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 "econ_entity_creation.h"
#include "vgui/ILocalize.h"
#include "tier3/tier3.h"
#if defined( CLIENT_DLL )
#define UTIL_VarArgs VarArgs
#include "econ_item_inventory.h"
#include "model_types.h"
#include "eventlist.h"
#include "networkstringtable_clientdll.h"
#include "cdll_util.h"
#if defined(TF_CLIENT_DLL)
#include "c_tf_player.h"
#include "tf_gamerules.h"
#include "c_playerresource.h"
#include "tf_shareddefs.h"
#endif
#else // defined( CLIENT_DLL )
#include "activitylist.h"
#if defined(TF_DLL)
#include "tf_player.h"
#endif
#endif // defined( CLIENT_DLL )
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( EconEntity, DT_EconEntity )
IMPLEMENT_NETWORKCLASS_ALIASED( BaseAttributableItem, DT_BaseAttributableItem )
#if defined( CLIENT_DLL )
bool ParseItemKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, const char *szValue );
#endif
#if defined(_DEBUG)
extern ConVar item_debug;
extern ConVar item_debug_validation;
#endif
#if !defined( CLIENT_DLL )
#define DEFINE_ECON_ENTITY_NETWORK_TABLE() \
SendPropDataTable( SENDINFO_DT( m_AttributeManager ), &REFERENCE_SEND_TABLE(DT_AttributeContainer) ),
#else
#define DEFINE_ECON_ENTITY_NETWORK_TABLE() \
RecvPropDataTable( RECVINFO_DT( m_AttributeManager ), 0, &REFERENCE_RECV_TABLE(DT_AttributeContainer) ),
#endif // CLIENT_DLL
BEGIN_NETWORK_TABLE( CEconEntity , DT_EconEntity )
DEFINE_ECON_ENTITY_NETWORK_TABLE()
#if defined(TF_DLL)
SendPropBool( SENDINFO( m_bValidatedAttachedEntity ) ),
#elif defined(TF_CLIENT_DLL)
RecvPropBool( RECVINFO( m_bValidatedAttachedEntity ) ),
#endif // TF_DLL || TF_CLIENT_DLL
END_NETWORK_TABLE()
BEGIN_DATADESC( CEconEntity )
END_DATADESC()
//
// Duplicating CEconEntity's network table and data description for backwards compat with demos.
// NOTE: NOTE_RENAMED_RECVTABLE() will not work with this class.
//
BEGIN_NETWORK_TABLE( CBaseAttributableItem, DT_BaseAttributableItem )
DEFINE_ECON_ENTITY_NETWORK_TABLE()
END_NETWORK_TABLE()
BEGIN_DATADESC( CBaseAttributableItem )
END_DATADESC()
#ifdef TF_CLIENT_DLL
extern ConVar cl_flipviewmodels;
#ifdef STAGING_ONLY
ConVar unusual_force_weapon_effect( "unusual_force_weapon_effect", "-1", FCVAR_CHEAT, "Set to force an Unusual effect on your weapon (Primary, Secondary, Melee)" );
ConVar unusual_force_cosmetic_effect( "unusual_force_cosmetic_effect", "-1", FCVAR_CHEAT, "Set to force an Unusual effect on your equipped cosmetics" );
#endif
#endif
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DrawEconEntityAttachedModels( CBaseAnimating *pEnt, CEconEntity *pAttachedModelSource, const ClientModelRenderInfo_t *pInfo, int iMatchDisplayFlags )
{
#ifndef DOTA_DLL
if ( !pEnt || !pAttachedModelSource || !pInfo )
return;
// This flag says we should turn off the material overrides for attachments.
IMaterial* pMaterialOverride = NULL;
OverrideType_t nMaterialOverrideType = OVERRIDE_NORMAL;
if ( ( pInfo->flags & STUDIO_NO_OVERRIDE_FOR_ATTACH ) != 0 )
{
modelrender->GetMaterialOverride( &pMaterialOverride, &nMaterialOverrideType );
modelrender->ForcedMaterialOverride( NULL, nMaterialOverrideType );
}
// Draw our attached models as well
for ( int i = 0; i < pAttachedModelSource->m_vecAttachedModels.Size(); i++ )
{
const AttachedModelData_t& attachedModel = pAttachedModelSource->m_vecAttachedModels[i];
if ( attachedModel.m_pModel && (attachedModel.m_iModelDisplayFlags & iMatchDisplayFlags) )
{
ClientModelRenderInfo_t infoAttached = *pInfo;
infoAttached.pRenderable = pEnt;
infoAttached.instance = MODEL_INSTANCE_INVALID;
infoAttached.entity_index = pEnt->index;
infoAttached.pModel = attachedModel.m_pModel;
infoAttached.pModelToWorld = &infoAttached.modelToWorld;
// Turns the origin + angles into a matrix
AngleMatrix( infoAttached.angles, infoAttached.origin, infoAttached.modelToWorld );
DrawModelState_t state;
matrix3x4_t *pBoneToWorld;
bool bMarkAsDrawn = modelrender->DrawModelSetup( infoAttached, &state, NULL, &pBoneToWorld );
pEnt->DoInternalDrawModel( &infoAttached, ( bMarkAsDrawn && ( infoAttached.flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld );
}
}
if ( pMaterialOverride != NULL )
modelrender->ForcedMaterialOverride( pMaterialOverride, nMaterialOverrideType );
#endif
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconEntity::CEconEntity()
{
m_pAttributes = this;
// Inform base entity system that we can deal with dynamic models
EnableDynamicModels();
#ifdef GAME_DLL
m_iOldOwnerClass = 0;
#endif
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
m_bValidatedAttachedEntity = false;
#endif // TF_DLL || TF_CLIENT_DLL
#ifdef CLIENT_DLL
m_flFlexDelayTime = 0.0f;
m_flFlexDelayedWeight = NULL;
m_cFlexDelayedWeight = 0;
m_iNumOwnerValidationRetries = 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEconEntity::~CEconEntity()
{
#ifdef CLIENT_DLL
SetParticleSystemsVisible( PARTICLE_SYSTEM_STATE_NOT_VISIBLE );
delete [] m_flFlexDelayedWeight;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CStudioHdr * CEconEntity::OnNewModel()
{
CStudioHdr* hdr = BaseClass::OnNewModel();
#ifdef GAME_DLL
// Adjust class-specific bodygroup after model load if we have a model and a class
if ( hdr && m_iOldOwnerClass > 0 )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem && pItem->IsValid() && pItem->GetStaticData()->UsesPerClassBodygroups( GetTeamNumber() ) )
{
// Classes start at 1, bodygroups at 0
SetBodygroup( 1, m_iOldOwnerClass - 1 );
}
}
#endif
#ifdef TF_CLIENT_DLL
m_bValidatedOwner = false; // require item validation to re-run
// If we're carried by a player, let him know he should recalc his bodygroups.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
pPlayer->SetBodygroupsDirty();
}
// allocate room for delayed flex weights
delete [] m_flFlexDelayedWeight;
m_flFlexDelayedWeight = NULL;
m_cFlexDelayedWeight = 0;
if ( hdr && hdr->numflexcontrollers() )
{
m_cFlexDelayedWeight = hdr->numflexcontrollers();
m_flFlexDelayedWeight = new float[ m_cFlexDelayedWeight ];
memset( m_flFlexDelayedWeight, 0, sizeof( float ) * m_cFlexDelayedWeight );
C_BaseFlex::LinkToGlobalFlexControllers( hdr );
}
#endif // TF_CLIENT_DLL
return hdr;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::InitializeAttributes( void )
{
m_AttributeManager.InitializeAttributes( this );
m_AttributeManager.SetProviderType( PROVIDER_WEAPON );
#ifdef CLIENT_DLL
// Check particle systems
CUtlVector<const attachedparticlesystem_t *> vecParticles;
GetEconParticleSystems( &vecParticles );
m_bHasParticleSystems = vecParticles.Count() > 0;
if ( !m_bClientside )
return;
#else
m_AttributeManager.GetItem()->InitNetworkedDynamicAttributesForDemos();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::DebugDescribe( void )
{
CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
Msg("============================================\n");
char tempstr[1024];
// FIXME: ILocalize::ConvertUnicodeToANSI( pScriptItem->GetItemName(), tempstr, sizeof(tempstr) );
const char *pszQualityString = EconQuality_GetQualityString( (EEconItemQuality)pScriptItem->GetItemQuality() );
Msg("%s \"%s\" (level %d)\n", pszQualityString ? pszQualityString : "[unknown]", tempstr, pScriptItem->GetItemLevel() );
// FIXME: ILocalize::ConvertUnicodeToANSI( pScriptItem->GetAttributeDescription(), tempstr, sizeof(tempstr) );
Msg("%s", tempstr );
Msg("\n============================================\n");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateOnRemove( void )
{
SetOwnerEntity( NULL );
ReapplyProvision();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::ReapplyProvision( void )
{
#ifdef GAME_DLL
UpdateModelToClass();
#endif
CBaseEntity *pNewOwner = GetOwnerEntity();
if ( pNewOwner == m_hOldProvidee.Get() )
return;
// Remove ourselves from the old providee's list
if ( m_hOldProvidee.Get() )
{
GetAttributeManager()->StopProvidingTo( m_hOldProvidee.Get() );
}
// Add ourselves to our new owner's provider list
if ( pNewOwner )
{
GetAttributeManager()->ProvideTo( pNewOwner );
}
m_hOldProvidee = pNewOwner;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Activity CEconEntity::TranslateViewmodelHandActivity( Activity actBase )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem && pItem->IsValid() )
{
GameItemDefinition_t *pStaticData = pItem->GetStaticData();
if ( pStaticData && pStaticData->ShouldAttachToHands() )
{
return TranslateViewmodelHandActivityInternal(actBase);
}
}
return actBase;
}
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::OnOwnerClassChange( void )
{
#ifdef TF_DLL
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer && pPlayer->GetPlayerClass()->GetClassIndex() != m_iOldOwnerClass )
{
UpdateModelToClass();
}
#endif
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer )
{
#ifdef TF_DLL
CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
return (pTFPlayer ? pTFPlayer->GetPlayerClass()->GetClassIndex() : 0);
#else
return 0;
#endif
}
#endif
//-----------------------------------------------------------------------------
// Purpose: double duty function - sets up model for current player class, and
// also sets bodygroups if the correct model is fully loaded.
