Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include <KeyValues.h>
#include "tf_weapon_parse.h"
#include "tf_shareddefs.h"
#include "tf_playerclass_shared.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
FileWeaponInfo_t *CreateWeaponInfo()
{
return new CTFWeaponInfo;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFWeaponInfo::CTFWeaponInfo()
{
m_WeaponData[0].Init();
m_WeaponData[1].Init();
m_bGrenade = false;
m_flDamageRadius = 0.0f;
m_flPrimerTime = 0.0f;
m_bSuppressGrenTimer = false;
m_bLowerWeapon = false;
m_bHasTeamSkins_Viewmodel = false;
m_bHasTeamSkins_Worldmodel = false;
m_szMuzzleFlashModel[0] = '\0';
m_flMuzzleFlashModelDuration = 0;
m_szMuzzleFlashParticleEffect[0] = '\0';
m_szTracerEffect[0] = '\0';
m_szBrassModel[0] = '\0';
m_bDoInstantEjectBrass = true;
m_szExplosionSound[0] = '\0';
m_szExplosionEffect[0] = '\0';
m_szExplosionPlayerEffect[0] = '\0';
m_szExplosionWaterEffect[0] = '\0';
m_iWeaponType = TF_WPN_TYPE_PRIMARY;
}
CTFWeaponInfo::~CTFWeaponInfo()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName )
{
int i;
BaseClass::Parse( pKeyValuesData, szWeaponName );
// Primary fire mode.
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nDamage = pKeyValuesData->GetInt( "Damage", 0 );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flRange = pKeyValuesData->GetFloat( "Range", 8192.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nBulletsPerShot = pKeyValuesData->GetInt( "BulletsPerShot", 0 );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flSpread = pKeyValuesData->GetFloat( "Spread", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flPunchAngle = pKeyValuesData->GetFloat( "PunchAngle", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeFireDelay = pKeyValuesData->GetFloat( "TimeFireDelay", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdle = pKeyValuesData->GetFloat( "TimeIdle", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdleEmpty = pKeyValuesData->GetFloat( "TimeIdleEmpy", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReloadStart = pKeyValuesData->GetFloat( "TimeReloadStart", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReload = pKeyValuesData->GetFloat( "TimeReload", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bDrawCrosshair = pKeyValuesData->GetInt( "DrawCrosshair", 1 ) > 0;
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iAmmoPerShot = pKeyValuesData->GetInt( "AmmoPerShot", 1 );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bUseRapidFireCrits = ( pKeyValuesData->GetInt( "UseRapidFireCrits", 0 ) != 0 );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iProjectile = TF_PROJECTILE_NONE;
const char *pszProjectileType = pKeyValuesData->GetString( "ProjectileType", "projectile_none" );
for ( i=0;i<TF_NUM_PROJECTILES;i++ )
{
if ( FStrEq( pszProjectileType, g_szProjectileNames[i] ) )
{
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iProjectile = i;
break;
}
}
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flProjectileSpeed = pKeyValuesData->GetFloat( "ProjectileSpeed", 0.0f );
m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flSmackDelay = pKeyValuesData->GetFloat( "SmackDelay", 0.2f );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flSmackDelay = pKeyValuesData->GetFloat( "Secondary_SmackDelay", 0.2f );
m_bDoInstantEjectBrass = ( pKeyValuesData->GetInt( "DoInstantEjectBrass", 1 ) != 0 );
const char *pszBrassModel = pKeyValuesData->GetString( "BrassModel", NULL );
if ( pszBrassModel )
{
Q_strncpy( m_szBrassModel, pszBrassModel, sizeof( m_szBrassModel ) );
}
// Secondary fire mode.
