Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Weapons.
//
//=============================================================================
#include "cbase.h"
#include "in_buttons.h"
#include "takedamageinfo.h"
#include "tf_weaponbase.h"
#include "ammodef.h"
#include "tf_gamerules.h"
#include "eventlist.h"
#include "econ_item_system.h"
#include "activitylist.h"
#include "gcsdk/gcmsg.h"
#include "econ_gcmessages.h"
#include "tf_gcmessages.h"
#include "tf_weapon_wrench.h"
#include "passtime_convars.h"
// Server specific.
#if !defined( CLIENT_DLL )
#include "tf_player.h"
#include "tf_weapon_medigun.h"
#include "tf_gamestats.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_gamestats.h"
#include "ilagcompensationmanager.h"
#include "collisionutils.h"
#include "tf_team.h"
#include "tf_obj.h"
#include "tf_weapon_grenade_pipebomb.h"
#include "particle_parse.h"
#include "tf_weaponbase_grenadeproj.h"
#include "tf_weapon_compound_bow.h"
#include "tf_projectile_arrow.h"
#include "tf_gamestats.h"
#include "bot/tf_bot_manager.h"
#include "bot/tf_bot.h"
#include "halloween/halloween_base_boss.h"
#include "tf_fx.h"
#include "tf_gamestats.h"
// Client specific.
#else
#include "c_tf_player.h"
#include "tf_viewmodel.h"
#include "hud_crosshair.h"
#include "c_tf_playerresource.h"
#include "clientmode_tf.h"
#include "r_efx.h"
#include "dlight.h"
#include "effect_dispatch_data.h"
#include "c_te_effect_dispatch.h"
#include "toolframework_client.h"
#include "hud_chat.h"
#include "econ_notifications.h"
#include "prediction.h"
// for spy material proxy
#include "tf_proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
extern CTFWeaponInfo *GetTFWeaponInfo( int iWeapon );
#endif
#include "gc_clientsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar tf_useparticletracers;
ConVar tf_scout_hype_pep_mod( "tf_scout_hype_pep_mod", "1.0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_scout_hype_pep_max( "tf_scout_hype_pep_max", "99.0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_scout_hype_pep_min_damage( "tf_scout_hype_pep_min_damage", "5.0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
ConVar tf_weapon_criticals_nopred( "tf_weapon_criticals_nopred", "1.0", FCVAR_REPLICATED | FCVAR_CHEAT );
#ifdef _DEBUG
ConVar tf_weapon_criticals_anticheat( "tf_weapon_criticals_anticheat", "1.0", FCVAR_REPLICATED );
ConVar tf_weapon_criticals_debug( "tf_weapon_criticals_debug", "0.0", FCVAR_REPLICATED );
extern ConVar tf_weapon_criticals_force_random;
#endif // _DEBUG
extern ConVar tf_weapon_criticals_bucket_cap;
extern ConVar tf_weapon_criticals_bucket_bottom;
#ifdef CLIENT_DLL
extern ConVar cl_crosshair_file;
extern ConVar cl_flipviewmodels;
#endif
#ifdef STAGING_ONLY
ConVar tf_weapon_force_allow_inspect( "tf_weapon_force_allow_inspect", "0", FCVAR_REPLICATED | FCVAR_ARCHIVE, "Allow the inspect animation on any weapon" );
#endif
//=============================================================================
//
// Global functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool IsAmmoType( int iAmmoType, const char *pAmmoName )
{
return GetAmmoDef()->Index( pAmmoName ) == iAmmoType;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void FindHullIntersection( const Vector &vecSrc, trace_t &tr, const Vector &mins, const Vector &maxs, CBaseEntity *pEntity )
{
int i, j, k;
trace_t tmpTrace;
Vector vecEnd;
float distance = 1e6f;
Vector minmaxs[2] = {mins, maxs};
Vector vecHullEnd = tr.endpos;
vecHullEnd = vecSrc + ((vecHullEnd - vecSrc)*2);
UTIL_TraceLine( vecSrc, vecHullEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
if ( tmpTrace.fraction < 1.0 )
{
tr = tmpTrace;
return;
}
for ( i = 0; i < 2; i++ )
{
for ( j = 0; j < 2; j++ )
{
for ( k = 0; k < 2; k++ )
{
vecEnd.x = vecHullEnd.x + minmaxs[i][0];
vecEnd.y = vecHullEnd.y + minmaxs[j][1];
vecEnd.z = vecHullEnd.z + minmaxs[k][2];
UTIL_TraceLine( vecSrc, vecEnd, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tmpTrace );
if ( tmpTrace.fraction < 1.0 )
{
float thisDistance = (tmpTrace.endpos - vecSrc).Length();
if ( thisDistance < distance )
{
tr = tmpTrace;
distance = thisDistance;
}
}
}
}
}
}
//=============================================================================
//
