Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ECON_ENTITY_H
#define ECON_ENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "ihasattributes.h"
#include "ihasowner.h"
#include "attribute_manager.h"
#include "econ_item_view.h"
#if defined( CLIENT_DLL )
#define CEconEntity C_EconEntity
#define CBaseAttributableItem C_BaseAttributableItem
// Additional attachments.
struct AttachedModelData_t
{
const model_t *m_pModel;
int m_iModelDisplayFlags;
};
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEconEntity : public CBaseAnimating, public IHasAttributes
{
DECLARE_CLASS( CEconEntity, CBaseAnimating );
public:
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
CEconEntity();
~CEconEntity();
void InitializeAttributes( void );
void DebugDescribe( void );
Activity TranslateViewmodelHandActivity( Activity actBase );
virtual void UpdateOnRemove( void );
virtual CStudioHdr * OnNewModel();
#if !defined( CLIENT_DLL )
virtual void GiveTo( CBaseEntity *pOther ) {}
void OnOwnerClassChange( void );
void UpdateModelToClass( void );
void PlayAnimForPlaybackEvent( wearableanimplayback_t iPlayback );
virtual int CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer );
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
void MarkAttachedEntityAsValidated() { m_bValidatedAttachedEntity = true; }
#endif // TF_DLL || TF_CLIENT_DLL
#else
enum ParticleSystemState_t
{
PARTICLE_SYSTEM_STATE_NOT_VISIBLE,
PARTICLE_SYSTEM_STATE_VISIBLE,
PARTICLE_SYSTEM_STATE_VISIBLE_VM
};
virtual void Release();
virtual void SetDormant( bool bDormant );
virtual void OnPreDataChanged( DataUpdateType_t type );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldShowToolTip( void ) { return true; }
virtual bool InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup );
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual IMaterial *GetEconWeaponMaterialOverride( int iTeam ) OVERRIDE;
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
bool InternalFireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
// Custom flex controllers
virtual bool UsesFlexDelayedWeights( void );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
float m_flFlexDelayTime;
float * m_flFlexDelayedWeight;
int m_cFlexDelayedWeight;
// Custom particle attachments
bool HasCustomParticleSystems( void ) const;
void UpdateParticleSystems( void );
virtual bool ShouldDrawParticleSystems( void );
void SetParticleSystemsVisible( ParticleSystemState_t bVisible );
void UpdateSingleParticleSystem( bool bVisible, const attachedparticlesystem_t *pSystem );
virtual void UpdateAttachmentModels( void );
virtual bool AttachmentModelsShouldBeVisible( void ) { return true; }
void GetEconParticleSystems( CUtlVector<const attachedparticlesystem_t *> *out_pvecParticleSystems ) const;
// Model swaping
bool ShouldDraw( void );
bool ShouldHideForVisionFilterFlags( void );
virtual bool IsTransparent( void ) OVERRIDE;
// Viewmodel overriding
virtual bool ViewModel_IsTransparent( void );
virtual bool ViewModel_IsUsingFBTexture( void );
virtual bool IsOverridingViewmodel( void );
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags );
// Attachments
bool WantsToOverrideViewmodelAttachments( void ) { return (m_hViewmodelAttachment != NULL); }
virtual int LookupAttachment( const char *pAttachmentName );
virtual bool GetAttachment( const char *szName, Vector &absOrigin ) { return BaseClass::GetAttachment(szName,absOrigin); }
virtual bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles ) { return BaseClass::GetAttachment(szName,absOrigin,absAngles); }
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
C_BaseAnimating *GetViewmodelAttachment( void ) { return m_hViewmodelAttachment.Get(); }
virtual void ViewModelAttachmentBlending( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ) {}
void SetWaitingToLoad( bool bWaiting );
virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry );
virtual void SetMaterialOverride( int team, const char *pszMaterial );
virtual void SetMaterialOverride( int team, CMaterialReference &ref );
// Deal with recording
virtual void GetToolRecordingState( KeyValues *msg );
#endif
public:
// IHasAttributes
CAttributeManager *GetAttributeManager( void ) { return &m_AttributeManager; }
CAttributeContainer *GetAttributeContainer( void ) { return &m_AttributeManager; }
const CAttributeContainer *GetAttributeContainer( void ) const { return &m_AttributeManager; }
CBaseEntity *GetAttributeOwner( void ) { return GetOwnerEntity(); }
CAttributeList *GetAttributeList( void ) { return m_AttributeManager.GetItem()->GetAttributeList(); }
virtual void ReapplyProvision( void );
virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState );
protected:
virtual Activity TranslateViewmodelHandActivityInternal( Activity actBase ) { return actBase; }
protected:
CNetworkVarEmbedded( CAttributeContainer, m_AttributeManager );
#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
CNetworkVar( bool, m_bValidatedAttachedEntity );
#endif // TF_DLL || TF_CLIENT_DLL
#ifdef CLIENT_DLL
bool m_bClientside;
ParticleSystemState_t m_nParticleSystemsCreated;
CMaterialReference m_MaterialOverrides[TEAM_VISUAL_SECTIONS];
CHandle<C_BaseAnimating> m_hViewmodelAttachment;
int m_iOldTeam;
bool m_bAttachmentDirty;
int m_nUnloadedModelIndex;
int m_iNumOwnerValidationRetries;
#endif
bool m_bHasParticleSystems;
EHANDLE m_hOldProvidee;
#ifdef GAME_DLL
int m_iOldOwnerClass; // Used to detect class changes on items that have per-class models
#endif
protected:
#ifdef CLIENT_DLL
public:
CUtlVector<AttachedModelData_t> m_vecAttachedModels;
#endif // CLIENT_DLL
};
#define ITEM_PICKUP_BOX_BLOAT 24
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CBaseAttributableItem : public CEconEntity
{
DECLARE_CLASS( CBaseAttributableItem, CEconEntity );
public:
DECLARE_NETWORKCLASS();
DECLARE_DATADESC();
CBaseAttributableItem();
};
#if defined( CLIENT_DLL )
#ifndef DOTA_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_ViewmodelAttachmentModel : public C_BaseAnimating, public IHasOwner
{
DECLARE_CLASS( C_ViewmodelAttachmentModel, C_BaseAnimating );
public:
void SetOuter( CEconEntity *pOuter );
CHandle<CEconEntity> GetOuter( void ) { return m_hOuter; }
bool InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup );
int InternalDrawModel( int flags );
bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOuter()->GetAttributeOwner(); }
virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld );
virtual int GetSkin( void );
private:
CHandle<CEconEntity> m_hOuter;
bool m_bAlwaysFlip;
};
#endif // !defined( DOTA_DLL )
#endif // defined( CLIENT_DLL )
#endif // ECON_ENTITY_H