// Inherit from primary fire mode
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_nDamage = pKeyValuesData->GetInt( "Secondary_Damage", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nDamage );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flRange = pKeyValuesData->GetFloat( "Secondary_Range", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flRange );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_nBulletsPerShot = pKeyValuesData->GetInt( "Secondary_BulletsPerShot", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nBulletsPerShot );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flSpread = pKeyValuesData->GetFloat( "Secondary_Spread", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flSpread );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flPunchAngle = pKeyValuesData->GetFloat( "Secondary_PunchAngle", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flPunchAngle );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeFireDelay = pKeyValuesData->GetFloat( "Secondary_TimeFireDelay", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeFireDelay );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeIdle = pKeyValuesData->GetFloat( "Secondary_TimeIdle", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdle );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeIdleEmpty = pKeyValuesData->GetFloat( "Secondary_TimeIdleEmpy", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdleEmpty );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeReloadStart = pKeyValuesData->GetFloat( "Secondary_TimeReloadStart", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReloadStart );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeReload = pKeyValuesData->GetFloat( "Secondary_TimeReload", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReload );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_bDrawCrosshair = pKeyValuesData->GetInt( "Secondary_DrawCrosshair", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bDrawCrosshair ) > 0;
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_iAmmoPerShot = pKeyValuesData->GetInt( "Secondary_AmmoPerShot", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iAmmoPerShot );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_bUseRapidFireCrits = ( pKeyValuesData->GetInt( "Secondary_UseRapidFireCrits", 0 ) != 0 );
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_iProjectile = m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iProjectile;
pszProjectileType = pKeyValuesData->GetString( "Secondary_ProjectileType", "projectile_none" );
for ( i=0;i<TF_NUM_PROJECTILES;i++ )
{
if ( FStrEq( pszProjectileType, g_szProjectileNames[i] ) )
{
m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_iProjectile = i;
break;
}
}
const char *pszWeaponType = pKeyValuesData->GetString( "WeaponType" );
if ( !Q_strcmp( pszWeaponType, "primary" ) )
{
m_iWeaponType = TF_WPN_TYPE_PRIMARY;
}
else if ( !Q_strcmp( pszWeaponType, "secondary" ) )
{
m_iWeaponType = TF_WPN_TYPE_SECONDARY;
}
else if ( !Q_strcmp( pszWeaponType, "melee" ) )
{
m_iWeaponType = TF_WPN_TYPE_MELEE;
}
else if ( !Q_strcmp( pszWeaponType, "grenade" ) )
{
m_iWeaponType = TF_WPN_TYPE_GRENADE;
}
else if ( !Q_strcmp( pszWeaponType, "building" ) )
{
m_iWeaponType = TF_WPN_TYPE_BUILDING;
}
else if ( !Q_strcmp( pszWeaponType, "pda" ) )
{
m_iWeaponType = TF_WPN_TYPE_PDA;
}
else if ( !Q_strcmp( pszWeaponType, "item1" ) )
{
m_iWeaponType = TF_WPN_TYPE_ITEM1;
}
else if ( !Q_strcmp( pszWeaponType, "item2" ) )
{
m_iWeaponType = TF_WPN_TYPE_ITEM2;
}
// Grenade data.
m_bGrenade = ( pKeyValuesData->GetInt( "Grenade", 0 ) != 0 );
m_flDamageRadius = pKeyValuesData->GetFloat( "DamageRadius", 0.0f );
m_flPrimerTime = pKeyValuesData->GetFloat( "PrimerTime", 0.0f );
m_bSuppressGrenTimer = ( pKeyValuesData->GetInt( "PlayGrenTimer", 1 ) <= 0 );
m_bLowerWeapon = ( pKeyValuesData->GetInt( "LowerMainWeapon", 0 ) != 0 );
m_bHasTeamSkins_Viewmodel = ( pKeyValuesData->GetInt( "HasTeamSkins_Viewmodel", 0 ) != 0 );
m_bHasTeamSkins_Worldmodel = ( pKeyValuesData->GetInt( "HasTeamSkins_Worldmodel", 0 ) != 0 );
// Model muzzleflash
const char *pszMuzzleFlashModel = pKeyValuesData->GetString( "MuzzleFlashModel", NULL );
if ( pszMuzzleFlashModel )
{
Q_strncpy( m_szMuzzleFlashModel, pszMuzzleFlashModel, sizeof( m_szMuzzleFlashModel ) );
}
m_flMuzzleFlashModelDuration = pKeyValuesData->GetFloat( "MuzzleFlashModelDuration", 0.2 );
const char *pszMuzzleFlashParticleEffect = pKeyValuesData->GetString( "MuzzleFlashParticleEffect", NULL );
if ( pszMuzzleFlashParticleEffect )
{
Q_strncpy( m_szMuzzleFlashParticleEffect, pszMuzzleFlashParticleEffect, sizeof( m_szMuzzleFlashParticleEffect ) );
}
// Tracer particle effect
const char *pszTracerEffect = pKeyValuesData->GetString( "TracerEffect", NULL );
if ( pszTracerEffect )
{
Q_strncpy( m_szTracerEffect, pszTracerEffect, sizeof( m_szTracerEffect ) );
}
// Explosion effects (used for grenades)
const char *pszSound = pKeyValuesData->GetString( "ExplosionSound", NULL );
if ( pszSound )
{
Q_strncpy( m_szExplosionSound, pszSound, sizeof( m_szExplosionSound ) );
}
const char *pszEffect = pKeyValuesData->GetString( "ExplosionEffect", NULL );
if ( pszEffect )
{
Q_strncpy( m_szExplosionEffect, pszEffect, sizeof( m_szExplosionEffect ) );
}
pszEffect = pKeyValuesData->GetString( "ExplosionPlayerEffect", NULL );
if ( pszEffect )
{
Q_strncpy( m_szExplosionPlayerEffect, pszEffect, sizeof( m_szExplosionPlayerEffect ) );
}
pszEffect = pKeyValuesData->GetString( "ExplosionWaterEffect", NULL );
if ( pszEffect )
{
Q_strncpy( m_szExplosionWaterEffect, pszEffect, sizeof( m_szExplosionWaterEffect ) );
}
m_bDontDrop = ( pKeyValuesData->GetInt( "DontDrop", 0 ) > 0 );
}