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789 lines
23 KiB
789 lines
23 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 "tf_item_wearable.h"
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#include "vcollide_parse.h"
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#include "tf_gamerules.h"
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#include "animation.h"
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#include "basecombatweapon_shared.h"
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "model_types.h"
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#include "props_shared.h"
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#include "tf_mapinfo.h"
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#else
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#include "tf_player.h"
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#endif
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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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LINK_ENTITY_TO_CLASS( tf_wearable, CTFWearable );
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWearable, DT_TFWearable )
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// Network Table --
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BEGIN_NETWORK_TABLE( CTFWearable, DT_TFWearable )
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#if defined( GAME_DLL )
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SendPropBool( SENDINFO( m_bDisguiseWearable ) ),
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SendPropEHandle( SENDINFO( m_hWeaponAssociatedWith ) ),
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#else
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RecvPropBool( RECVINFO( m_bDisguiseWearable ) ),
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RecvPropEHandle( RECVINFO( m_hWeaponAssociatedWith ) ),
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#endif // GAME_DLL
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END_NETWORK_TABLE()
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// -- Network Table
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// Data Desc --
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BEGIN_DATADESC( CTFWearable )
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END_DATADESC()
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// -- Data Desc
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PRECACHE_REGISTER( tf_wearable );
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LINK_ENTITY_TO_CLASS( tf_wearable_vm, CTFWearableVM );
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IMPLEMENT_NETWORKCLASS_ALIASED( TFWearableVM, DT_TFWearableVM )
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BEGIN_NETWORK_TABLE( CTFWearableVM, DT_TFWearableVM )
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END_NETWORK_TABLE()
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PRECACHE_REGISTER( tf_wearable_vm );
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//-----------------------------------------------------------------------------
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// SHARED CODE
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//-----------------------------------------------------------------------------
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CTFWearable::CTFWearable() : CEconWearable()
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{
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m_bDisguiseWearable = false;
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m_hWeaponAssociatedWith = NULL;
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#if defined( CLIENT_DLL )
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m_eParticleSystemVisibility = kParticleSystemVisibility_Undetermined;
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m_nWorldModelIndex = 0;
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#endif
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};
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//-----------------------------------------------------------------------------
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// SERVER ONLY CODE
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//-----------------------------------------------------------------------------
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#if defined( GAME_DLL )
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void CTFWearable::Break( void )
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{
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CPVSFilter filter( GetAbsOrigin() );
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UserMessageBegin( filter, "BreakModel" );
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WRITE_SHORT( GetModelIndex() );
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WRITE_VEC3COORD( GetAbsOrigin() );
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WRITE_ANGLES( GetAbsAngles() );
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WRITE_SHORT( GetSkin() );
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MessageEnd();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFWearable::CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer )
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{
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if ( m_bDisguiseWearable )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
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if ( pTFPlayer )
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return pTFPlayer->m_Shared.GetDisguiseClass();
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}
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return BaseClass::CalculateVisibleClassFor( pPlayer );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFWearable::UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFWearable::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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if ( pInfo->m_pClientEnt && GetOwnerEntity() && CBaseEntity::Instance( pInfo->m_pClientEnt ) == GetOwnerEntity() )
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{
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return FL_EDICT_ALWAYS;
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}
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// We have some entities that have no model (ie., "hatless hats") but we still want
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// to transmit them down to clients so that the clients can do things like update body
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// groups, etc.
