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2078 lines
64 KiB
2078 lines
64 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 "econ_entity_creation.h"
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#include "vgui/ILocalize.h"
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#include "tier3/tier3.h"
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#if defined( CLIENT_DLL )
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#define UTIL_VarArgs VarArgs
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#include "econ_item_inventory.h"
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#include "model_types.h"
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#include "eventlist.h"
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#include "networkstringtable_clientdll.h"
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#include "cdll_util.h"
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#if defined(TF_CLIENT_DLL)
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#include "c_tf_player.h"
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#include "tf_gamerules.h"
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#include "c_playerresource.h"
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#include "tf_shareddefs.h"
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#endif
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#else // defined( CLIENT_DLL )
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#include "activitylist.h"
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#if defined(TF_DLL)
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#include "tf_player.h"
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#endif
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#endif // defined( CLIENT_DLL )
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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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IMPLEMENT_NETWORKCLASS_ALIASED( EconEntity, DT_EconEntity )
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseAttributableItem, DT_BaseAttributableItem )
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#if defined( CLIENT_DLL )
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bool ParseItemKeyvalue( void *pObject, typedescription_t *pFields, int iNumFields, const char *szKeyName, const char *szValue );
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#endif
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#if defined(_DEBUG)
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extern ConVar item_debug;
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extern ConVar item_debug_validation;
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#endif
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#if !defined( CLIENT_DLL )
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#define DEFINE_ECON_ENTITY_NETWORK_TABLE() \
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SendPropDataTable( SENDINFO_DT( m_AttributeManager ), &REFERENCE_SEND_TABLE(DT_AttributeContainer) ),
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#else
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#define DEFINE_ECON_ENTITY_NETWORK_TABLE() \
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RecvPropDataTable( RECVINFO_DT( m_AttributeManager ), 0, &REFERENCE_RECV_TABLE(DT_AttributeContainer) ),
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#endif // CLIENT_DLL
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BEGIN_NETWORK_TABLE( CEconEntity , DT_EconEntity )
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DEFINE_ECON_ENTITY_NETWORK_TABLE()
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#if defined(TF_DLL)
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SendPropBool( SENDINFO( m_bValidatedAttachedEntity ) ),
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#elif defined(TF_CLIENT_DLL)
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RecvPropBool( RECVINFO( m_bValidatedAttachedEntity ) ),
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#endif // TF_DLL || TF_CLIENT_DLL
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END_NETWORK_TABLE()
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BEGIN_DATADESC( CEconEntity )
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END_DATADESC()
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//
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// Duplicating CEconEntity's network table and data description for backwards compat with demos.
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// NOTE: NOTE_RENAMED_RECVTABLE() will not work with this class.
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//
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BEGIN_NETWORK_TABLE( CBaseAttributableItem, DT_BaseAttributableItem )
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DEFINE_ECON_ENTITY_NETWORK_TABLE()
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END_NETWORK_TABLE()
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BEGIN_DATADESC( CBaseAttributableItem )
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END_DATADESC()
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#ifdef TF_CLIENT_DLL
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extern ConVar cl_flipviewmodels;
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#ifdef STAGING_ONLY
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ConVar unusual_force_weapon_effect( "unusual_force_weapon_effect", "-1", FCVAR_CHEAT, "Set to force an Unusual effect on your weapon (Primary, Secondary, Melee)" );
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ConVar unusual_force_cosmetic_effect( "unusual_force_cosmetic_effect", "-1", FCVAR_CHEAT, "Set to force an Unusual effect on your equipped cosmetics" );
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#endif
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#endif
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DrawEconEntityAttachedModels( CBaseAnimating *pEnt, CEconEntity *pAttachedModelSource, const ClientModelRenderInfo_t *pInfo, int iMatchDisplayFlags )
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{
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#ifndef DOTA_DLL
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if ( !pEnt || !pAttachedModelSource || !pInfo )
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return;
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// This flag says we should turn off the material overrides for attachments.
