Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hl1_basecombatweapon_shared.h"
#include "effect_dispatch_data.h"
#include "te_effect_dispatch.h"
BEGIN_DATADESC( CBaseHL1CombatWeapon )
DEFINE_THINKFUNC( FallThink ),
END_DATADESC();
void CBaseHL1CombatWeapon::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseHL1CombatWeapon::FallInit( void )
{
SetModel( GetWorldModel() );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER );
AddSolidFlags( FSOLID_NOT_SOLID );
SetPickupTouch();
SetThink( &CBaseHL1CombatWeapon::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f );
// HACKHACK - On ground isn't always set, so look for ground underneath
trace_t tr;
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector(0,0,2), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction < 1.0 )
{
SetGroundEntity( tr.m_pEnt );
}
SetViewOffset( Vector(0,0,8) );
}
//-----------------------------------------------------------------------------
// 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 CBaseHL1CombatWeapon::FallThink ( void )
{
SetNextThink( gpGlobals->curtime + 0.1f );
if ( GetFlags() & FL_ONGROUND )
{
// 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" );
}
// lie flat
QAngle ang = GetAbsAngles();
ang.x = 0;
ang.z = 0;
SetAbsAngles( ang );
Materialize();
SetSize( Vector( -24, -24, 0 ), Vector( 24, 24, 16 ) );
}
}