//-----------------------------------------------------------------------------
void CEconEntity::UpdateModelToClass( void )
{
#ifdef TF_DLL
MDLCACHE_CRITICAL_SECTION();
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
m_iOldOwnerClass = CalculateVisibleClassFor( pPlayer );
if ( !pPlayer )
return;
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem->IsValid() )
return;
const char *pszModel = NULL;
// If we attach to hands, we need to use the hand models
if ( pItem->GetStaticData()->ShouldAttachToHands() )
{
pszModel = pPlayer->GetPlayerClass()->GetHandModelName( 0 );
}
else
{
int nTeam = pPlayer->GetTeamNumber();
CTFWearable *pWearable = dynamic_cast< CTFWearable*>( this );
if ( pWearable && pWearable->IsDisguiseWearable() )
{
nTeam = pPlayer->m_Shared.GetDisguiseTeam();
}
pszModel = pItem->GetPlayerDisplayModel( m_iOldOwnerClass, nTeam );
}
if ( pszModel && pszModel[0] )
{
if ( V_stricmp( STRING( GetModelName() ), pszModel ) != 0 )
{
if ( pItem->GetStaticData()->IsContentStreamable() )
{
modelinfo->RegisterDynamicModel( pszModel, IsClient() );
const char *pszModelAlt = pItem->GetStaticData()->GetPlayerDisplayModelAlt( m_iOldOwnerClass );
if ( pszModelAlt && pszModelAlt[0] )
{
modelinfo->RegisterDynamicModel( pszModelAlt, IsClient() );
}
if ( pItem->GetVisionFilteredDisplayModel() && pItem->GetVisionFilteredDisplayModel()[ 0 ] != '\0' )
{
modelinfo->RegisterDynamicModel( pItem->GetVisionFilteredDisplayModel(), IsClient() );
}
}
SetModel( pszModel );
}
}
if ( GetModelPtr() && pItem->GetStaticData()->UsesPerClassBodygroups( GetTeamNumber() ) )
{
// Classes start at 1, bodygroups at 0, so we shift them all back 1.
SetBodygroup( 1, (m_iOldOwnerClass-1) );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::PlayAnimForPlaybackEvent( wearableanimplayback_t iPlayback )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem->IsValid() || !GetOwnerEntity() )
return;
int iTeamNum = GetOwnerEntity()->GetTeamNumber();
int iActivities = pItem->GetStaticData()->GetNumPlaybackActivities( iTeamNum );
for ( int i = 0; i < iActivities; i++ )
{
activity_on_wearable_t *pData = pItem->GetStaticData()->GetPlaybackActivityData( iTeamNum, i );
if ( pData && pData->iPlayback == iPlayback && pData->pszActivity )
{
// If this is the first time we've tried to use it, find the activity
if ( pData->iActivity == kActivityLookup_Unknown )
{
pData->iActivity = ActivityList_IndexForName( pData->pszActivity );
}
int sequence = SelectWeightedSequence( (Activity)pData->iActivity );
if ( sequence != ACTIVITY_NOT_AVAILABLE )
{
ResetSequence( sequence );
SetCycle( 0 );
#if !defined( CLIENT_DLL )
if ( IsUsingClientSideAnimation() )
{
ResetClientsideFrame();
}
#endif
}
return;
}
}
}
#endif // !CLIENT_DLL
#if defined( TF_CLIENT_DLL )
// It's okay to draw attached entities with these models.
const char* g_modelWhiteList[] =
{
"models/weapons/w_models/w_toolbox.mdl",
"models/weapons/w_models/w_sapper.mdl",
// Canteens can change model based on the powerup type... all of these alternates are ok!
"models/player/items/mvm_loot/all_class/mvm_flask_krit.mdl",
"models/player/items/mvm_loot/all_class/mvm_flask_uber.mdl",
"models/player/items/mvm_loot/all_class/mvm_flask_tele.mdl",
"models/player/items/mvm_loot/all_class/mvm_flask_ammo.mdl",
"models/player/items/mvm_loot/all_class/mvm_flask_build.mdl",
TF_WEAPON_TAUNT_FRONTIER_JUSTICE_GUITAR_MODEL,
"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl",
"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl",
};
#define HALLOWEEN_KART_MODEL "models/player/items/taunts/bumpercar/parts/bumpercar.mdl"
#define HALLOWEEN_KART_CAGE_MODEL "models/props_halloween/bumpercar_cage.mdl"
#endif
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: TF prevents drawing of any entity attached to players that aren't items in the inventory of the player.
// This is to prevent servers creating fake cosmetic items and attaching them to players.
//-----------------------------------------------------------------------------
bool CEconEntity::ValidateEntityAttachedToPlayer( bool &bShouldRetry )
{
bShouldRetry = false;
// We only use this variable in debug or on the client.