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IMaterial* pMaterialOverride = NULL;
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OverrideType_t nMaterialOverrideType = OVERRIDE_NORMAL;
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if ( ( pInfo->flags & STUDIO_NO_OVERRIDE_FOR_ATTACH ) != 0 )
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{
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modelrender->GetMaterialOverride( &pMaterialOverride, &nMaterialOverrideType );
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modelrender->ForcedMaterialOverride( NULL, nMaterialOverrideType );
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}
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// Draw our attached models as well
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for ( int i = 0; i < pAttachedModelSource->m_vecAttachedModels.Size(); i++ )
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{
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const AttachedModelData_t& attachedModel = pAttachedModelSource->m_vecAttachedModels[i];
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if ( attachedModel.m_pModel && (attachedModel.m_iModelDisplayFlags & iMatchDisplayFlags) )
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{
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ClientModelRenderInfo_t infoAttached = *pInfo;
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infoAttached.pRenderable = pEnt;
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infoAttached.instance = MODEL_INSTANCE_INVALID;
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infoAttached.entity_index = pEnt->index;
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infoAttached.pModel = attachedModel.m_pModel;
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infoAttached.pModelToWorld = &infoAttached.modelToWorld;
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// Turns the origin + angles into a matrix
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AngleMatrix( infoAttached.angles, infoAttached.origin, infoAttached.modelToWorld );
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DrawModelState_t state;
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matrix3x4_t *pBoneToWorld;
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bool bMarkAsDrawn = modelrender->DrawModelSetup( infoAttached, &state, NULL, &pBoneToWorld );
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pEnt->DoInternalDrawModel( &infoAttached, ( bMarkAsDrawn && ( infoAttached.flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld );
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}
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}
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if ( pMaterialOverride != NULL )
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modelrender->ForcedMaterialOverride( pMaterialOverride, nMaterialOverrideType );
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#endif
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}
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#endif // CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEconEntity::CEconEntity()
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{
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m_pAttributes = this;
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// Inform base entity system that we can deal with dynamic models
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EnableDynamicModels();
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#ifdef GAME_DLL
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m_iOldOwnerClass = 0;
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#endif
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
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m_bValidatedAttachedEntity = false;
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#endif // TF_DLL || TF_CLIENT_DLL
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#ifdef CLIENT_DLL
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m_flFlexDelayTime = 0.0f;
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m_flFlexDelayedWeight = NULL;
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m_cFlexDelayedWeight = 0;
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m_iNumOwnerValidationRetries = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEconEntity::~CEconEntity()
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{
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#ifdef CLIENT_DLL
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SetParticleSystemsVisible( PARTICLE_SYSTEM_STATE_NOT_VISIBLE );
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delete [] m_flFlexDelayedWeight;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CStudioHdr * CEconEntity::OnNewModel()
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{
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CStudioHdr* hdr = BaseClass::OnNewModel();
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#ifdef GAME_DLL
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// Adjust class-specific bodygroup after model load if we have a model and a class
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if ( hdr && m_iOldOwnerClass > 0 )
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{
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CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( pItem && pItem->IsValid() && pItem->GetStaticData()->UsesPerClassBodygroups( GetTeamNumber() ) )
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{
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// Classes start at 1, bodygroups at 0
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SetBodygroup( 1, m_iOldOwnerClass - 1 );
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}
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}
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#endif
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#ifdef TF_CLIENT_DLL
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m_bValidatedOwner = false; // require item validation to re-run
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// If we're carried by a player, let him know he should recalc his bodygroups.