// TFWeaponBase tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponBase, DT_TFWeaponBase )
#ifdef GAME_DLL
void* SendProxy_SendActiveLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID );
void* SendProxy_SendNonLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID );
#endif
//-----------------------------------------------------------------------------
// Purpose: Only sent to the player holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CTFWeaponBase, DT_LocalTFWeaponData )
#if defined( CLIENT_DLL )
RecvPropTime( RECVINFO( m_flLastCritCheckTime ) ),
RecvPropTime( RECVINFO( m_flReloadPriorNextFire ) ),
RecvPropTime( RECVINFO( m_flLastFireTime ) ),
RecvPropTime( RECVINFO( m_flEffectBarRegenTime ) ),
RecvPropFloat( RECVINFO( m_flObservedCritChance ) ),
#else
SendPropTime( SENDINFO( m_flLastCritCheckTime ) ),
SendPropTime( SENDINFO( m_flReloadPriorNextFire ) ),
SendPropTime( SENDINFO( m_flLastFireTime ) ),
SendPropTime( SENDINFO( m_flEffectBarRegenTime ) ),
SendPropFloat( SENDINFO( m_flObservedCritChance ), 16, SPROP_NOSCALE, 0.0, 100.0 ),
#endif
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Variables sent at low precision to non-holding observers.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CTFWeaponBase, DT_TFWeaponDataNonLocal )
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE( CTFWeaponBase, DT_TFWeaponBase )
// Client specific.
#ifdef CLIENT_DLL
RecvPropBool( RECVINFO( m_bLowered ) ),
RecvPropInt( RECVINFO( m_iReloadMode ) ),
RecvPropBool( RECVINFO( m_bResetParity ) ),
RecvPropBool( RECVINFO( m_bReloadedThroughAnimEvent ) ),
RecvPropBool( RECVINFO( m_bDisguiseWeapon ) ),
RecvPropDataTable("LocalActiveTFWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalTFWeaponData)),
RecvPropDataTable("NonLocalTFWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_TFWeaponDataNonLocal)),
RecvPropFloat( RECVINFO(m_flEnergy) ),
RecvPropEHandle( RECVINFO( m_hExtraWearable ) ),
RecvPropEHandle( RECVINFO( m_hExtraWearableViewModel ) ),
RecvPropBool( RECVINFO( m_bBeingRepurposedForTaunt ) ),
RecvPropInt( RECVINFO( m_nKillComboClass ) ),
RecvPropInt( RECVINFO( m_nKillComboCount ) ),
RecvPropFloat( RECVINFO( m_flInspectAnimTime ) ),
RecvPropInt( RECVINFO( m_nInspectStage ) ),
#else
// Server specific.
SendPropBool( SENDINFO( m_bLowered ) ),
SendPropBool( SENDINFO( m_bResetParity ) ),
SendPropInt( SENDINFO( m_iReloadMode ), 4, SPROP_UNSIGNED ),
SendPropBool( SENDINFO( m_bReloadedThroughAnimEvent ) ),
SendPropBool( SENDINFO( m_bDisguiseWeapon ) ),
SendPropDataTable("LocalActiveTFWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalTFWeaponData), SendProxy_SendActiveLocalWeaponDataTable ),
SendPropDataTable("NonLocalTFWeaponData", 0, &REFERENCE_SEND_TABLE(DT_TFWeaponDataNonLocal), SendProxy_SendNonLocalWeaponDataTable ),
SendPropFloat( SENDINFO(m_flEnergy) ),
SendPropEHandle( SENDINFO( m_hExtraWearable ) ),
SendPropEHandle( SENDINFO( m_hExtraWearableViewModel ) ),
SendPropBool( SENDINFO( m_bBeingRepurposedForTaunt ) ),
SendPropInt( SENDINFO( m_nKillComboClass ), 4, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nKillComboCount ), 2, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO( m_flInspectAnimTime ) ),
SendPropInt( SENDINFO( m_nInspectStage ), -1, SPROP_VARINT ),
#endif
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFWeaponBase )
#ifdef CLIENT_DLL
DEFINE_PRED_FIELD( m_bLowered, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iReloadMode, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bReloadedThroughAnimEvent, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bDisguiseWeapon, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flLastCritCheckTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flReloadPriorNextFire, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flLastFireTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_bCurrentAttackIsCrit, FIELD_BOOLEAN, 0 ),
DEFINE_PRED_FIELD( m_iCurrentSeed, FIELD_INTEGER, 0 ),
DEFINE_PRED_FIELD( m_flEnergy, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flEffectBarRegenTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_bBeingRepurposedForTaunt, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
#endif
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_base, CTFWeaponBase );
// Server specific.