#if defined( _DEBUG ) || defined( TF_CLIENT_DLL )
bool bItemDebugValidation = false;
#endif // defined( _DEBUG ) || defined( TF_CLIENT_DLL )
#ifdef _DEBUG
bItemDebugValidation = item_debug_validation.GetBool();
// Always valid in debug if item_debug_validation is disabled
if ( !bItemDebugValidation )
return true;
#endif // _DEBUG
#if defined( TF_CLIENT_DLL )
// Always valid in item testing mode
if ( TFGameRules()->IsInItemTestingMode() )
return true;
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
// If we're not carried by a player, we're not valid. This prevents them
// parenting hats to ents that they then parent to the player.
if ( !pOwner )
{
//Msg( "NO OWNER SET! %i\n", m_iNumOwnerValidationRetries );
bShouldRetry = ( m_iNumOwnerValidationRetries < 500 );
m_iNumOwnerValidationRetries++;
return false;
}
C_BaseEntity *pVM = pOwner->GetViewModel();
// The owner entity must also be a move parent of this entity.
bool bPlayerIsParented = false;
C_BaseEntity *pEntity = this;
while ( (pEntity = pEntity->GetMoveParent()) != NULL )
{
if ( pOwner == pEntity || pVM == pEntity )
{
bPlayerIsParented = true;
break;
}
}
if ( !bPlayerIsParented )
{
//Msg( "NOT PARENTED! %i\n", m_iNumOwnerValidationRetries );
bShouldRetry = ( m_iNumOwnerValidationRetries < 500 );
m_iNumOwnerValidationRetries++;
return false;
}
m_iNumOwnerValidationRetries = 0;
// We only need this in debug (for item_debug_validation) or PvE mode
bool bOwnerIsBot = pOwner->IsABot(); // THIS IS INSECURE -- DO NOT USE THIS OUTSIDE OF DEBUG OR PVE MODE
// Allow bots to use anything in PvE mode
if ( bOwnerIsBot && TFGameRules()->IsPVEModeActive() )
return true;
int iClass = pOwner->GetPlayerClass()->GetClassIndex();
int iTeam = pOwner->GetTeamNumber();
// Allow all weapons parented to the local player
if ( pOwner == C_BasePlayer::GetLocalPlayer() )
{
// They can change the owner entity, so we have to keep checking.
bShouldRetry = true;
return true;
}
// HACK: For now, if our owner is a disguised spy, we assume everything is valid.
if ( (pOwner->m_Shared.InCond( TF_COND_DISGUISED ) || pOwner->m_Shared.InCond( TF_COND_DISGUISING )) && iClass == TF_CLASS_SPY )
{
bShouldRetry = true; // Keep checking in case the player switches class or becomes no longer disguised
return true;
}
// If our owner is a disguised spy, we validate everything based
// on the items carried by the person we're disguised as.
/*if ( pOwner->m_Shared.InCond( TF_COND_DISGUISED ) )
{
// DAMN: This won't work. If our disguise target is a player we've never seen before,
// we won't have a client entity, and hence we don't have their inventory.
C_TFPlayer *pDisguiseTarget = ToTFPlayer( pOwner->m_Shared.GetDisguiseTarget() );
if ( pDisguiseTarget && pDisguiseTarget != pOwner )
{
pOwner = pDisguiseTarget;
iClass = pOwner->GetPlayerClass()->GetClassIndex();
}
else
{
// We're not disguised as a specific player. Make sure we lookup base weapons with the disguise class.
iClass = pOwner->m_Shared.GetDisguiseClass();
}
}
*/
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
if ( m_bValidatedAttachedEntity )
return true;
#endif // TF_DLL || TF_CLIENT_DLL
const char *pszClientModel = modelinfo->GetModelName( GetModel() );
if ( pszClientModel && g_modelWhiteList[0] )
{
// Certain builder models are okay to have.
for ( int i=0; i<ARRAYSIZE( g_modelWhiteList ); ++i )
{
if ( FStrEq( pszClientModel, g_modelWhiteList[i] ) )
return true;
}
}
// Halloween Karts
if ( pOwner->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
{
if ( FStrEq( pszClientModel, HALLOWEEN_KART_MODEL ) )
return true;
if ( FStrEq( pszClientModel, HALLOWEEN_KART_CAGE_MODEL ) )
return true;
}
// If our player doesn't have an inventory, we're not valid.
CTFPlayerInventory *pInv = pOwner->Inventory();
if ( !pInv )
return false;
// check if this is a custom taunt prop
if ( pOwner->m_Shared.InCond( TF_COND_TAUNTING ) )
{
const char* pszCustomTauntProp = NULL;
int iClassTaunt = pOwner->GetPlayerClass()->GetClassIndex();
CEconItemView *pMiscItemView = pInv->GetItemInLoadout( iClassTaunt, pOwner->GetActiveTauntSlot() );
if ( pMiscItemView && pMiscItemView->IsValid() )
{
if ( pMiscItemView->GetStaticData()->GetTauntData() )
{
pszCustomTauntProp = pMiscItemView->GetStaticData()->GetTauntData()->GetProp( iClassTaunt );
if ( pszCustomTauntProp )
{
return true;
}
}
}
}
// If we've lost connection to the GC, let's just trust the server to avoid breaking the appearance for everyone.
bool bSkipInventoryCheck = bItemDebugValidation && bOwnerIsBot; // will always be false in release builds
if ( ( !pInv->GetSOC() || !pInv->GetSOC()->BIsInitialized() ) && !bSkipInventoryCheck )
{
bShouldRetry = true;
return true;
}
CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
// If the item isn't valid, we're probably an extra wearable for another item. See if our model is
// a model specified as the extra wearable for any of the items we have equipped.
if ( !pScriptItem->IsValid() )
{
// Uninitialized client models return their model as '?'
if ( pszClientModel && pszClientModel[0] != '?' )
{
CSteamID steamIDForPlayer;
pOwner->GetSteamID( &steamIDForPlayer );
for ( int i = 0; i < CLASS_LOADOUT_POSITION_COUNT; i++ )
{
CEconItemView *pItem = TFInventoryManager()->GetItemInLoadoutForClass( iClass, i, &steamIDForPlayer );
if ( pItem && pItem->IsValid() )
{
const char *pszAttached = pItem->GetExtraWearableModel();
if ( pszAttached && pszAttached[0] )
{
if ( FStrEq( pszClientModel, pszAttached ) )
return true;
}
pszAttached = pItem->GetExtraWearableViewModel();
if ( pszAttached && pszAttached[0] )
{
if ( FStrEq( pszClientModel, pszAttached ) )
return true;
}
}
}
}
else if ( pszClientModel && pszClientModel[0] == '?' )
{
bShouldRetry = true;
}
return false;
}
// Skip this check for bots if item_debug_validation is enabled.
if ( !pInv->GetInventoryItemByItemID( pScriptItem->GetItemID() ) && !bSkipInventoryCheck )
{
// If it's a base item, we allow it.
CEconItemView *pBaseItem = TFInventoryManager()->GetBaseItemForClass( iClass, pScriptItem->GetStaticData()->GetLoadoutSlot(iClass) );
if ( *pScriptItem != *pBaseItem )
{
const wchar_t *pwzItemName = pScriptItem->GetItemName();
char szItemName[ MAX_ITEM_NAME_LENGTH ];
ILocalize::ConvertUnicodeToANSI( pwzItemName, szItemName, sizeof( szItemName ) );
#ifdef _DEBUG
Warning("Item '%s' attached to %s, but it's not in his inventory.\n", szItemName, pOwner->GetPlayerName() );
#endif
return false;
}
}
// Our model has to match the model in our script
const char *pszScriptModel = pScriptItem->GetWorldDisplayModel();
if ( !pszScriptModel )
{
pszScriptModel = pScriptItem->GetPlayerDisplayModel( iClass, iTeam );
}
if ( pszClientModel && pszClientModel[0] && pszClientModel[0] != '?' )
{
// A model was set on the entity, let's make sure it matches the model in the script.
if ( !pszScriptModel || !pszScriptModel[0] )
return false;
if ( FStrEq( pszClientModel, pszScriptModel ) == false )
{
#if defined( STAGING_ONLY ) && defined _DEBUG
CUtlString strScriptModel( pszScriptModel );
strScriptModel.FixSlashes();
CUtlString strClientModel( pszClientModel );
strClientModel.FixSlashes();
AssertMsg( strScriptModel != strClientModel, "Model path separator differs between script and client!" );
#endif // STAGING_ONLY
// The regular model didn't work...let's try the Alt version if it exists
const char *pszScriptModelAlt = pScriptItem->GetStaticData()->GetPlayerDisplayModelAlt( iClass );
if ( !pszScriptModelAlt || !pszScriptModelAlt[0] || ( FStrEq( pszClientModel, pszScriptModelAlt ) == false ) )
{
// The Alt model didn't work... let's try the vision filtered display model if it happens to exist
pszScriptModel = pScriptItem->GetVisionFilteredDisplayModel();
if ( !pszScriptModel || !pszScriptModel[0] )
return false;
if ( FStrEq( pszClientModel, pszScriptModel ) == false )
{
return false;
}
}
}
}
else
{
// The client model was not set, so check that there isn't a model set in the script either.