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return FL_EDICT_PVSCHECK;
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}
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#endif
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#ifdef CLIENT_DLL
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ConVar tf_test_hat_bodygroup( "tf_test_hat_bodygroup", "0", 0, "For testing bodygroups on hats." );
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#endif
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static int CalcBodyGroup( CBaseCombatCharacter* pOwner, CEconItemView *pItem, const char *pBodyGroup, codecontrolledbodygroupdata_t &ccbgd )
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{
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#ifdef CLIENT_DLL
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if ( !Q_strnicmp( ccbgd.pFuncName, "test", ARRAYSIZE( "test" ) ) )
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{
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return tf_test_hat_bodygroup.GetInt();
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}
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else if ( !Q_strnicmp( ccbgd.pFuncName, "map_contributor", ARRAYSIZE( "map_contributor" ) ) )
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{
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int iDonationAmount = MapInfo_GetDonationAmount( pItem->GetAccountID(), engine->GetLevelName() );
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return MIN( iDonationAmount / 25, 4 );
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}
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#endif
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return 0;
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}
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//-----------------------------------------------------------------------------
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// CLIENT ONLY CODE
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//-----------------------------------------------------------------------------
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#if defined( CLIENT_DLL )
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extern ConVar tf_playergib_forceup;
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//-----------------------------------------------------------------------------
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// Receive the BreakModel user message
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//-----------------------------------------------------------------------------
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void HandleBreakModel( bf_read &msg, bool bCheap )
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{
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int nModelIndex = (int)msg.ReadShort();
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CUtlVector<breakmodel_t> aGibs;
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BuildGibList( aGibs, nModelIndex, 1.0f, COLLISION_GROUP_NONE );
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if ( !aGibs.Count() )
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return;
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// Get the origin & angles
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Vector vecOrigin;
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QAngle vecAngles;
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int nSkin = 0;
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msg.ReadBitVec3Coord( vecOrigin );
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if ( !bCheap )
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{
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msg.ReadBitAngles( vecAngles );
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nSkin = (int)msg.ReadShort();
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}
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else
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{
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vecAngles = vec3_angle;
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}
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// Launch it straight up with some random spread
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Vector vecBreakVelocity = Vector(0,0,200);
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AngularImpulse angularImpulse( RandomFloat( 0.0f, 120.0f ), RandomFloat( 0.0f, 120.0f ), 0.0 );
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breakablepropparams_t breakParams( vecOrigin, vecAngles, vecBreakVelocity, angularImpulse );
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breakParams.impactEnergyScale = 1.0f;
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breakParams.nDefaultSkin = nSkin;
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CreateGibsFromList( aGibs, nModelIndex, NULL, breakParams, NULL, -1 , false, true );
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}
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//-----------------------------------------------------------------------------
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// Receive the BreakModel user message
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//-----------------------------------------------------------------------------
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void __MsgFunc_BreakModel( bf_read &msg )
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{
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HandleBreakModel( msg, false );
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}
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//-----------------------------------------------------------------------------
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// Receive the CheapBreakModel user message
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//-----------------------------------------------------------------------------
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void __MsgFunc_CheapBreakModel( bf_read &msg )
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{
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HandleBreakModel( msg, true );
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}
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//-----------------------------------------------------------------------------
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// Receive the BreakModel_Pumpkin user message
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//-----------------------------------------------------------------------------
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void __MsgFunc_BreakModel_Pumpkin( bf_read &msg )
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{
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int nModelIndex = (int)msg.ReadShort();
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CUtlVector<breakmodel_t> aGibs;
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BuildGibList( aGibs, nModelIndex, 1.0f, COLLISION_GROUP_NONE );
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if ( !aGibs.Count() )
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return;
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// Get the origin & angles
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Vector vecOrigin;
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QAngle vecAngles;
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msg.ReadBitVec3Coord( vecOrigin );
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msg.ReadBitAngles( vecAngles );
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// Launch it straight up with some random spread
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Vector vecBreakVelocity = Vector(0,0,0);
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AngularImpulse angularImpulse( RandomFloat( 0.0f, 120.0f ), RandomFloat( 0.0f, 120.0f ), 0.0 );
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breakablepropparams_t breakParams( vecOrigin /*+ Vector(0,0,20)*/, vecAngles, vecBreakVelocity, angularImpulse );
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breakParams.impactEnergyScale = 1.0f;
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for ( int i=0; i<aGibs.Count(); ++i )
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{
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aGibs[i].burstScale = 1000.f;
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}
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CUtlVector<EHANDLE> hSpawnedGibs;
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CreateGibsFromList( aGibs, nModelIndex, NULL, breakParams, NULL, -1 , false, true, &hSpawnedGibs );
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// Make the base stay low to the ground.