#if !defined( CLIENT_DLL )
BEGIN_DATADESC( CTFWeaponBase )
DEFINE_THINKFUNC( FallThink ),
END_DATADESC()
// Client specific
#else
ConVar cl_crosshaircolor( "cl_crosshaircolor", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_dynamiccrosshair( "cl_dynamiccrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_scalecrosshair( "cl_scalecrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_crosshairalpha( "cl_crosshairalpha", "200", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
int g_iScopeTextureID = 0;
int g_iScopeDustTextureID = 0;
#endif
ConVar tf_weapon_criticals( "tf_weapon_criticals", "1", FCVAR_REPLICATED | FCVAR_NOTIFY, "Whether or not random crits are enabled" );
//=============================================================================
//
// TFWeaponBase shared functions.
//
// -----------------------------------------------------------------------------
// Purpose: Constructor.
// -----------------------------------------------------------------------------
CTFWeaponBase::CTFWeaponBase()
{
SetPredictionEligible( true );
// Nothing collides with these, but they get touch calls.
AddSolidFlags( FSOLID_TRIGGER );
// Weapons can fire underwater.
m_bFiresUnderwater = true;
m_bAltFiresUnderwater = true;
// Initialize the weapon modes.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
m_iReloadMode.Set( TF_RELOAD_START );
m_iAltFireHint = 0;
m_bInAttack = false;
m_bInAttack2 = false;
m_flCritTime = 0;
m_flLastCritCheckTime = 0;
m_flLastRapidFireCritCheckTime = 0;
m_iLastCritCheckFrame = 0;
m_flObservedCritChance = 0.f;
m_flLastFireTime = 0;
m_flEffectBarRegenTime = 0;
m_bCurrentAttackIsCrit = false;
m_bCurrentCritIsRandom = false;
m_bCurrentAttackIsDuringDemoCharge = false;
m_iCurrentSeed = -1;
m_flReloadPriorNextFire = 0;
m_flLastDeployTime = 0;
m_bDisguiseWeapon = false;
m_flEnergy = Energy_GetMaxEnergy();
m_iAmmoToAdd = 0;
#ifdef GAME_DLL
m_iHitsInTime = 1;
m_iFiredInTime = 1;
m_iKillStreak = 0;
m_flClipScale = 1.f;
#endif // GAME_DLL
#ifdef CLIENT_DLL
m_iCachedModelIndex = 0;
m_iEjectBrassAttachpoint = -2;
m_bInitViewmodelOffset = false;
m_vecViewmodelOffset = vec3_origin;
#endif // CLIENT_DLL
m_bBeingRepurposedForTaunt = false;
m_nKillComboClass = 0;
ClearKillComboCount();
m_flLastPrimaryAttackTime = 0.f;
m_eStrangeType = STRANGE_UNKNOWN;
m_eStatTrakModuleType = MODULE_UNKNOWN;
m_flInspectAnimTime = -1.f;
m_nInspectStage = INSPECT_INVALID;
}
CTFWeaponBase::~CTFWeaponBase()
{
#ifdef CLIENT_DLL
RemoveWorldmodelStatTrak();
RemoveViewmodelStatTrak();
#endif
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFWeaponBase::Spawn()
{
// Called manually, because CBaseCombatWeapon::Spawn doesn't call back.
InitializeAttributes();
m_bBeingRepurposedForTaunt = false;
m_nKillComboClass = 0;
ClearKillComboCount();
// Base class spawn.
BaseClass::Spawn();
// Set this here to allow players to shoot dropped weapons.
SetCollisionGroup( COLLISION_GROUP_WEAPON );
// Get the weapon information.
WEAPON_FILE_INFO_HANDLE hWpnInfo = LookupWeaponInfoSlot( GetClassname() );
Assert( hWpnInfo != GetInvalidWeaponInfoHandle() );
CTFWeaponInfo *pWeaponInfo = dynamic_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
Assert( pWeaponInfo && "Failed to get CTFWeaponInfo in weapon spawn" );
m_pWeaponInfo = pWeaponInfo;
if ( GetPlayerOwner() )
{
ChangeTeam( GetPlayerOwner()->GetTeamNumber() );
}
#ifdef GAME_DLL
// Move it up a little bit, otherwise it'll be at the guy's feet, and its sound origin
// will be in the ground so its EmitSound calls won't do anything.