if ( pszScriptModel && pszScriptModel[0] )
{
if ( pszClientModel[0] == '?' )
bShouldRetry = true;
return false;
}
}
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Set a material override for this entity via code
//-----------------------------------------------------------------------------
void CEconEntity::SetMaterialOverride( int team, const char *pszMaterial )
{
if ( team >= 0 && team < TEAM_VISUAL_SECTIONS )
{
m_MaterialOverrides[ team ].Init( pszMaterial, TEXTURE_GROUP_CLIENT_EFFECTS );
}
}
//-----------------------------------------------------------------------------
void CEconEntity::SetMaterialOverride( int team, CMaterialReference &ref )
{
if ( team >= 0 && team < TEAM_VISUAL_SECTIONS )
{
m_MaterialOverrides[ team ].Init( ref );
}
}
// Deal with recording
void CEconEntity::GetToolRecordingState( KeyValues *msg )
{
#ifndef _XBOX
BaseClass::GetToolRecordingState( msg );
bool bUseOverride = ( GetTeamNumber() >= 0 && GetTeamNumber() < TEAM_VISUAL_SECTIONS ) && m_MaterialOverrides[ GetTeamNumber() ].IsValid();
if ( bUseOverride )
{
msg->SetString( "materialOverride", m_MaterialOverrides[ GetTeamNumber() ]->GetName() );
}
#endif
}
#ifndef DOTA_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_ViewmodelAttachmentModel::SetOuter( CEconEntity *pOuter )
{
m_hOuter = pOuter;
SetOwnerEntity( pOuter );
CEconItemView *pItem = pOuter->GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
m_bAlwaysFlip = pItem->GetStaticData()->ShouldFlipViewmodels();
}
}
bool C_ViewmodelAttachmentModel::InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup )
{
if ( !BaseClass::InitializeAsClientEntity( pszModelName, renderGroup ) )
return false;
AddEffects( EF_BONEMERGE );
AddEffects( EF_BONEMERGE_FASTCULL );
// Invisible by default, and made visible->drawn->made invisible when the viewmodel is drawn
AddEffects( EF_NODRAW );
return true;
}
int C_ViewmodelAttachmentModel::InternalDrawModel( int flags )
{
#ifdef TF_CLIENT_DLL
CMatRenderContextPtr pRenderContext( materials );
if ( cl_flipviewmodels.GetBool() != m_bAlwaysFlip )
{
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
}
#endif
int r = BaseClass::InternalDrawModel( flags );
#ifdef TF_CLIENT_DLL
pRenderContext->CullMode( MATERIAL_CULLMODE_CCW );
#endif
return r;
}
bool C_ViewmodelAttachmentModel::OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
if ( !BaseClass::OnPostInternalDrawModel( pInfo ) )
return false;
if ( !m_hOuter )
return true;
if ( !m_hOuter->GetAttributeContainer() )
return true;
if ( !m_hOuter->GetAttributeContainer()->GetItem() )
return true;
DrawEconEntityAttachedModels( this, GetOuter(), pInfo, kAttachedModelDisplayFlag_ViewModel );
return true;
}
void C_ViewmodelAttachmentModel::StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask )
{
BaseClass::StandardBlendingRules( hdr, pos, q, currentTime, boneMask );
// Will it blend?
if ( !m_hOuter )
return;
m_hOuter->ViewModelAttachmentBlending( hdr, pos, q, currentTime, boneMask );
}
void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
void C_ViewmodelAttachmentModel::FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld )
{
Vector vecOrigin;
MatrixPosition( attachmentToWorld, vecOrigin );
::FormatViewModelAttachment( vecOrigin, false );
PositionMatrix( vecOrigin, attachmentToWorld );
}
int C_ViewmodelAttachmentModel::GetSkin( void )
{
if ( m_hOuter != NULL )
{
CBaseCombatWeapon *pWeapon = m_hOuter->MyCombatWeaponPointer();
if ( pWeapon )
{
int nSkin = pWeapon->GetSkinOverride();
if ( nSkin != -1 )
{
return nSkin;
}
}
else
{
// some models like the Festive Targe don't have combat pointers but they still need to get the correct skin
if ( m_hOuter->GetAttributeContainer() )
{
CEconItemView *pItem = m_hOuter->GetAttributeContainer()->GetItem();
if ( pItem && pItem->IsValid() && GetOwnerViaInterface() )
{
return pItem->GetSkin( GetOwnerViaInterface()->GetTeamNumber(), true );
}
}
}
}
return BaseClass::GetSkin();
}
#endif // !defined( DOTA_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::Release( void )
{
#ifdef CLIENT_DLL
SetParticleSystemsVisible( PARTICLE_SYSTEM_STATE_NOT_VISIBLE );
// Remove all effects associated with this econ entity, not just turn them off
C_BaseEntity *pEffectOwnerWM = this;
C_BaseEntity *pEffectOwnerVM = NULL;
bool bExtraWearable = false;
bool bExtraWearableVM = false;
CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase*>( this );
if ( pWeapon )
{
pEffectOwnerVM = pWeapon->GetPlayerOwner() ? pWeapon->GetPlayerOwner()->GetViewModel() : NULL;
if ( pWeapon->m_hExtraWearable.Get() )
{
pEffectOwnerWM = pWeapon->m_hExtraWearable.Get();
bExtraWearable = true;
}
if ( pWeapon->m_hExtraWearableViewModel.Get() )
{
pEffectOwnerVM = pWeapon->m_hExtraWearableViewModel.Get();
bExtraWearableVM = true;
}
// always kill all effects for VM
if ( pEffectOwnerVM )
{
pEffectOwnerVM->ParticleProp()->StopEmission( NULL, false, true );
}
}
pEffectOwnerWM->ParticleProp()->StopEmission( NULL, false, true );
#endif
if ( m_hViewmodelAttachment )
{
m_hViewmodelAttachment->Release();
}
BaseClass::Release();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::SetDormant( bool bDormant )
{
// If I'm burning, stop the burning sounds
if ( !IsDormant() && bDormant && m_nParticleSystemsCreated != PARTICLE_SYSTEM_STATE_NOT_VISIBLE )
{
SetParticleSystemsVisible( PARTICLE_SYSTEM_STATE_NOT_VISIBLE );
}
BaseClass::SetDormant( bDormant );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::OnPreDataChanged( DataUpdateType_t type )
{
BaseClass::OnPreDataChanged( type );
m_iOldTeam = m_iTeamNum;
}
IMaterial *CreateTempMaterialForPlayerLogo( int iPlayerIndex, player_info_t *info, char *texname, int nchars );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::OnDataChanged( DataUpdateType_t updateType )
{
// If we were just created, setup from the script files
if ( updateType == DATA_UPDATE_CREATED )
{
InitializeAttributes();
m_nParticleSystemsCreated = PARTICLE_SYSTEM_STATE_NOT_VISIBLE;
m_bAttachmentDirty = true;
}
BaseClass::OnDataChanged( updateType );
GetAttributeContainer()->OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED )
{
CEconItemView *pItem = m_AttributeManager.GetItem();
#if defined(_DEBUG)
if ( item_debug.GetBool() )
{
DebugDescribe();
}
#endif
// Find & cache for easy leaf code usage
for ( int team = 0; team < TEAM_VISUAL_SECTIONS; team++ )
{
const char *pszMaterial = pItem->GetStaticData()->GetMaterialOverride( team );
if ( pszMaterial )
{
m_MaterialOverrides[team].Init( pszMaterial, TEXTURE_GROUP_CLIENT_EFFECTS );
}
}
#ifdef TF_CLIENT_DLL
// If we're carried by a player, let him know he should recalc his bodygroups.