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for ( int i=0; i<hSpawnedGibs.Count(); ++i )
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{
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CBaseEntity *pGib = hSpawnedGibs[i];
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if ( pGib )
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{
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IPhysicsObject *pPhysObj = pGib->VPhysicsGetObject();
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if ( pPhysObj )
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{
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Vector vecVel;
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AngularImpulse angImp;
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pPhysObj->GetVelocity( &vecVel, &angImp );
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vecVel *= 3.0;
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if ( i == 3 )
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{
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vecVel.z = 300;
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}
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else
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{
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vecVel.z = 400;
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}
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pPhysObj->SetVelocity( &vecVel, &angImp );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFWearable::InternalDrawModel( int flags )
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{
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C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
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if ( pOwner && pOwner->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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{
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bool bShouldDraw = false;
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const CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( pItem )
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{
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econ_tag_handle_t tagHandle = GetItemSchema()->GetHandleForTag( "ghost_wearable" );
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if ( pItem->GetItemDefinition()->HasEconTag( tagHandle ) )
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bShouldDraw = true;
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}
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if ( !bShouldDraw )
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return 0;
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}
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bool bUseInvulnMaterial = ( pOwner && pOwner->m_Shared.IsInvulnerable() &&
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( !pOwner->m_Shared.InCond( TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED ) || gpGlobals->curtime < pOwner->GetLastDamageTime() + 2.0f ) );
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if ( bUseInvulnMaterial && (flags & STUDIO_RENDER) )
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{
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modelrender->ForcedMaterialOverride( *pOwner->GetInvulnMaterialRef() );
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}
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int ret = BaseClass::InternalDrawModel( flags );
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if ( bUseInvulnMaterial && (flags & STUDIO_RENDER) )
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{
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modelrender->ForcedMaterialOverride( NULL );
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}
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return ret;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFWearable::ShouldDraw()
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{
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C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
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if ( pOwner )
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{
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if ( pOwner->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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{
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const CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( pItem )
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{
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econ_tag_handle_t tagHandle = GetItemSchema()->GetHandleForTag( "ghost_wearable" );
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if ( pItem->GetItemDefinition()->HasEconTag( tagHandle ) )
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return BaseClass::ShouldDraw();
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}
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return false;
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}
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// don't draw cosmetic while sniper is zoom
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if ( pOwner == C_TFPlayer::GetLocalTFPlayer() && pOwner->m_Shared.InCond( TF_COND_ZOOMED ) )
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return false;
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}
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// Don't draw 3rd person wearables if our owner is disguised.
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if ( pOwner && pOwner->m_Shared.InCond( TF_COND_DISGUISED ) && !IsViewModelWearable() )
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{
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C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( m_bDisguiseWearable && pLocalPlayer )
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{
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int iLocalPlayerTeam = pLocalPlayer->GetTeamNumber();
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if ( pLocalPlayer->m_bIsCoaching && pLocalPlayer->m_hStudent )
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{
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iLocalPlayerTeam = pLocalPlayer->m_hStudent->GetTeamNumber();
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}
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// This wearable is a part of our disguise -- we might want to draw it.
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if ( GetEnemyTeam( pOwner->GetTeamNumber() ) != iLocalPlayerTeam )
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{
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// The local player is on this spy's team. We don't see the disguise.
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return false;
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}
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else
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{
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if ( pOwner->m_Shared.GetDisguiseClass() == TF_CLASS_SPY &&
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pOwner->m_Shared.GetDisguiseTeam() == iLocalPlayerTeam )
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{
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// This enemy spy is disguised as a spy on our team, don't draw wearables.
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return false;
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}
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else
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{
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// The local player is an enemy. Show the disguise wearable.
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return BaseClass::ShouldDraw();
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}
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}
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}
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return false;
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}
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else
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{
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// See if the visibility is controlled by a weapon.
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CTFWeaponBase *pWeapon = assert_cast< CTFWeaponBase* >( GetWeaponAssociatedWith() );
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if ( pWeapon )
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{
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// If the weapon isn't active, don't draw
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if ( pOwner && pOwner->GetActiveWeapon() != pWeapon )
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{
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return false;
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}
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if ( !IsViewModelWearable() )
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{
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// If it's the 3rd person wearable, don't draw it when the weapon is hidden
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if ( !pWeapon->ShouldDraw() )
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{
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return false;
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}
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}
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// If the weapon is being repurposed for a taunt dont draw.
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// The Brutal Legend taunt changes your weapon's model to be the guitar,
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// but we dont want things like bot-killer skulls or festive lights
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// to continue to draw
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if( pWeapon->IsBeingRepurposedForTaunt() )
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{
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return false;
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}
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}
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return BaseClass::ShouldDraw();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFWearable::ShouldDrawParticleSystems( void )
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{
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if ( !BaseClass::ShouldDrawParticleSystems() )
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return false;
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C_TFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
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bool bStealthed = pPlayer->m_Shared.IsStealthed();
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// If we're disguised, this ought to only be getting called on disguise wearables,
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// otherwise we could get two particles showing at once (disguise wearable + real wearable).