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C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( pPlayer )
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{
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pPlayer->SetBodygroupsDirty();
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}
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// allocate room for delayed flex weights
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delete [] m_flFlexDelayedWeight;
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m_flFlexDelayedWeight = NULL;
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m_cFlexDelayedWeight = 0;
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if ( hdr && hdr->numflexcontrollers() )
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{
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m_cFlexDelayedWeight = hdr->numflexcontrollers();
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m_flFlexDelayedWeight = new float[ m_cFlexDelayedWeight ];
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memset( m_flFlexDelayedWeight, 0, sizeof( float ) * m_cFlexDelayedWeight );
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C_BaseFlex::LinkToGlobalFlexControllers( hdr );
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}
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#endif // TF_CLIENT_DLL
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return hdr;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconEntity::InitializeAttributes( void )
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{
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m_AttributeManager.InitializeAttributes( this );
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m_AttributeManager.SetProviderType( PROVIDER_WEAPON );
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#ifdef CLIENT_DLL
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// Check particle systems
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CUtlVector<const attachedparticlesystem_t *> vecParticles;
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GetEconParticleSystems( &vecParticles );
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m_bHasParticleSystems = vecParticles.Count() > 0;
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if ( !m_bClientside )
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return;
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#else
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m_AttributeManager.GetItem()->InitNetworkedDynamicAttributesForDemos();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconEntity::DebugDescribe( void )
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{
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CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
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Msg("============================================\n");
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char tempstr[1024];
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// FIXME: ILocalize::ConvertUnicodeToANSI( pScriptItem->GetItemName(), tempstr, sizeof(tempstr) );
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const char *pszQualityString = EconQuality_GetQualityString( (EEconItemQuality)pScriptItem->GetItemQuality() );
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Msg("%s \"%s\" (level %d)\n", pszQualityString ? pszQualityString : "[unknown]", tempstr, pScriptItem->GetItemLevel() );
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// FIXME: ILocalize::ConvertUnicodeToANSI( pScriptItem->GetAttributeDescription(), tempstr, sizeof(tempstr) );
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Msg("%s", tempstr );
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Msg("\n============================================\n");
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconEntity::UpdateOnRemove( void )
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{
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SetOwnerEntity( NULL );
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ReapplyProvision();
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BaseClass::UpdateOnRemove();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconEntity::ReapplyProvision( void )
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{
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#ifdef GAME_DLL
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UpdateModelToClass();
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#endif
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CBaseEntity *pNewOwner = GetOwnerEntity();
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if ( pNewOwner == m_hOldProvidee.Get() )
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return;
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// Remove ourselves from the old providee's list
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if ( m_hOldProvidee.Get() )
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{
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GetAttributeManager()->StopProvidingTo( m_hOldProvidee.Get() );
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}
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// Add ourselves to our new owner's provider list
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if ( pNewOwner )
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{
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GetAttributeManager()->ProvideTo( pNewOwner );
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}
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m_hOldProvidee = pNewOwner;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Activity CEconEntity::TranslateViewmodelHandActivity( Activity actBase )
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{
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CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( pItem && pItem->IsValid() )
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{
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GameItemDefinition_t *pStaticData = pItem->GetStaticData();
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if ( pStaticData && pStaticData->ShouldAttachToHands() )
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{
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return TranslateViewmodelHandActivityInternal(actBase);
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}
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}
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return actBase;
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}
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#if !defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconEntity::OnOwnerClassChange( void )
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{
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#ifdef TF_DLL
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CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( pPlayer && pPlayer->GetPlayerClass()->GetClassIndex() != m_iOldOwnerClass )
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{
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UpdateModelToClass();
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}
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#endif
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}
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#ifdef GAME_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CEconEntity::CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer )
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{
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#ifdef TF_DLL
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CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
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return (pTFPlayer ? pTFPlayer->GetPlayerClass()->GetClassIndex() : 0);
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#else
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return 0;
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#endif
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: double duty function - sets up model for current player class, and
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// also sets bodygroups if the correct model is fully loaded.
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//-----------------------------------------------------------------------------
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void CEconEntity::UpdateModelToClass( void )
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{
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#ifdef TF_DLL
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MDLCACHE_CRITICAL_SECTION();
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CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
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m_iOldOwnerClass = CalculateVisibleClassFor( pPlayer );
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if ( !pPlayer )
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return;
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CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( !pItem->IsValid() )
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return;
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const char *pszModel = NULL;
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// If we attach to hands, we need to use the hand models
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if ( pItem->GetStaticData()->ShouldAttachToHands() )
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{
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pszModel = pPlayer->GetPlayerClass()->GetHandModelName( 0 );
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}
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else
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{
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int nTeam = pPlayer->GetTeamNumber();
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CTFWearable *pWearable = dynamic_cast< CTFWearable*>( this );
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if ( pWearable && pWearable->IsDisguiseWearable() )
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{
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nTeam = pPlayer->m_Shared.GetDisguiseTeam();
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}
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pszModel = pItem->GetPlayerDisplayModel( m_iOldOwnerClass, nTeam );
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}
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if ( pszModel && pszModel[0] )
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{
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if ( V_stricmp( STRING( GetModelName() ), pszModel ) != 0 )
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{
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if ( pItem->GetStaticData()->IsContentStreamable() )
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{
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modelinfo->RegisterDynamicModel( pszModel, IsClient() );
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const char *pszModelAlt = pItem->GetStaticData()->GetPlayerDisplayModelAlt( m_iOldOwnerClass );
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if ( pszModelAlt && pszModelAlt[0] )
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{
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modelinfo->RegisterDynamicModel( pszModelAlt, IsClient() );
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}
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if ( pItem->GetVisionFilteredDisplayModel() && pItem->GetVisionFilteredDisplayModel()[ 0 ] != '\0' )
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{
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modelinfo->RegisterDynamicModel( pItem->GetVisionFilteredDisplayModel(), IsClient() );
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}
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}
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SetModel( pszModel );
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}
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}
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if ( GetModelPtr() && pItem->GetStaticData()->UsesPerClassBodygroups( GetTeamNumber() ) )
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{
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// Classes start at 1, bodygroups at 0, so we shift them all back 1.