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
pPlayer->SetBodygroupsDirty();
}
//Warning("Forcing recalc of visiblity for %d\n", entindex());
m_bValidatedOwner = false;
m_iNumOwnerValidationRetries = 0;
UpdateVisibility();
#endif // TF_CLIENT_DLL
}
UpdateAttachmentModels();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateAttachmentModels( void )
{
#ifndef DOTA_DLL
CEconItemView *pItem = GetAttributeContainer()->GetItem();
GameItemDefinition_t *pItemDef = pItem && pItem->IsValid() ? pItem->GetStaticData() : NULL;
// Update the state of additional model attachments
m_vecAttachedModels.Purge();
if ( pItemDef && AttachmentModelsShouldBeVisible() )
{
int iTeamNumber = GetTeamNumber();
{
int iAttachedModels = pItemDef->GetNumAttachedModels( iTeamNumber );
for ( int i = 0; i < iAttachedModels; i++ )
{
attachedmodel_t *pModel = pItemDef->GetAttachedModelData( iTeamNumber, i );
int iModelIndex = modelinfo->GetModelIndex( pModel->m_pszModelName );
if ( iModelIndex >= 0 )
{
AttachedModelData_t attachedModelData;
attachedModelData.m_pModel = modelinfo->GetModel( iModelIndex );
attachedModelData.m_iModelDisplayFlags = pModel->m_iModelDisplayFlags;
m_vecAttachedModels.AddToTail( attachedModelData );
}
}
}
// Check for Festive attachedmodels for festivized weapons
{
int iAttachedModels = pItemDef->GetNumAttachedModelsFestivized( iTeamNumber );
if ( iAttachedModels )
{
int iFestivized = 0;
CALL_ATTRIB_HOOK_INT( iFestivized, is_festivized );
if ( iFestivized )
{
for ( int i = 0; i < iAttachedModels; i++ )
{
attachedmodel_t *pModel = pItemDef->GetAttachedModelDataFestivized( iTeamNumber, i );
int iModelIndex = modelinfo->GetModelIndex( pModel->m_pszModelName );
if ( iModelIndex >= 0 )
{
AttachedModelData_t attachedModelData;
attachedModelData.m_pModel = modelinfo->GetModel( iModelIndex );
attachedModelData.m_iModelDisplayFlags = pModel->m_iModelDisplayFlags;
m_vecAttachedModels.AddToTail( attachedModelData );
}
}
}
}
}
}
// Update the state of attachment models for this item
bool bItemNeedsAttachment = pItemDef && (pItemDef->ShouldAttachToHands() || pItemDef->ShouldAttachToHandsVMOnly());
if ( bItemNeedsAttachment )
{
bool bShouldShowAttachment = false;
CBasePlayer *pOwner = ToBasePlayer( GetOwnerEntity() );
if ( pOwner && !pOwner->ShouldDrawThisPlayer() )
{
// Drawing the viewmodel
bShouldShowAttachment = true;
}
if ( bShouldShowAttachment && AttachmentModelsShouldBeVisible() )
{
if ( !m_hViewmodelAttachment )
{
C_BaseViewModel *vm = pOwner->GetViewModel( 0 );
if ( vm )
{
C_ViewmodelAttachmentModel *pEnt = new class C_ViewmodelAttachmentModel;
if ( !pEnt )
return;
pEnt->SetOuter( this );
int iClass = 0;
#if defined( TF_DLL ) || defined( TF_CLIENT_DLL )
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner );
if ( pTFPlayer )
{
iClass = pTFPlayer->GetPlayerClass()->GetClassIndex();
}
#endif // defined( TF_DLL ) || defined( TF_CLIENT_DLL )
if ( pEnt->InitializeAsClientEntity( pItem->GetPlayerDisplayModel( iClass, pOwner->GetTeamNumber() ), RENDER_GROUP_VIEW_MODEL_OPAQUE ) == false )
return;
m_hViewmodelAttachment = pEnt;
m_hViewmodelAttachment->SetParent( vm );
m_hViewmodelAttachment->SetLocalOrigin( vec3_origin );
m_hViewmodelAttachment->UpdatePartitionListEntry();
m_hViewmodelAttachment->CollisionProp()->UpdatePartition();
m_hViewmodelAttachment->UpdateVisibility();
m_bAttachmentDirty = true;
}
}
else if ( m_hViewmodelAttachment )
{
// If a player changes team, we may need to update the skin on the attachment weapon model
if ( m_iOldTeam != m_iTeamNum )
{
m_bAttachmentDirty = true;
}
}
// We can't pull data from the viewmodel until we're actually the active weapon.
if ( m_bAttachmentDirty && m_hViewmodelAttachment )
{
pOwner = ToBasePlayer( GetOwnerEntity() );
C_BaseViewModel *vm = pOwner->GetViewModel( 0 );
if ( vm && vm->GetWeapon() == this )
{
m_hViewmodelAttachment->m_nSkin = vm->GetSkin();
m_bAttachmentDirty = false;
}
}
return;
}
}
// If we get here we shouldn't have an attachment.
if ( m_hViewmodelAttachment )
{
m_hViewmodelAttachment->Release();
}
#endif // !defined( DOTA_DLL )
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::HasCustomParticleSystems( void ) const
{
return m_bHasParticleSystems;
}
//-----------------------------------------------------------------z------------
// Purpose: Create / Destroy particle systems on this item as appropriate
//-----------------------------------------------------------------------------
void CEconEntity::UpdateParticleSystems( void )
{
if ( !HasCustomParticleSystems() )
return;
ParticleSystemState_t nVisible = PARTICLE_SYSTEM_STATE_NOT_VISIBLE;
if ( IsEffectActive( EF_NODRAW ) || !ShouldDraw() )
{
nVisible = PARTICLE_SYSTEM_STATE_NOT_VISIBLE;
}
else if ( !GetOwnerEntity() && !IsDormant() )
{
nVisible = PARTICLE_SYSTEM_STATE_VISIBLE;
}
else if ( GetOwnerEntity() && !GetOwnerEntity()->IsDormant() && GetOwnerEntity()->IsPlayer() && GetOwnerEntity()->IsAlive() )
{
nVisible = PARTICLE_SYSTEM_STATE_VISIBLE;
}
if ( nVisible == PARTICLE_SYSTEM_STATE_NOT_VISIBLE )
{
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
// Make sure the entity we're attaching to is being drawn
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase* >( this );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer && pLocalPlayer == GetOwnerEntity() && pLocalPlayer->GetViewModel() && pLocalPlayer->GetViewModel()->GetWeapon() == pWeapon && !C_BasePlayer::ShouldDrawLocalPlayer() )
{
nVisible = PARTICLE_SYSTEM_STATE_VISIBLE_VM;
}
#endif
}
if ( nVisible != PARTICLE_SYSTEM_STATE_NOT_VISIBLE && !ShouldDrawParticleSystems() )
{
nVisible = PARTICLE_SYSTEM_STATE_NOT_VISIBLE;
}
SetParticleSystemsVisible( nVisible );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::ShouldDrawParticleSystems( void )
{
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
bool bStealthed = pPlayer->m_Shared.IsStealthed();
if ( bStealthed )
return false;
bool bDisguised = pPlayer->m_Shared.InCond( TF_COND_DISGUISED );
if ( bDisguised )
{
CTFWeaponBase *pWeapon = dynamic_cast<CTFWeaponBase*>( this );
bool bDisguiseWeapon = pWeapon && pWeapon->m_bDisguiseWeapon;
if ( !bDisguiseWeapon )
{
return false;
}
}
}
#endif
// Make sure the entity we're attaching to is being drawn
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
C_BaseEntity *pEffectOwner = this;
if ( pLocalPlayer == GetOwnerEntity() && pLocalPlayer->GetViewModel() && !C_BasePlayer::ShouldDrawLocalPlayer() )
{
pEffectOwner = pLocalPlayer->GetViewModel();
}
if ( !pEffectOwner->ShouldDraw() )
{
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
if ( !InternalFireEvent( origin, angles, event, options ) )
{
BaseClass::FireEvent( origin, angles, event, options );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
{
return InternalFireEvent( origin, angles, event, options );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::InternalFireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
switch( event )
{
case AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN:
if ( m_hViewmodelAttachment )
{
// Translate it into a set bodygroup event on our attached weapon
m_hViewmodelAttachment->FireEvent( origin, angles, AE_CL_BODYGROUP_SET_VALUE, options );
}
return true;
break;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Does this model use delayed flex weights?
