ShouldHitEntity( pServerEntity, contentsMask );
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}
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private:
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CBaseEntity *m_pVehicle;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Check the weapon LOS for an owner at an arbitrary position
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// If bSetConditions is true, LOS related conditions will also be set
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//-----------------------------------------------------------------------------
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bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
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{
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// --------------------
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// Check for occlusion
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// --------------------
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CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();
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// Find its relative shoot position
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Vector vecRelativeShootPosition;
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VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
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Vector barrelPos = ownerPos + vecRelativeShootPosition;
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// FIXME: If we're in a vehicle, we need some sort of way to handle shooting out of them
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// Use the custom LOS trace filter
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CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
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trace_t tr;
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UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );
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// See if we completed the trace without interruption
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if ( tr.fraction == 1.0 )
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{
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if ( ai_debug_shoot_positions.GetBool() )
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{
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NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
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}
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return true;
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}
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CBaseEntity *pHitEnt = tr.m_pEnt;
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CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );
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// is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
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if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
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{
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// Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
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// Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
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// This catches vehicles that use bone followers.
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CBaseEntity *pVehicle = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
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if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
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return true;
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}
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// Hitting our enemy is a success case
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if ( pHitEnt == npcOwner->GetEnemy() )
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{
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if ( ai_debug_shoot_positions.GetBool() )
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{
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NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
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}
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return true;
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}
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// If a vehicle is blocking the view, grab its driver and use that as the combat character
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CBaseCombatCharacter *pBCC;
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IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
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if ( pVehicle )
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{
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pBCC = pVehicle->GetPassenger( );
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}
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else
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{
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pBCC = ToBaseCombatCharacter( pHitEnt );
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}
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if ( pBCC )
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{
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if ( npcOwner->IRelationType( pBCC ) == D_HT )
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return true;
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if ( bSetConditions )
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{
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npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
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}
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}
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else if ( bSetConditions )
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{
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npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
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npcOwner->SetEnemyOccluder( pHitEnt );
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if( ai_debug_shoot_positions.GetBool() )
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{
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NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Base class always returns not bits
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::WeaponRangeAttack1Condition( float flDot, float flDist )
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{
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if ( UsesPrimaryAmmo() && !HasPrimaryAmmo() )
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{
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return COND_NO_PRIMARY_AMMO;
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}
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else if ( flDist < m_fMinRange1)
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{
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return COND_TOO_CLOSE_TO_ATTACK;
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}
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else if (flDist > m_fMaxRange1)
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
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{
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return COND_NOT_FACING_ATTACK;
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}
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return COND_CAN_RANGE_ATTACK1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Base class always returns not bits
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::WeaponRangeAttack2Condition( float flDot, float flDist )
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{
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// currently disabled
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return COND_NONE;
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if ( m_bReloadsSingly )
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{
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if (m_iClip2 <=0)
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{
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return COND_NO_SECONDARY_AMMO;
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}
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else if ( flDist < m_fMinRange2)
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{
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return COND_TOO_CLOSE_TO_ATTACK;
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}
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else if (flDist > m_fMaxRange2)
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{
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return COND_TOO_FAR_TO_ATTACK;
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}
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else if (flDot < 0.5)
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{
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return COND_NOT_FACING_ATTACK;
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}
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return COND_CAN_RANGE_ATTACK2;
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}
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return COND_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Base class always returns not bits
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
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{
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return COND_NONE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Base class always returns not bits
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//-----------------------------------------------------------------------------
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int CBaseCombatWeapon::WeaponMeleeAttack2Condition( float flDot, float flDist )
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{
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return COND_NONE;
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}
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//====================================================================================
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// WEAPON DROPPING / DESTRUCTION
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//====================================================================================
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void CBaseCombatWeapon::Delete( void )
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{
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SetTouch( NULL );
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// FIXME: why doesn't this just remove itself now?