Vector vecOrigin = GetAbsOrigin();
SetAbsOrigin( Vector( vecOrigin.x, vecOrigin.y, vecOrigin.z + 5.0f ) );
m_flRegenTime = 0.0f;
m_hLastDrainVictim = NULL;
m_lastDrainVictimTimer.Invalidate();
#endif
m_szTracerName[0] = '\0';
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem )
{
CEconItemDefinition* pData = pItem->GetStaticData();
if ( pData && pData->GetSubType() )
{
SetSubType( pData->GetSubType() );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Activate( void )
{
BaseClass::Activate();
// Reset our clip, in case we've had it modified
GiveDefaultAmmo();
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFWeaponBase::FallInit( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void CTFWeaponBase::Precache()
{
BaseClass::Precache();
if ( GetMuzzleFlashModel() )
{
PrecacheModel( GetMuzzleFlashModel() );
}
const CTFWeaponInfo *pTFInfo = &GetTFWpnData();
if ( pTFInfo->m_szExplosionSound && pTFInfo->m_szExplosionSound[0] )
{
CBaseEntity::PrecacheScriptSound( pTFInfo->m_szExplosionSound );
}
if ( pTFInfo->m_szBrassModel[0] )
{
PrecacheModel( pTFInfo->m_szBrassModel );
}
if ( GetMuzzleFlashParticleEffect() )
{
PrecacheParticleSystem( GetMuzzleFlashParticleEffect() );
}
if ( pTFInfo->m_szExplosionEffect && pTFInfo->m_szExplosionEffect[0] )
{
PrecacheParticleSystem( pTFInfo->m_szExplosionEffect );
}
if ( pTFInfo->m_szExplosionPlayerEffect && pTFInfo->m_szExplosionPlayerEffect[0] )
{
PrecacheParticleSystem( pTFInfo->m_szExplosionPlayerEffect );
}
if ( pTFInfo->m_szExplosionWaterEffect && pTFInfo->m_szExplosionWaterEffect[0] )
{
PrecacheParticleSystem( pTFInfo->m_szExplosionWaterEffect );
}
const char *pszTracerEffect = pTFInfo->m_szTracerEffect;
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
const char *pszItemTracerEffect = pItem->GetStaticData()->GetTracerEffect( GetTeamNumber() );
if ( pszItemTracerEffect )
{
pszTracerEffect = pszItemTracerEffect;
}
}
if ( pszTracerEffect && pszTracerEffect[0] )
{
char pTracerEffect[128];
char pTracerEffectCrit[128];
Q_snprintf( pTracerEffect, sizeof(pTracerEffect), "%s_red", pszTracerEffect );
Q_snprintf( pTracerEffectCrit, sizeof(pTracerEffectCrit), "%s_red_crit", pszTracerEffect );
PrecacheParticleSystem( pTracerEffect );
PrecacheParticleSystem( pTracerEffectCrit );
Q_snprintf( pTracerEffect, sizeof(pTracerEffect), "%s_blue", pszTracerEffect );
Q_snprintf( pTracerEffectCrit, sizeof(pTracerEffectCrit), "%s_blue_crit", pszTracerEffect );
PrecacheParticleSystem( pTracerEffect );
PrecacheParticleSystem( pTracerEffectCrit );
}
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
{
CBaseEntity::PrecacheScriptSound( "Weapon_Upgrade.DamageBonus1" );
CBaseEntity::PrecacheScriptSound( "Weapon_Upgrade.DamageBonus2" );
CBaseEntity::PrecacheScriptSound( "Weapon_Upgrade.DamageBonus3" );
CBaseEntity::PrecacheScriptSound( "Weapon_Upgrade.DamageBonus4" );
}
PrecacheModel( "models/weapons/c_models/stattrack.mdl" );
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
const CTFWeaponInfo &CTFWeaponBase::GetTFWpnData() const
{
const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
const CTFWeaponInfo *pTFInfo = dynamic_cast< const CTFWeaponInfo* >( pWeaponInfo );
Assert( pTFInfo );
return *pTFInfo;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
int CTFWeaponBase::GetWeaponID( void ) const
{
Assert( false );
return TF_WEAPON_NONE;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
bool CTFWeaponBase::IsWeapon( int iWeapon ) const
{
return GetWeaponID() == iWeapon;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
int CTFWeaponBase::GetMaxClip1( void ) const
{
if ( IsEnergyWeapon() )
{
return Energy_GetMaxEnergy();
}
// Handle the itemdef mod first...