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Assert( !pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) || IsDisguiseWearable() );
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if ( bStealthed )
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{
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return false;
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}
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if ( m_eParticleSystemVisibility == kParticleSystemVisibility_Undetermined )
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{
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static CSchemaItemDefHandle pItemDef_MapLoverHat( "World Traveler" );
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m_eParticleSystemVisibility = kParticleSystemVisibility_Shown;
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const CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( pItem && pItem->GetStaticData() == pItemDef_MapLoverHat )
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{
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if ( MapInfo_DidPlayerDonate( pItem->GetAccountID(), engine->GetLevelName() ) == false )
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{
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m_eParticleSystemVisibility = kParticleSystemVisibility_Hidden;
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}
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}
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}
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return m_eParticleSystemVisibility == kParticleSystemVisibility_Shown;
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}
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int CTFWearable::GetWorldModelIndex( void )
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{
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if ( m_nWorldModelIndex == 0 )
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return m_nModelIndex;
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static CSchemaItemDefHandle pItemDef_OculusRiftHeadset( "The TF2VRH" );
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const CEconItemView *pItem = GetAttributeContainer()->GetItem();
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if ( pItem && pItem->GetStaticData() == pItemDef_OculusRiftHeadset )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( pTFPlayer )
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{
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if ( pTFPlayer->IsUsingVRHeadset() && pTFPlayer->GetPlayerClass() )
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{
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const char *pszReplacementModel = pItem->GetStaticData()->GetPlayerDisplayModelAlt( pTFPlayer->GetPlayerClass()->GetClassIndex() );
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if ( pszReplacementModel && pszReplacementModel[0] )
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{
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return modelinfo->GetModelIndex( pszReplacementModel );
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}
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}
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}
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}
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//*********************************************************************************
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// Parachute states
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static CSchemaItemDefHandle pItemDef_BaseJumper( "The B.A.S.E. Jumper" );
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const int iParachuteOpen = modelinfo->GetModelIndex( "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack_open.mdl" );
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const int iParachuteClosed = modelinfo->GetModelIndex( "models/workshop/weapons/c_models/c_paratooper_pack/c_paratrooper_pack.mdl" );
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if ( m_nModelIndex == iParachuteOpen || m_nModelIndex == iParachuteClosed )
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{
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CTFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() );
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if ( pTFPlayer )
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{
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if ( pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
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{
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return iParachuteOpen;
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}
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else
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{
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return iParachuteClosed;
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}
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}
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}
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if ( GameRules() )
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{
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const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_nWorldModelIndex ) );
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const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
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if ( pTranslatedName != pBaseName )
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{
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return modelinfo->GetModelIndex( pTranslatedName );
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}
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}
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return m_nWorldModelIndex;
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}
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void CTFWearable::ValidateModelIndex( void )
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{
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m_nModelIndex = GetWorldModelIndex();
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BaseClass::ValidateModelIndex();
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}
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#endif
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|
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//-----------------------------------------------------------------------------
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// Purpose: Hides or shows masked bodygroups associated with this item.
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//-----------------------------------------------------------------------------
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bool CTFWearable::UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState )
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{
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CTFPlayer *pTFOwner = ToTFPlayer( pOwner );
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if ( !pTFOwner )
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return false;
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bool bBaseUpdate = BaseClass::UpdateBodygroups( pOwner, iState );
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if ( bBaseUpdate && m_bDisguiseWearable )
|
|
{
|
|
CEconItemView *pItem = GetAttributeContainer()->GetItem(); // Safe. Checked in base class call.
|
|
|
|
CTFPlayer *pDisguiseTarget = ToTFPlayer( pTFOwner->m_Shared.GetDisguiseTarget() );
|
|
if ( !pDisguiseTarget )
|
|
return false;
|
|
|
|
// Update our disguise bodygroup.