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SetThink(&CBaseCombatWeapon::SUB_Remove);
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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void CBaseCombatWeapon::DestroyItem( void )
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{
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CBaseCombatCharacter *pOwner = m_hOwner.Get();
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if ( pOwner )
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{
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// if attached to a player, remove.
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pOwner->RemovePlayerItem( this );
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}
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Kill( );
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}
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void CBaseCombatWeapon::Kill( void )
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{
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SetTouch( NULL );
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// FIXME: why doesn't this just remove itself now?
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// FIXME: how is this different than Delete(), and why do they have the same code in them?
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SetThink(&CBaseCombatWeapon::SUB_Remove);
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//====================================================================================
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// FALL TO GROUND
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//====================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Setup for the fall
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//-----------------------------------------------------------------------------
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void CBaseCombatWeapon::FallInit( void )
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{
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SetModel( GetWorldModel() );
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VPhysicsDestroyObject();
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if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
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{
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SetMoveType( MOVETYPE_FLYGRAVITY );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_TRIGGER );
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}
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else
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{
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#if !defined( CLIENT_DLL )
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// Constrained start?
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if ( HasSpawnFlags( SF_WEAPON_START_CONSTRAINED ) )
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{
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//Constrain the weapon in place
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IPhysicsObject *pReferenceObject, *pAttachedObject;
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pReferenceObject = g_PhysWorldObject;
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pAttachedObject = VPhysicsGetObject();
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if ( pReferenceObject && pAttachedObject )
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{
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constraint_fixedparams_t fixed;
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fixed.Defaults();
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fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject );
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fixed.constraint.forceLimit = lbs2kg( 10000 );
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fixed.constraint.torqueLimit = lbs2kg( 10000 );
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m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );
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m_pConstraint->SetGameData( (void *) this );
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}
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|
}
|
|
#endif //CLIENT_DLL
|
|
}
|
|
|
|
SetPickupTouch();
|
|
|
|
SetThink( &CBaseCombatWeapon::FallThink );
|
|
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Items that have just spawned run this think to catch them when
|
|
// they hit the ground. Once we're sure that the object is grounded,
|
|
// we change its solid type to trigger and set it in a large box that
|
|
// helps the player get it.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseCombatWeapon::FallThink ( void )
|
|
{
|
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
|
|
|
bool shouldMaterialize = false;
|
|
IPhysicsObject *pPhysics = VPhysicsGetObject();
|
|
if ( pPhysics )
|
|
{
|
|
shouldMaterialize = pPhysics->IsAsleep();
|
|
}
|
|
else
|
|
{
|
|
shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false;
|
|
}
|
|
|
|
if ( shouldMaterialize )
|
|
{
|
|
// clatter if we have an owner (i.e., dropped by someone)
|
|
// don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
|
|
if ( GetOwnerEntity() )
|
|
{
|
|
EmitSound( "BaseCombatWeapon.WeaponDrop" );
|
|
}
|
|
Materialize();
|
|
}
|
|
}
|
|
|
|
//====================================================================================
|
|
// WEAPON SPAWNING
|
|
//====================================================================================
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Make a weapon visible and tangible
|
|
//-----------------------------------------------------------------------------//
|
|
void CBaseCombatWeapon::Materialize( void )
|
|
{
|
|
if ( IsEffectActive( EF_NODRAW ) )
|
|
{
|
|
// changing from invisible state to visible.