float flClip = BaseClass::GetMaxClip1();
if ( flClip >= 0 )
{
CALL_ATTRIB_HOOK_INT( flClip, mult_clipsize );
}
// Now handle in-game sources, otherwise we get weird numbers on things like the FAN
if ( flClip >= 0 )
{
#ifdef GAME_DLL
flClip *= m_flClipScale;
#endif
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer )
{
// Blast weps (low clip counts)
if ( IsBlastImpactWeapon() )
{
// MvM-specific upgrade attribute that handles rocket and grenade launchers
int nProjectiles = 0;
CALL_ATTRIB_HOOK_INT( nProjectiles, mult_clipsize_upgrade_atomic );
// Clipsize increase on kills
int iClipSizeOnKills = 0;
CALL_ATTRIB_HOOK_INT( iClipSizeOnKills, clipsize_increase_on_kill );
if ( iClipSizeOnKills )
{
nProjectiles += Min( pPlayer->m_Shared.GetDecapitations(), iClipSizeOnKills ); // max extra projectiles
}
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
flClip *= 2;
}
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_PRECISION )
{
flClip *= 1.5f;
}
return ( flClip + nProjectiles );
}
else
{
CALL_ATTRIB_HOOK_INT( flClip, mult_clipsize_upgrade );
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
flClip *= 2;
}
}
}
}
return flClip;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
int CTFWeaponBase::GetDefaultClip1( void ) const
{
return GetMaxClip1();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::UsesPrimaryAmmo( void )
{
if ( IsEnergyWeapon() )
return false;
else
return CBaseCombatWeapon::UsesPrimaryAmmo();
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
const char *CTFWeaponBase::GetViewModel( int iViewModel ) const
{
if ( GetPlayerOwner() == NULL )
return BaseClass::GetViewModel();
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
int iHandModelIndex = 0;
if ( pPlayer )
{
//CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, iHandModelIndex, override_hand_model_index ); // this is a cleaner way of doing it, but...
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, iHandModelIndex, wrench_builds_minisentry ); // ...the gunslinger is the only thing that uses this attribute for now
}
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pPlayer && pItem->IsValid() && pItem->GetStaticData()->ShouldAttachToHands() )
{
// Should always be valid, because players without classes shouldn't be carrying items
const char *pszHandModel = pPlayer->GetPlayerClass()->GetHandModelName( iHandModelIndex );
Assert( pszHandModel );
return pszHandModel;
}
return GetTFWpnData().szViewModel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFWeaponBase::GetWorldModel( void ) const
{
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
if ( pItem->GetWorldDisplayModel() )
return pItem->GetWorldDisplayModel();
int iClass = 0;
int iTeam = 0;
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer )
{
iClass = pPlayer->GetPlayerClass()->GetClassIndex();
iTeam = pPlayer->GetTeamNumber();
}
return pItem->GetPlayerDisplayModel( iClass, iTeam );
}
return BaseClass::GetWorldModel();
}
bool CTFWeaponBase::IsInspectActivity( int iActivity )
{
return iActivity == GetInspectActivity( INSPECT_START ) || iActivity == GetInspectActivity( INSPECT_IDLE ) || iActivity == GetInspectActivity( INSPECT_END );
}
bool CTFWeaponBase::SendWeaponAnim( int iActivity )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return BaseClass::SendWeaponAnim( iActivity );
if ( m_nInspectStage != INSPECT_INVALID )
{
if ( iActivity == GetActivity() )
return true;
// ignore idle anim while inspect anim is still playing
if ( iActivity == ACT_VM_IDLE )
{
return true;
}
// allow other activity to override the inspect
if ( !IsInspectActivity( iActivity ) )
{
m_flInspectAnimTime = -1.f;
m_nInspectStage = INSPECT_INVALID;
return BaseClass::SendWeaponAnim( iActivity );
}
// let the idle loop while the inspect key is pressed
if ( pPlayer->IsInspecting() && m_nInspectStage == INSPECT_IDLE )
return true;
}
return BaseClass::SendWeaponAnim( iActivity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Equip( CBaseCombatCharacter *pOwner )
{
SetOwner( pOwner );
SetOwnerEntity( pOwner );
ReapplyProvision();
BaseClass::Equip( pOwner );
// If we attach to our hands, we need to update our viewmodel when we get a new owner.