|
|
int iDisguiseBody = pTFOwner->m_Shared.GetDisguiseBody();
|
|
int iTeam = pTFOwner->m_Shared.GetDisguiseTeam();
|
|
int iNumBodyGroups = pItem->GetStaticData()->GetNumModifiedBodyGroups( iTeam );
|
|
for ( int i=0; i<iNumBodyGroups; ++i )
|
|
{
|
|
int iBody = 0;
|
|
const char *pszBodyGroup = pItem->GetStaticData()->GetModifiedBodyGroup( iTeam, i, iBody );
|
|
int iBodyGroup = pDisguiseTarget->FindBodygroupByName( pszBodyGroup );
|
|
|
|
if ( iBodyGroup == -1 )
|
|
continue;
|
|
|
|
::SetBodygroup( pDisguiseTarget->GetModelPtr(), iDisguiseBody, iBodyGroup, iState );
|
|
}
|
|
|
|
pTFOwner->m_Shared.SetDisguiseBody( iDisguiseBody );
|
|
}
|
|
|
|
CEconItemView *pItem = GetAttributeContainer() ? GetAttributeContainer()->GetItem() : NULL;
|
|
if ( pItem )
|
|
{
|
|
int iTeam = pTFOwner->GetTeamNumber();
|
|
int iNumBodyGroups = pItem->GetStaticData()->GetNumCodeControlledBodyGroups( iTeam );
|
|
for ( int i=0; i<iNumBodyGroups; ++i )
|
|
{
|
|
codecontrolledbodygroupdata_t ccbgd = { NULL, NULL };
|
|
const char *pszBodyGroup = pItem->GetStaticData()->GetCodeControlledBodyGroup( iTeam, i, ccbgd );
|
|
int iBodyGroup = FindBodygroupByName( pszBodyGroup );
|
|
if ( iBodyGroup != -1 )
|
|
{
|
|
SetBodygroup( iBodyGroup, CalcBodyGroup( pOwner, pItem, pszBodyGroup, ccbgd ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Additional hidden bodygroups.
|
|
for ( int i=0; i<m_HiddenBodyGroups.Count(); ++i )
|
|
{
|
|
int iBodyGroup = pOwner->FindBodygroupByName( m_HiddenBodyGroups[i] );
|
|
if ( iBodyGroup == -1 )
|
|
continue;
|
|
pOwner->SetBodygroup( iBodyGroup, iState );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
int CTFWearable::GetSkin()
|
|
{
|
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
|
|
if ( !pPlayer )
|
|
return 0;
|
|
|
|
int iTeamNumber = pPlayer->GetTeamNumber();
|
|
|
|
#if defined( CLIENT_DLL )
|
|
// Run client-only "is the viewer on the same team as the wielder" logic. Assumed to
|
|
// always be false on the server.
|
|
CTFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
|
if ( !pLocalPlayer )
|
|
return 0;
|
|
|
|
int iLocalTeam = pLocalPlayer->GetTeamNumber();
|
|
|
|
// We only show disguise weapon to the enemy team when owner is disguised
|
|
bool bUseDisguiseWeapon = ( iTeamNumber != iLocalTeam && iLocalTeam > LAST_SHARED_TEAM );
|
|
|
|
if ( bUseDisguiseWeapon && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
|
|
{
|
|
if ( pLocalPlayer != pPlayer )
|
|
{
|
|
iTeamNumber = pPlayer->m_Shared.GetDisguiseTeam();
|
|
}
|
|
}
|
|
#endif // defined( CLIENT_DLL )
|
|
|
|
// See if the item wants to override the skin
|
|
int nSkin = -1;
|
|
|
|
CBaseCombatWeapon *pWeapon = assert_cast< CBaseCombatWeapon* >( GetWeaponAssociatedWith() );
|
|
if ( pWeapon )
|
|
{
|
|
CEconItemView *pItem = pWeapon->GetAttributeContainer()->GetItem();
|
|
if ( pItem->IsValid() )
|
|
{
|
|
nSkin = pItem->GetSkin( iTeamNumber ); // if we didn't have custom code, fall back to the item definition
|
|
}
|
|
}
|
|
|
|
if ( nSkin != -1 )
|
|
{
|
|
return nSkin;
|
|
}
|
|
|
|
return BaseClass::GetSkin();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::InternalSetPlayerDisplayModel( void )
|
|
{
|
|
// Set our model to the player model
|
|
CEconItemView *pItem = GetAttributeContainer()->GetItem();
|
|
if ( pItem && pItem->IsValid() && pItem->GetStaticData() )
|
|
{
|
|
if ( pItem->GetStaticData()->IsContentStreamable() )
|
|
{
|
|
const char *pszPlayerDisplayModelAlt = pItem->GetStaticData()->GetPlayerDisplayModelAlt();
|
|
if ( pszPlayerDisplayModelAlt && pszPlayerDisplayModelAlt[0] )
|
|
