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 "weapon_dodbasegun.h"
#include "fx_dod_shared.h"
//#include "effect_dispatch_data.h"
#ifdef CLIENT_DLL
#include "c_dod_player.h"
#include "prediction.h"
#else
#include "dod_player.h"
#include "te_effect_dispatch.h"
#include "util.h"
#include "ndebugoverlay.h"
#endif
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Only send to local player if this weapon is the active weapon
// Input : *pStruct -
// *pVarData -
// *pRecipients -
// objectID -
// Output : void*
//-----------------------------------------------------------------------------
void* SendProxy_SendActiveLocalBaseGunDataTable( 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_SendActiveLocalBaseGunDataTable );
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponDODBaseGun, DT_WeaponDODBaseGun )
BEGIN_NETWORK_TABLE_NOBASE( CWeaponDODBaseGun, DT_LocalActiveWeaponBaseGunData )
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CWeaponDODBaseGun, DT_WeaponDODBaseGun )
#ifdef CLIENT_DLL
RecvPropDataTable("LocalActiveWeaponBaseGunData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponBaseGunData))
#else
SendPropDataTable("LocalActiveWeaponBaseGunData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponBaseGunData), SendProxy_SendActiveLocalBaseGunDataTable )
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CWeaponDODBaseGun )
END_PREDICTION_DATA()
#else
BEGIN_DATADESC( CWeaponDODBaseGun )
END_DATADESC()
#endif
LINK_ENTITY_TO_CLASS( weapon_dod_base_gun, CWeaponDODBaseGun );
extern ConVar friendlyfire;
CWeaponDODBaseGun::CWeaponDODBaseGun()
{
}
void CWeaponDODBaseGun::Spawn()
{
DODBaseGunSpawn();
SetZoomed( false );
}
void CWeaponDODBaseGun::Precache()
{
BaseClass::Precache();
// Precache all weapon ejections, since every weapon will appear in the game.
PrecacheModel( "models/shells/shell_small.mdl" );
PrecacheModel( "models/shells/shell_medium.mdl" );
PrecacheModel( "models/shells/shell_large.mdl" );
PrecacheModel( "models/shells/garand_clip.mdl" );
}
void CWeaponDODBaseGun::PrimaryAttack()
{
Assert( m_pWeaponInfo );
DODBaseGunFire();
}
void CWeaponDODBaseGun::DODBaseGunSpawn( void )
{
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
CDODWeaponInfo *pWeaponInfo = dynamic_cast< CDODWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
Assert( pWeaponInfo && "Failed to get CDODWeaponInfo in weapon spawn" );
m_pWeaponInfo = pWeaponInfo;
BaseClass::Spawn();
}
float CWeaponDODBaseGun::GetWeaponAccuracy( float flPlayerSpeed )
{
//snipers and deployable weapons inherit this and override when we need a different accuracy
float flSpread = m_pWeaponInfo->m_flAccuracy;
if( flPlayerSpeed > 45 )
flSpread += m_pWeaponInfo->m_flAccuracyMovePenalty;
return flSpread;
}
bool CWeaponDODBaseGun::DODBaseGunFire()
{
CDODPlayer *pPlayer = ToDODPlayer( GetPlayerOwner() );
Assert( pPlayer );
// Out of ammo?
if ( m_iClip1 <= 0 )
{
if (m_bFireOnEmpty)
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
}
return false;
}
if( pPlayer->GetWaterLevel() > 2 )
{
PlayEmptySound();
m_flNextPrimaryAttack = gpGlobals->curtime + 1.0;
return false;
}
/* decrement before calling PlayPrimaryAttackAnim, so we can play the empty anim if necessary */
m_iClip1--;
SendWeaponAnim( GetPrimaryAttackActivity() );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FX_FireBullets(
pPlayer->entindex(),
pPlayer->Weapon_ShootPosition(),
pPlayer->EyeAngles() + pPlayer->GetPunchAngle(),
GetWeaponID(),
Primary_Mode,
CBaseEntity::GetPredictionRandomSeed() & 255,
GetWeaponAccuracy( pPlayer->GetAbsVelocity().Length2D() ) );
DoFireEffects();
#ifndef CLIENT_DLL
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_weapon_attack" );
if ( event )
{
event->SetInt( "attacker", pPlayer->GetUserID() );
event->SetInt( "weapon", GetStatsWeaponID() );
gameeventmanager->FireEvent( event );
}
#endif //CLIENT_DLL
#ifdef CLIENT_DLL
CDODPlayer *p = ToDODPlayer( GetPlayerOwner() );
if ( prediction->IsFirstTimePredicted() )
p->DoRecoil( GetWeaponID(), GetRecoil() );
#endif
m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals->curtime + GetFireDelay();
m_flTimeWeaponIdle = gpGlobals->curtime + m_pWeaponInfo->m_flTimeToIdleAfterFire;
return true;
}
float CWeaponDODBaseGun::GetFireDelay( void )
{
return m_pWeaponInfo->m_flFireDelay;
}
void CWeaponDODBaseGun::DoFireEffects()
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
pPlayer->DoMuzzleFlash();
}
bool CWeaponDODBaseGun::Reload()
{
CBasePlayer *pPlayer = GetPlayerOwner();
if (pPlayer->GetAmmoCount( GetPrimaryAmmoType() ) <= 0 && m_iClip1 <= 0 )
{
CDODPlayer *pDODPlayer = ToDODPlayer( pPlayer );
pDODPlayer->HintMessage( HINT_AMMO_EXHAUSTED );
return false;
}
int iResult = DefaultReload( GetMaxClip1(), GetMaxClip2(), GetReloadActivity() );
if ( !iResult )
return false;
pPlayer->SetAnimation( PLAYER_RELOAD );
return true;
}
Activity CWeaponDODBaseGun::GetPrimaryAttackActivity( void )
{
return ACT_VM_PRIMARYATTACK;
}
Activity CWeaponDODBaseGun::GetReloadActivity( void )
{
return ACT_VM_RELOAD;
}
Activity CWeaponDODBaseGun::GetDrawActivity( void )
{
return ACT_VM_DRAW;
}