UpdateHands();
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
m_bFlipViewModel = pItem->GetStaticData()->ShouldFlipViewmodels();
// Also precache the vision filtered display models here.
if ( pItem->GetVisionFilteredDisplayModel() )
{
if ( modelinfo->GetModelIndex( pItem->GetVisionFilteredDisplayModel() ) == -1 )
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - Vision Filtered Display Model Late Precache", __FUNCTION__ );
CBaseEntity::PrecacheModel( pItem->GetVisionFilteredDisplayModel() );
}
}
#ifdef GAME_DLL
UpdateExtraWearables();
CTFPlayer *pTFPlayer = ToTFPlayer( pOwner );
if ( pTFPlayer )
{
pTFPlayer->ReapplyItemUpgrades(pItem);
}
#endif // GAME_DLL
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateHands( void )
{
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() && pItem->GetStaticData()->ShouldAttachToHands() )
{
m_iViewModelIndex = CBaseEntity::PrecacheModel( GetViewModel() );
}
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateExtraWearables()
{
CTFWearable *pOldWearable = m_hExtraWearable.Get();
CTFWearable *pOldWearableVM = m_hExtraWearableViewModel.Get();
if ( pOldWearable || pOldWearableVM )
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner )
{
if ( !( pOldWearable && pOldWearable->GetTeamNumber() != pOwner->GetTeamNumber() ) &&
!( pOldWearableVM && pOldWearableVM->GetTeamNumber() != pOwner->GetTeamNumber() ) )
{
// No need to destroy and recreate them, because they already match the owner's team
return;
}
}
RemoveExtraWearables();
}
bool bHasViewModel = false;
CEconItemView *pEconItemView = GetAttributeContainer()->GetItem();
if ( pEconItemView->GetExtraWearableViewModel() )
{
CTFWearable* pExtraWearableItem = dynamic_cast<CTFWearable*>( CreateEntityByName( "tf_wearable_vm" ) );
if ( pExtraWearableItem )
{
if ( modelinfo->GetModelIndex( pEconItemView->GetExtraWearableViewModel() ) == -1 ) {
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s - View Model Late Precache", __FUNCTION__ );
// Precaching may be needed here, because we allow virtually everything to be loaded on demand now.
pExtraWearableItem->PrecacheModel( pEconItemView->GetExtraWearableViewModel() );
}
pExtraWearableItem->AddSpawnFlags( SF_NORESPAWN );
pExtraWearableItem->SetAlwaysAllow( true );
DispatchSpawn( pExtraWearableItem );
pExtraWearableItem->GiveTo( GetOwner() );
pExtraWearableItem->SetModel( pEconItemView->GetExtraWearableViewModel() );
bHasViewModel = true;
pExtraWearableItem->SetWeaponAssociatedWith( this );
ExtraWearableViewModelEquipped( pExtraWearableItem );
}
}
if ( pEconItemView->GetExtraWearableModel() )
{
CTFWearable* pExtraWearableItem = dynamic_cast<CTFWearable*>( CreateEntityByName( "tf_wearable" ) );
if ( pExtraWearableItem )
{
if ( modelinfo->GetModelIndex( pEconItemView->GetExtraWearableModel() ) == -1 ) {
tmZone(TELEMETRY_LEVEL0, TMZF_NONE, "%s - Model Late Precache", __FUNCTION__);
// Precaching may be needed here, because we allow virtually everything to be loaded on demand now.
pExtraWearableItem->PrecacheModel( pEconItemView->GetExtraWearableModel() );
}
pExtraWearableItem->AddSpawnFlags( SF_NORESPAWN );
pExtraWearableItem->SetAlwaysAllow( true );
DispatchSpawn( pExtraWearableItem );
pExtraWearableItem->GiveTo( GetOwner() );
pExtraWearableItem->SetModel( pEconItemView->GetExtraWearableModel() );
if ( bHasViewModel )
{
// If it has a view model we need to have the weapon control visibility of this wearable
pExtraWearableItem->SetWeaponAssociatedWith( this );
}
ExtraWearableEquipped( pExtraWearableItem );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ExtraWearableEquipped( CTFWearable *pExtraWearableItem )
{
Assert( m_hExtraWearable == NULL );
Assert( pExtraWearableItem != NULL );
m_hExtraWearable.Set( pExtraWearableItem );
CBasePlayer *pPlayerOwner = dynamic_cast<CBasePlayer *>( GetOwner() );
if ( pPlayerOwner )
{
pExtraWearableItem->Equip( pPlayerOwner );
}
}