//-----------------------------------------------------------------------------
bool CEconEntity::UsesFlexDelayedWeights()
{
return m_flFlexDelayedWeight != NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Rendering callback to allow the client to set up all the model specific flex weights
//-----------------------------------------------------------------------------
void CEconEntity::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
if ( GetModelPtr() && GetModelPtr()->numflexcontrollers() )
{
if ( IsEffectActive( EF_BONEMERGE ) && GetMoveParent() )
{
C_BaseFlex *pParentFlex = dynamic_cast<C_BaseFlex*>( GetMoveParent() );
if ( pParentFlex )
{
// BUGBUG: We have a bug with SetCustomModel that causes a disagreement between the studio header here and the one used in l_studio.cpp CModelRender::DrawModelExecute
// So when we hit that case, let's not do any work because otherwise we'd crash since the array sizes (m_flFlexDelayedWeight vs pFlexWeights) don't match.
// Note that this check is duplicated in C_BaseFlex::SetupLocalWeights.
AssertMsg( nFlexWeightCount == m_cFlexDelayedWeight, "Disagreement between the number of flex weights. Do the studio headers match?" );
if ( nFlexWeightCount != m_cFlexDelayedWeight )
{
return;
}
if ( pParentFlex->SetupGlobalWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights ) )
{
// convert the flex controllers into actual flex values
C_BaseFlex::RunFlexRules( GetModelPtr(), pFlexWeights );
// aim the eyes
// SetViewTarget( hdr ); // FIXME: Not enough info yet
// process local versions of the delay weights
if ( pFlexDelayedWeights )
{
C_BaseFlex::RunFlexDelay( nFlexWeightCount, pFlexWeights, m_flFlexDelayedWeight, m_flFlexDelayTime );
memcpy( pFlexDelayedWeights, m_flFlexDelayedWeight, sizeof( float ) * nFlexWeightCount );
}
return;
}
}
}
}
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
return;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void cc_dump_particlemanifest()
{
Msg("Dumping particle list:\n");
for ( int i = 0; i < g_pParticleSystemMgr->GetParticleSystemCount(); i++ )
{
const char *pParticleSystemName = g_pParticleSystemMgr->GetParticleSystemNameFromIndex(i);
Msg(" %d: %s\n", i, pParticleSystemName );
}
}
static ConCommand dump_particlemanifest( "dump_particlemanifest", cc_dump_particlemanifest, "Dump the list of particles loaded.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::GetEconParticleSystems( CUtlVector<const attachedparticlesystem_t *> *out_pvecParticleSystems ) const
{
Assert( out_pvecParticleSystems );
const CEconItemView *pEconItemView = m_AttributeManager.GetItem();
if ( pEconItemView )
{
const GameItemDefinition_t *pItemDef = pEconItemView->GetStaticData();
// Count static particles included in the item definition -- these are things like
// the kritzkrieg particles or the milk splash particles.
const int iStaticParticleCount = pItemDef->GetNumAttachedParticles( GetTeamNumber() );
for ( int i = 0; i < iStaticParticleCount; i++ )
{
out_pvecParticleSystems->AddToTail( pItemDef->GetAttachedParticleData( GetTeamNumber(), i ) );
}
// Do we have a particle effect that goes along with our specific quality? Self-made
// and community items have a sparkle, for example.
const int iQualityParticleType = pEconItemView->GetQualityParticleType();
if ( iQualityParticleType > 0 )
{
out_pvecParticleSystems->AddToTail( GetItemSchema()->GetAttributeControlledParticleSystem( iQualityParticleType ) );
}
}
// Do we have particle systems added on via static attributes (ie., pipe smoke)?
// Note that this is functionally identical to the dynamic unusual particles. We don't support
// having multiple attributes of the same type with independent values so we split these out
// at a higher level, limiting ourself to one of each.
int iStaticParticleEffect = 0;
CALL_ATTRIB_HOOK_INT( iStaticParticleEffect, set_attached_particle_static );
if ( iStaticParticleEffect > 0 )
{
out_pvecParticleSystems->AddToTail( GetItemSchema()->GetAttributeControlledParticleSystem( iStaticParticleEffect ) );
}
// Do we have particle systems added on dynamically (ie., unusuals?)?
int iDynamicParticleEffect = 0;
int iIsThrowableTrail = 0;
CALL_ATTRIB_HOOK_INT( iDynamicParticleEffect, set_attached_particle );
CALL_ATTRIB_HOOK_INT( iIsThrowableTrail, throwable_particle_trail_only );
#if defined(TF_CLIENT_DLL)
#ifdef STAGING_ONLY
if ( pEconItemView )
{
const GameItemDefinition_t *pItemDef = pEconItemView->GetStaticData();
int iSlot = pItemDef->GetLoadoutSlot( 0 );
if ( unusual_force_weapon_effect.GetInt() > 0 )
{
if ( iSlot == LOADOUT_POSITION_PRIMARY || iSlot == LOADOUT_POSITION_SECONDARY || iSlot == LOADOUT_POSITION_MELEE )
{
iDynamicParticleEffect = unusual_force_weapon_effect.GetInt();
}
}
if ( unusual_force_cosmetic_effect.GetInt() > 0 )
{
if ( iSlot == LOADOUT_POSITION_MISC )
{
iDynamicParticleEffect = unusual_force_cosmetic_effect.GetInt();
}
}
}
#endif
#endif
if ( iDynamicParticleEffect > 0 && !iIsThrowableTrail )
{
attachedparticlesystem_t *pSystem = GetItemSchema()->GetAttributeControlledParticleSystem( iDynamicParticleEffect );
if ( pSystem )
{
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
// TF Team Color Particles
static char pszFullname[256];
if ( GetTeamNumber() == TF_TEAM_BLUE && V_stristr( pSystem->pszSystemName, "_teamcolor_red" ))
{
V_StrSubst( pSystem->pszSystemName, "_teamcolor_red", "_teamcolor_blue", pszFullname, 256 );
pSystem = GetItemSchema()->FindAttributeControlledParticleSystem( pszFullname );
}
else if ( GetTeamNumber() == TF_TEAM_RED && V_stristr( pSystem->pszSystemName, "_teamcolor_blue" ))
{
// Guard against accidentally giving out the blue team color (support tool)
V_StrSubst( pSystem->pszSystemName, "_teamcolor_blue", "_teamcolor_red", pszFullname, 256 );
pSystem = GetItemSchema()->FindAttributeControlledParticleSystem( pszFullname );
}
#endif
if ( pSystem )
{
out_pvecParticleSystems->AddToTail( pSystem );
}
}
}
// Scan the particle system
// - Clean up our list in case we fed in bad data from the schema or wherever.
for ( int i = out_pvecParticleSystems->Count() - 1; i >= 0; i-- )
{
if ( !(*out_pvecParticleSystems)[i] ||
!(*out_pvecParticleSystems)[i]->pszSystemName ||
!(*out_pvecParticleSystems)[i]->pszSystemName[0] )
{
out_pvecParticleSystems->FastRemove( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::SetParticleSystemsVisible( ParticleSystemState_t nState )
{
if ( nState == m_nParticleSystemsCreated )
{
bool bDirty = false;
#if defined(TF_CLIENT_DLL) || defined(TF_DLL)
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase* >( this );
if ( pWeapon )
{
if ( pWeapon->m_hExtraWearable.Get() )
{
bDirty = !( pWeapon->m_hExtraWearable->m_nParticleSystemsCreated == nState );
pWeapon->m_hExtraWearable->m_nParticleSystemsCreated = nState;
}
if ( pWeapon->m_hExtraWearableViewModel.Get() )
{
bDirty = !( pWeapon->m_hExtraWearableViewModel->m_nParticleSystemsCreated == nState );
pWeapon->m_hExtraWearableViewModel->m_nParticleSystemsCreated = nState;
}
}
#endif
if ( !bDirty )
{
return;
}
}
CUtlVector<const attachedparticlesystem_t *> vecParticleSystems;
GetEconParticleSystems( &vecParticleSystems );
FOR_EACH_VEC( vecParticleSystems, i )
{
const attachedparticlesystem_t *pSystem = vecParticleSystems[i];
Assert( pSystem );
Assert( pSystem->pszSystemName );
Assert( pSystem->pszSystemName[0] );
// Ignore custom particles. Weapons handle them in custom fashions.