{
|
|
modelinfo->RegisterDynamicModel( pszPlayerDisplayModelAlt, IsClient() );
|
|
}
|
|
}
|
|
}
|
|
|
|
BaseClass::InternalSetPlayerDisplayModel();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::AddHiddenBodyGroup( const char* bodygroup )
|
|
{
|
|
m_HiddenBodyGroups.AddToHead( bodygroup );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::ReapplyProvision( void )
|
|
{
|
|
// Disguise wearables never provide
|
|
if ( IsDisguiseWearable() )
|
|
{
|
|
#ifdef GAME_DLL
|
|
UpdateModelToClass();
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
BaseClass::ReapplyProvision();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Attaches the item to the player.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::Equip( CBasePlayer* pOwner )
|
|
{
|
|
BaseClass::Equip( pOwner );
|
|
|
|
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner );
|
|
if ( !pTFPlayer )
|
|
return;
|
|
|
|
int iTeamNumber = pTFPlayer->GetTeamNumber();
|
|
if ( m_bDisguiseWearable )
|
|
{
|
|
iTeamNumber = pTFPlayer->m_Shared.GetDisguiseTeam();
|
|
}
|
|
ChangeTeam( iTeamNumber );
|
|
m_nSkin = ( iTeamNumber == (LAST_SHARED_TEAM+1) ) ? 0 : 1;
|
|
|
|
#ifdef CLIENT_DLL
|
|
pTFPlayer->SetBodygroupsDirty();
|
|
#endif
|
|
|
|
#ifdef GAME_DLL
|
|
// Reapply upgrades for wearables upon equip
|
|
CEconItemView *pItem = ( (CTFWearable *)this )->GetAttributeContainer()->GetItem();
|
|
if ( pTFPlayer && pItem->IsValid() )
|
|
{
|
|
pTFPlayer->ReapplyItemUpgrades( pItem );
|
|
}
|
|
#endif // GAME_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Attaches the item to the player.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::UnEquip( CBasePlayer* pOwner )
|
|
{
|
|
BaseClass::UnEquip( pOwner );
|
|
|
|
#ifdef CLIENT_DLL
|
|
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner );
|
|
if ( pTFPlayer )
|
|
{
|
|
pTFPlayer->SetBodygroupsDirty();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check for any TF specific restrictions on item use.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFWearable::CanEquip( CBaseEntity *pOther )
|
|
{
|
|
CEconItemView *pItem = GetAttributeContainer()->GetItem();
|
|
if ( pItem && TFGameRules() )
|
|
{
|
|
CEconItemDefinition* pData = pItem->GetStaticData();
|
|
if ( pData && pData->GetHolidayRestriction() )
|
|
{
|
|
int iHolidayRestriction = UTIL_GetHolidayForString( pData->GetHolidayRestriction() );
|
|
if ( iHolidayRestriction != kHoliday_None && !TFGameRules()->IsHolidayActive( iHolidayRestriction ) )
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#ifdef CLIENT_DLL
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::OnDataChanged( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::OnDataChanged( updateType );
|
|
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
{
|
|
ListenForGameEvent( "localplayer_changeteam" );
|
|
|
|
m_nWorldModelIndex = m_nModelIndex;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFWearable::FireGameEvent( IGameEvent *event )
|
|
{
|
|
const char *pszEventName = event->GetName();
|
|
if ( Q_strcmp( pszEventName, "localplayer_changeteam" ) == 0 )
|
|
{
|
|
UpdateVisibility();
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Choose shadow type for VM-wearables.
|
|
//-----------------------------------------------------------------------------
|
|
#if defined( CLIENT_DLL )
|
|
ShadowType_t CTFWearableVM::ShadowCastType( void )
|
|
{
|
|
if ( ToTFPlayer(GetMoveParent())->ShouldDrawThisPlayer() )
|
|
{
|
|
// Using the viewmodel.
|
|
return SHADOWS_NONE;
|
|
}
|
|
|
|
return SHADOWS_RENDER_TO_TEXTURE;
|
|
}
|
|
#endif
|
|
|
|
|