void CTFWeaponBase::ExtraWearableViewModelEquipped( CTFWearable *pExtraWearableItem )
{
Assert( m_hExtraWearableViewModel == NULL );
Assert( pExtraWearableItem != NULL );
m_hExtraWearableViewModel.Set( pExtraWearableItem );
CBasePlayer *pPlayerOwner = dynamic_cast<CBasePlayer *>( GetOwner() );
if ( pPlayerOwner )
{
pExtraWearableItem->Equip( pPlayerOwner );
}
}
#else
void CTFWeaponBase::UpdateExtraWearablesVisibility()
{
if ( m_hExtraWearable.Get() )
{
m_hExtraWearable->ValidateModelIndex();
m_hExtraWearable->UpdateVisibility();
m_hExtraWearable->CreateShadow();
}
if ( m_hExtraWearableViewModel.Get() )
{
m_hExtraWearableViewModel->UpdateVisibility();
}
if ( m_viewmodelStatTrakAddon.Get() )
{
m_viewmodelStatTrakAddon->UpdateVisibility();
}
if ( m_worldmodelStatTrakAddon.Get() )
{
m_worldmodelStatTrakAddon->UpdateVisibility();
m_worldmodelStatTrakAddon->CreateShadow();
}
}
#endif // GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::RemoveExtraWearables( void )
{
if ( m_hExtraWearable )
{
m_hExtraWearable->RemoveFrom( GetOwnerEntity() );
m_hExtraWearable = NULL;
}
if ( m_hExtraWearableViewModel )
{
m_hExtraWearableViewModel->RemoveFrom( GetOwnerEntity() );
m_hExtraWearableViewModel = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Drop( const Vector &vecVelocity )
{
#ifndef CLIENT_DLL
if ( m_iAltFireHint )
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
{
pPlayer->StopHintTimer( m_iAltFireHint );
}
}
#endif
BaseClass::Drop( vecVelocity );
ReapplyProvision();
RemoveExtraWearables();
#ifndef CLIENT_DLL
// Never allow weapons to lie around on the ground
UTIL_Remove( this );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateOnRemove( void )
{
RemoveExtraWearables();
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CanHolster( void ) const
{
// Honorbound weapons are unable to be holstered until they have killed someone
// since the last time they were brought out. We ignore this logic for the first
// block of time after a weapon is taken out to allow quickswitching.
// only check the first block of time logic if the weapon is active weapon
// Can always holster if you have enough life cause we'll take that away
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer && ( pPlayer->GetActiveWeapon() != this || gpGlobals->curtime >= pPlayer->m_Shared.m_flFirstPrimaryAttack ) )
{
if ( IsHonorBound() && pPlayer->m_Shared.m_iKillCountSinceLastDeploy == 0 && pPlayer->GetHealth() <= 50 )
{
#ifdef CLIENT_DLL
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
#endif
return false;
}
}
return BaseClass::CanHolster();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Holster( CBaseCombatWeapon *pSwitchingTo )
{
#ifndef CLIENT_DLL
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && m_iAltFireHint )
{
pPlayer->StopHintTimer( m_iAltFireHint );
}
// Honorbound hurt yourself
if ( pPlayer && ( pPlayer->GetActiveWeapon() != this || gpGlobals->curtime >= pPlayer->m_Shared.m_flFirstPrimaryAttack ) )
{
if ( IsHonorBound() && pPlayer->m_Shared.m_iKillCountSinceLastDeploy == 0 && pPlayer->GetHealth() > 0 && pPlayer->IsAlive() )
{
pPlayer->TakeDamage( CTakeDamageInfo( pPlayer, pPlayer, vec3_origin, pPlayer->WorldSpaceCenter(), 50.f, GetDamageType() | DMG_PREVENT_PHYSICS_FORCE ) );
}
}
#endif
m_iReloadMode.Set( TF_RELOAD_START );
return BaseClass::Holster( pSwitchingTo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Deploy( void )
{
#ifndef CLIENT_DLL
if ( m_iAltFireHint )
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
{
pPlayer->StartHintTimer( m_iAltFireHint );
}
}
#endif
m_iReloadMode.Set( TF_RELOAD_START );
float flOriginalPrimaryAttack = m_flNextPrimaryAttack;
float flOriginalSecondaryAttack = m_flNextSecondaryAttack;
bool bDeploy = BaseClass::Deploy();
if ( bDeploy )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( !pPlayer )
return false;
float flWeaponSwitchTime = 0.5f;
// Overrides the anim length for calculating ready time.