if ( pSystem->iCustomType )
continue;
UpdateSingleParticleSystem( nState != PARTICLE_SYSTEM_STATE_NOT_VISIBLE, pSystem );
}
m_nParticleSystemsCreated = nState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEconEntity::UpdateSingleParticleSystem( bool bVisible, const attachedparticlesystem_t *pSystem )
{
Assert( pSystem );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pLocalPlayer )
return;
C_BaseEntity *pEffectOwnerWM = this;
C_BaseEntity *pEffectOwnerVM = NULL;
bool bExtraWearable = false;
bool bExtraWearableVM = false;
CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase* >( this );
if ( pWeapon )
{
pEffectOwnerVM = pWeapon->GetPlayerOwner() ? pWeapon->GetPlayerOwner()->GetViewModel() : NULL;
if ( pWeapon->m_hExtraWearable.Get() )
{
pEffectOwnerWM = pWeapon->m_hExtraWearable.Get();
bExtraWearable = true;
}
if ( pWeapon->m_hExtraWearableViewModel.Get() )
{
pEffectOwnerVM = pWeapon->m_hExtraWearableViewModel.Get();
bExtraWearableVM = true;
}
}
C_BaseEntity *pEffectOwner = pEffectOwnerWM;
bool bIsVM = false;
C_BasePlayer *pOwner = ToBasePlayer(GetOwnerEntity());
bool bDrawThisEffect = true;
if ( !pOwner->ShouldDrawThisPlayer() )
{
// only draw effects designated for this
if ( !pSystem->bDrawInViewModel )
{
bDrawThisEffect = false;
}
C_BaseViewModel *pLocalPlayerVM = pLocalPlayer->GetViewModel();
if ( pLocalPlayerVM && pLocalPlayerVM->GetOwningWeapon() == this )
{
bIsVM = true;
pEffectOwner = pEffectOwnerVM;
}
}
const char *pszAttachmentName = pSystem->pszControlPoints[0];
if ( bIsVM && bExtraWearableVM )
pszAttachmentName = "attach_fob_v";
if ( !bIsVM && bExtraWearable )
pszAttachmentName = "attach_fob";
int iAttachment = INVALID_PARTICLE_ATTACHMENT;
if ( pszAttachmentName && pszAttachmentName[0] && pEffectOwner->GetBaseAnimating() )
{
iAttachment = pEffectOwner->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
}
// Stop it on both the viewmodel & the world model, because it may be removed due to first/thirdperson switch
// Get Full name
const CEconItemView *pEconItemView = m_AttributeManager.GetItem();
static char pszTempName[256];
static char pszTempNameVM[256];
const char* pszSystemName = pSystem->pszSystemName;
// Weapon Remap for a Base Effect to be used on a specific weapon
if ( pSystem->bUseSuffixName && pEconItemView && pEconItemView->GetItemDefinition()->GetParticleSuffix() )
{
V_strcpy_safe( pszTempName, pszSystemName );
V_strcat_safe( pszTempName, "_" );
V_strcat_safe( pszTempName, pEconItemView->GetItemDefinition()->GetParticleSuffix() );
pszSystemName = pszTempName;
}
if ( pSystem->bHasViewModelSpecificEffect )
{
V_strcpy_safe( pszTempNameVM, pszSystemName );
V_strcat_safe( pszTempNameVM, "_vm" );
// VM doesnt exist so fall back to regular
if ( g_pParticleSystemMgr->FindParticleSystem( pszTempNameVM ) == NULL )
{
V_strcpy_safe( pszTempNameVM, pszSystemName );
}
if ( bIsVM )
{
pszSystemName = pszTempNameVM;
}
}
// Check that the effect is valid
if ( g_pParticleSystemMgr->FindParticleSystem( pszSystemName ) == NULL )
return;
if ( iAttachment != INVALID_PARTICLE_ATTACHMENT )
{
pEffectOwnerWM->ParticleProp()->StopParticlesWithNameAndAttachment( pszSystemName, iAttachment, true );
if ( pEffectOwnerVM )
{
if ( pSystem->bHasViewModelSpecificEffect )
{
pEffectOwnerVM->ParticleProp()->StopParticlesWithNameAndAttachment( pszTempNameVM, iAttachment, true );
}
pEffectOwnerVM->ParticleProp()->StopParticlesWithNameAndAttachment( pszSystemName, iAttachment, true );
}
}
else
{
pEffectOwnerWM->ParticleProp()->StopParticlesNamed( pszSystemName, true );
if ( pEffectOwnerVM )
{
if ( pSystem->bHasViewModelSpecificEffect )
{
pEffectOwnerVM->ParticleProp()->StopParticlesNamed( pszTempNameVM, true );
}
pEffectOwnerVM->ParticleProp()->StopParticlesNamed( pszSystemName, true );
}
}
if ( !bDrawThisEffect )
return;
// do not generate a viewmodel effect if there is no weapon else it is in your face
if ( !pWeapon && bIsVM )
{
Assert( 0 );
Warning( "Cannot create a Viewmodel Particle Effect [%s] when there is no Viewmodel Weapon", pszSystemName );
return;
}
if ( bVisible && pEffectOwner )
{
HPARTICLEFFECT pEffect = NULL;
// We can't have fastcull on if we want particles attached to us
//if ( !bIsVM )
{
RemoveEffects( EF_BONEMERGE_FASTCULL );
}
if ( iAttachment != INVALID_PARTICLE_ATTACHMENT )
{
pEffect = pEffectOwner->ParticleProp()->Create( pszSystemName, PATTACH_POINT_FOLLOW, pszAttachmentName );
}
else
{
// Attachments can fall back to following root bones if the attachment point wasn't found
if ( pSystem->bFollowRootBone )
{
pEffect = pEffectOwner->ParticleProp()->Create( pszSystemName, PATTACH_ROOTBONE_FOLLOW );
}
else
{
pEffect = pEffectOwner->ParticleProp()->Create( pszSystemName, PATTACH_ABSORIGIN_FOLLOW );
}
}
if ( pEffect )
{
// update the control points if necessary
for ( int i=1; i<ARRAYSIZE( pSystem->pszControlPoints ); ++i )
{
const char *pszControlPointName = pSystem->pszControlPoints[i];
if ( pszControlPointName && pszControlPointName[0] != '\0' )
{
pEffectOwner->ParticleProp()->AddControlPoint( pEffect, i, this, PATTACH_POINT_FOLLOW, pszControlPointName );
}
}
if ( bIsVM )
{
pEffect->SetIsViewModelEffect( true );
ClientLeafSystem()->SetRenderGroup( pEffect->RenderHandle(), RENDER_GROUP_VIEW_MODEL_TRANSLUCENT );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup )
{
m_bClientside = true;
return BaseClass::InitializeAsClientEntity( pszModelName, renderGroup );
}
//-----------------------------------------------------------------------------
// Purpose: Get an econ material override for the given team.
// Returns: NULL if there is no override.