|
|
#ifdef HL2MP
|
|
EmitSound( "AlyxEmp.Charge" );
|
|
#else
|
|
EmitSound( "BaseCombatWeapon.WeaponMaterialize" );
|
|
#endif
|
|
|
|
RemoveEffects( EF_NODRAW );
|
|
DoMuzzleFlash();
|
|
}
|
|
#ifdef HL2MP
|
|
if ( HasSpawnFlags( SF_NORESPAWN ) == false )
|
|
{
|
|
VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
|
|
SetMoveType( MOVETYPE_VPHYSICS );
|
|
|
|
HL2MPRules()->AddLevelDesignerPlacedObject( this );
|
|
}
|
|
#else
|
|
SetSolid( SOLID_BBOX );
|
|
AddSolidFlags( FSOLID_TRIGGER );
|
|
#endif
|
|
|
|
SetPickupTouch();
|
|
|
|
SetThink (NULL);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if the game rules will let this weapon respawn
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseCombatWeapon::AttemptToMaterialize( void )
|
|
{
|
|
float time = g_pGameRules->FlWeaponTryRespawn( this );
|
|
|
|
if ( time == 0 )
|
|
{
|
|
Materialize();
|
|
return;
|
|
}
|
|
|
|
SetNextThink( gpGlobals->curtime + time );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Weapon has been picked up, should it respawn?
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseCombatWeapon::CheckRespawn( void )
|
|
{
|
|
switch ( g_pGameRules->WeaponShouldRespawn( this ) )
|
|
{
|
|
case GR_WEAPON_RESPAWN_YES:
|
|
Respawn();
|
|
break;
|
|
case GR_WEAPON_RESPAWN_NO:
|
|
return;
|
|
break;
|
|
}
|
|
}
|
|
|
|
class CWeaponList : public CAutoGameSystem
|
|
{
|
|
public:
|
|
CWeaponList( char const *name ) : CAutoGameSystem( name )
|
|
{
|
|
}
|
|
|
|
|
|
virtual void LevelShutdownPostEntity()
|
|
{
|
|
m_list.Purge();
|
|
}
|
|
|
|
void AddWeapon( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
m_list.AddToTail( pWeapon );
|
|
}
|
|
|
|
void RemoveWeapon( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
m_list.FindAndRemove( pWeapon );
|
|
}
|
|
CUtlLinkedList< CBaseCombatWeapon * > m_list;
|
|
};
|
|
|
|
CWeaponList g_WeaponList( "CWeaponList" );
|
|
|
|
void OnBaseCombatWeaponCreated( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
g_WeaponList.AddWeapon( pWeapon );
|
|
}
|
|
|
|
void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
g_WeaponList.RemoveWeapon( pWeapon );
|
|
}
|
|
|
|
int CBaseCombatWeapon::GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs )
|
|
{
|
|
// linear search all weapons
|
|
int count = 0;
|
|
int index = g_WeaponList.m_list.Head();
|
|
while ( index != g_WeaponList.m_list.InvalidIndex() )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = g_WeaponList.m_list[index];
|
|
// skip any held weapon
|
|
if ( !pWeapon->GetOwner() )
|
|
{
|
|
// restrict to mins/maxs
|
|
if ( IsPointInBox( pWeapon->GetAbsOrigin(), mins, maxs ) )
|
|
{
|
|
if ( count < listMax )
|
|
{
|
|
pList[count] = pWeapon;
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
index = g_WeaponList.m_list.Next( index );
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseCombatWeapon::ObjectCaps( void )
|
|
{
|
|
int caps = BaseClass::ObjectCaps();
|
|
if ( !IsFollowingEntity() && !HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) )
|
|
{
|
|
caps |= FCAP_IMPULSE_USE;
|
|
}
|
|
|
|
return caps;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseCombatWeapon::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
|
|
|
|
if ( pPlayer )
|
|
{
|
|
m_OnPlayerUse.FireOutput( pActivator, pCaller );
|
|
|
|
//
|
|
// Bump the weapon to try equipping it before picking it up physically. This is
|
|
// important in a few spots in the game where the player could potentially +use pickup
|
|
// and then THROW AWAY a vital weapon, rendering them unable to continue the game.
|
|
//
|
|
if ( pPlayer->BumpWeapon( this ) )
|
|
{
|
|
OnPickedUp( pPlayer );
|
|
}
|
|
else
|
|
{
|
|
pPlayer->PickupObject( this );
|
|
}
|
|
}
|
|
}
|
|
|