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SetBodygroup( 1, (m_iOldOwnerClass-1) );
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconEntity::PlayAnimForPlaybackEvent( wearableanimplayback_t iPlayback )
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{
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CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( !pItem->IsValid() || !GetOwnerEntity() )
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return;
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int iTeamNum = GetOwnerEntity()->GetTeamNumber();
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int iActivities = pItem->GetStaticData()->GetNumPlaybackActivities( iTeamNum );
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for ( int i = 0; i < iActivities; i++ )
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{
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activity_on_wearable_t *pData = pItem->GetStaticData()->GetPlaybackActivityData( iTeamNum, i );
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if ( pData && pData->iPlayback == iPlayback && pData->pszActivity )
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{
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// If this is the first time we've tried to use it, find the activity
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if ( pData->iActivity == kActivityLookup_Unknown )
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{
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pData->iActivity = ActivityList_IndexForName( pData->pszActivity );
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}
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int sequence = SelectWeightedSequence( (Activity)pData->iActivity );
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if ( sequence != ACTIVITY_NOT_AVAILABLE )
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{
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ResetSequence( sequence );
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SetCycle( 0 );
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#if !defined( CLIENT_DLL )
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if ( IsUsingClientSideAnimation() )
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{
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ResetClientsideFrame();
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}
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#endif
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}
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return;
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}
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}
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}
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#endif // !CLIENT_DLL
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#if defined( TF_CLIENT_DLL )
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// It's okay to draw attached entities with these models.
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const char* g_modelWhiteList[] =
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{
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"models/weapons/w_models/w_toolbox.mdl",
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"models/weapons/w_models/w_sapper.mdl",
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// Canteens can change model based on the powerup type... all of these alternates are ok!
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"models/player/items/mvm_loot/all_class/mvm_flask_krit.mdl",
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"models/player/items/mvm_loot/all_class/mvm_flask_uber.mdl",
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"models/player/items/mvm_loot/all_class/mvm_flask_tele.mdl",
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"models/player/items/mvm_loot/all_class/mvm_flask_ammo.mdl",
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"models/player/items/mvm_loot/all_class/mvm_flask_build.mdl",
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TF_WEAPON_TAUNT_FRONTIER_JUSTICE_GUITAR_MODEL,
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"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl",
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"models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl",
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};
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#define HALLOWEEN_KART_MODEL "models/player/items/taunts/bumpercar/parts/bumpercar.mdl"
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#define HALLOWEEN_KART_CAGE_MODEL "models/props_halloween/bumpercar_cage.mdl"
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#endif
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#if defined( CLIENT_DLL )
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//-----------------------------------------------------------------------------
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// Purpose: TF prevents drawing of any entity attached to players that aren't items in the inventory of the player.
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// This is to prevent servers creating fake cosmetic items and attaching them to players.
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|
//-----------------------------------------------------------------------------
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|
bool CEconEntity::ValidateEntityAttachedToPlayer( bool &bShouldRetry )
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{
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bShouldRetry = false;
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|
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// We only use this variable in debug or on the client.
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|
#if defined( _DEBUG ) || defined( TF_CLIENT_DLL )
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bool bItemDebugValidation = false;
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#endif // defined( _DEBUG ) || defined( TF_CLIENT_DLL )
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|
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#ifdef _DEBUG
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bItemDebugValidation = item_debug_validation.GetBool();
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|
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// Always valid in debug if item_debug_validation is disabled
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|
if ( !bItemDebugValidation )
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return true;
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#endif // _DEBUG
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|
|
#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()
|
|
{
|
|
}
|