//-----------------------------------------------------------------------------
IMaterial* CEconEntity::GetEconWeaponMaterialOverride( int iTeam )
{
if ( iTeam >= 0 && iTeam < TEAM_VISUAL_SECTIONS && m_MaterialOverrides[ iTeam ].IsValid() )
return m_MaterialOverrides[ iTeam ];
return NULL;
}
bool CEconEntity::ShouldDraw()
{
if ( ShouldHideForVisionFilterFlags() )
{
return false;
}
return BaseClass::ShouldDraw();
}
bool CEconEntity::ShouldHideForVisionFilterFlags( void )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem && pItem->IsValid() )
{
CEconItemDefinition *pData = pItem->GetStaticData();
if ( pData )
{
int nVisionFilterFlags = pData->GetVisionFilterFlags();
if ( nVisionFilterFlags != 0 )
{
// Only visible if the local player has an item that allows them to see it (Pyro Goggles)
if ( !IsLocalPlayerUsingVisionFilterFlags( nVisionFilterFlags, true ) )
{
// They didn't have the correct vision flags
return true;
}
}
}
}
return false;
}
bool CEconEntity::IsTransparent( void )
{
#ifdef TF_CLIENT_DLL
C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
return pPlayer->IsTransparent();
}
#endif // TF_CLIENT_DLL
return BaseClass::IsTransparent();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::ViewModel_IsTransparent( void )
{
if ( m_hViewmodelAttachment != NULL && m_hViewmodelAttachment->IsTransparent() )
{
return true;
}
return IsTransparent();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::ViewModel_IsUsingFBTexture( void )
{
if ( m_hViewmodelAttachment != NULL && m_hViewmodelAttachment->UsesPowerOfTwoFrameBufferTexture() )
{
return true;
}
return UsesPowerOfTwoFrameBufferTexture();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::IsOverridingViewmodel( void )
{
bool bUseOverride = (GetTeamNumber() >= 0 && GetTeamNumber() < TEAM_VISUAL_SECTIONS) && m_MaterialOverrides[GetTeamNumber()].IsValid();
bUseOverride = bUseOverride || (m_hViewmodelAttachment != NULL) || ( m_AttributeManager.GetItem()->GetStaticData()->GetNumAttachedModels( GetTeamNumber() ) > 0 );
return bUseOverride;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags )
{
int ret = 0;
#ifndef DOTA_DLL
bool bIsAttachmentTranslucent = m_hViewmodelAttachment.Get() ? m_hViewmodelAttachment->IsTransparent() : false;
bool bUseOverride = false;
CEconItemView *pItem = GetAttributeContainer()->GetItem();
bool bAttachesToHands = ( pItem->IsValid() && (pItem->GetStaticData()->ShouldAttachToHands() || pItem->GetStaticData()->ShouldAttachToHandsVMOnly()));
// If the attachment is translucent, we need to render the viewmodel first
if ( bIsAttachmentTranslucent )
{
ret = pViewmodel->DrawOverriddenViewmodel( flags );
}
if ( flags & STUDIO_RENDER )
{
// If there is some other material override, it's probably the client asking for us to render invuln or the
// spy cloaking. Those are way more important than ours, so do them instead.
IMaterial* pOverrideMaterial = NULL;
OverrideType_t nDontcare = OVERRIDE_NORMAL;
modelrender->GetMaterialOverride( &pOverrideMaterial, &nDontcare );
bool bIgnoreOverride = pOverrideMaterial != NULL;
bUseOverride = !bIgnoreOverride && (GetTeamNumber() >= 0 && GetTeamNumber() < TEAM_VISUAL_SECTIONS) && m_MaterialOverrides[GetTeamNumber()].IsValid();
if ( bUseOverride )
{
modelrender->ForcedMaterialOverride( m_MaterialOverrides[GetTeamNumber()] );
flags |= STUDIO_NO_OVERRIDE_FOR_ATTACH;
}
if ( m_hViewmodelAttachment )
{
m_hViewmodelAttachment->RemoveEffects( EF_NODRAW );
m_hViewmodelAttachment->DrawModel( flags );
m_hViewmodelAttachment->AddEffects( EF_NODRAW );
}
// if we are attached to the hands, then we DO NOT want have an override material when we draw our view model
if ( bAttachesToHands && bUseOverride )
{
modelrender->ForcedMaterialOverride( NULL );
bUseOverride = false;
}
}
if ( !bIsAttachmentTranslucent )
{
ret = pViewmodel->DrawOverriddenViewmodel( flags );
}
if ( bUseOverride )
{
modelrender->ForcedMaterialOverride( NULL );
}
#endif // !defined( DOTA_DLL )
return ret;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
{
if ( !BaseClass::OnInternalDrawModel( pInfo ) )
return false;
DrawEconEntityAttachedModels( this, this, pInfo, kAttachedModelDisplayFlag_WorldModel );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CEconEntity::LookupAttachment( const char *pAttachmentName )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->LookupAttachment( pAttachmentName );
return BaseClass::LookupAttachment( pAttachmentName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachment( int number, matrix3x4_t &matrix )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachment( number, matrix );
return BaseClass::GetAttachment( number, matrix );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachment( int number, Vector &origin )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachment( number, origin );
return BaseClass::GetAttachment( number, origin );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachment( int number, Vector &origin, QAngle &angles )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachment( number, origin, angles );
return BaseClass::GetAttachment( number, origin, angles );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEconEntity::GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel )
{
if ( m_hViewmodelAttachment )
return m_hViewmodelAttachment->GetAttachmentVelocity( number, originVel, angleVel );
return BaseClass::GetAttachmentVelocity( number, originVel, angleVel );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Hides or shows masked bodygroups associated with this item.
//-----------------------------------------------------------------------------
bool CEconEntity::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState )
{
if ( !pOwner )
return false;
CAttributeContainer *pCont = GetAttributeContainer();
if ( !pCont )
return false;
CEconItemView *pItem = pCont->GetItem();
if ( !pItem )
return false;
const CEconItemDefinition *pItemDef = pItem->GetItemDefinition();
if ( !pItemDef )
return false;
int iNumBodyGroups = pItemDef->GetNumModifiedBodyGroups( 0 );
for ( int i=0; i<iNumBodyGroups; ++i )
{
int iBody = 0;
const char *pszBodyGroup = pItemDef->GetModifiedBodyGroup( 0, i, iBody );
if ( iBody != iState )
continue;
int iBodyGroup = pOwner->FindBodygroupByName( pszBodyGroup );
if ( iBodyGroup == -1 )
continue;
pOwner->SetBodygroup( iBodyGroup, iState );
}
// Handle per-style bodygroup hiding
const CEconStyleInfo *pStyle = pItemDef->GetStyleInfo( pItem->GetStyle() );
if ( pStyle )
{
FOR_EACH_VEC( pStyle->GetAdditionalHideBodygroups(), i )
{
int iBodyGroup = pOwner->FindBodygroupByName( pStyle->GetAdditionalHideBodygroups()[i] );
if ( iBodyGroup == -1 )
continue;
pOwner->SetBodygroup( iBodyGroup, iState );
}
// should we override this model bodygroup
if ( pStyle->GetBodygroupName() != NULL )
{
int iBodyGroup = pOwner->FindBodygroupByName( pStyle->GetBodygroupName() );
if ( iBodyGroup != -1 )
{
SetBodygroup( iBodyGroup, pStyle->GetBodygroupSubmodelIndex() );
}
}
}
// Handle world model bodygroup overrides
int iBodyOverride = pItemDef->GetWorldmodelBodygroupOverride( pOwner->GetTeamNumber() );
int iBodyStateOverride = pItemDef->GetWorldmodelBodygroupStateOverride( pOwner->GetTeamNumber() );
if ( iBodyOverride > -1 && iBodyStateOverride > -1 )
{
pOwner->SetBodygroup( iBodyOverride, iBodyStateOverride );
}
// Handle view model bodygroup overrides
iBodyOverride = pItemDef->GetViewmodelBodygroupOverride( pOwner->GetTeamNumber() );
iBodyStateOverride = pItemDef->GetViewmodelBodygroupStateOverride( pOwner->GetTeamNumber() );
if ( iBodyOverride > -1 && iBodyStateOverride > -1 )
{
CBasePlayer *pPlayer = ToBasePlayer( pOwner );
if ( pPlayer )
{
CBaseViewModel *pVM = pPlayer->GetViewModel();
if ( pVM && pVM->GetModelPtr() )
{
pVM->SetBodygroup( iBodyOverride, iBodyStateOverride );
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseAttributableItem::CBaseAttributableItem()
{
}