float flDeployTimeMultiplier = 1.0f;
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, flDeployTimeMultiplier, mult_deploy_time );
CALL_ATTRIB_HOOK_FLOAT( flDeployTimeMultiplier, mult_single_wep_deploy_time );
// don't apply mult_switch_from_wep_deploy_time attribute if the last weapon hasn't been deployed for more than 0.67 second to match to weapon script switch time
// unless the player latched to a hook target, then allow switching right away
CTFWeaponBase *pLastWeapon = dynamic_cast< CTFWeaponBase* >( pPlayer->GetLastWeapon() );
if ( pPlayer->GetGrapplingHookTarget() != NULL || ( pLastWeapon && gpGlobals->curtime - pLastWeapon->m_flLastDeployTime > flWeaponSwitchTime ) )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pLastWeapon, flDeployTimeMultiplier, mult_switch_from_wep_deploy_time );
}
if ( pPlayer->m_Shared.InCond( TF_COND_BLASTJUMPING ) )
{
CALL_ATTRIB_HOOK_FLOAT( flDeployTimeMultiplier, mult_rocketjump_deploy_time );
}
int iIsSword = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pLastWeapon, iIsSword, is_a_sword );
CALL_ATTRIB_HOOK_INT( iIsSword, is_a_sword );
if ( iIsSword )
{
// swords deploy and holster 75% slower
flDeployTimeMultiplier *= 1.75f;
}
#ifdef STAGING_ONLY
if ( pPlayer->m_Shared.InCond( TF_COND_TRANQ_SPY_BOOST ) )
{
flDeployTimeMultiplier /= 2.0f;
}
#endif // STAGING_ONLY
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
{
flDeployTimeMultiplier /= 5.0f;
}
int numHealers = pPlayer->m_Shared.GetNumHealers();
if ( numHealers == 0 )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, flDeployTimeMultiplier, mod_medic_healed_deploy_time );
}
flDeployTimeMultiplier = MAX( flDeployTimeMultiplier, 0.00001f );
float flDeployTime = flWeaponSwitchTime * flDeployTimeMultiplier;
float flPlaybackRate = Clamp( ( 1.f / flDeployTimeMultiplier ) * ( 0.67f / flWeaponSwitchTime ), -4.f, 12.f ); // clamp between the range that's defined in send table
if ( pPlayer->GetViewModel(0) )
{
pPlayer->GetViewModel(0)->SetPlaybackRate( flPlaybackRate );
}
if ( pPlayer->GetViewModel(1) )
{
pPlayer->GetViewModel(1)->SetPlaybackRate( flPlaybackRate );
}
// Don't override primary attacks that are already further out than this. This prevents
// people exploiting weapon switches to allow weapons to fire faster.
m_flNextPrimaryAttack = MAX( flOriginalPrimaryAttack, gpGlobals->curtime + flDeployTime );
m_flNextSecondaryAttack = MAX( flOriginalSecondaryAttack, m_flNextPrimaryAttack.Get() );
pPlayer->SetNextAttack( m_flNextPrimaryAttack );
m_flLastDeployTime = gpGlobals->curtime;
#ifdef GAME_DLL
// Reset our deploy-lifetime kill counter.
pPlayer->m_Shared.m_iKillCountSinceLastDeploy = 0;
pPlayer->m_Shared.m_flFirstPrimaryAttack = m_flNextPrimaryAttack;
#endif // GAME_DLL
}
return bDeploy;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::ForceWeaponSwitch() const
{
// allow knockout rune to force switch to melee
CTFPlayer *pOwner = GetTFPlayerOwner();
if ( pOwner && pOwner->m_Shared.GetCarryingRuneType() == RUNE_KNOCKOUT )
{
int iClass = pOwner->GetPlayerClass()->GetClassIndex();
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem && pItem->GetStaticData()->GetLoadoutSlot( iClass ) == LOADOUT_POSITION_MELEE )
{
return true;
}
}
// should force switch to this item
int iForceWeaponSwitch = 0;
CALL_ATTRIB_HOOK_INT( iForceWeaponSwitch, force_weapon_switch );
return iForceWeaponSwitch != 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Detach( void )
{
BaseClass::Detach();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::OnActiveStateChanged( int iOldState )
{
UpdateHiddenParentBodygroup( m_iState == WEAPON_IS_ACTIVE );
// See if we need to reapply our provider based on our active state.
int iProvideMode = 0;
CALL_ATTRIB_HOOK_INT( iProvideMode, provide_on_active );
if ( 1 == iProvideMode )
{
ReapplyProvision();
}
// Check for a speed mod change.
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer )
{
pPlayer->TeamFortress_SetSpeed();
}
CEconItemView *pScriptItem = GetAttributeContainer()->GetItem();
if ( pScriptItem && pScriptItem->GetStaticData()->GetHideBodyGroupsDeployedOnly() )
{
#ifdef CLIENT_DLL
if ( pPlayer )
{
pPlayer->SetBodygroupsDirty();
}
#else
int iState = 0;
if ( WeaponState() == WEAPON_IS_ACTIVE )
{
iState = 1;
}
if ( pPlayer )
{
UpdateBodygroups( pPlayer, iState );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::VisibleInWeaponSelection( void )
{
if ( BaseClass::VisibleInWeaponSelection() == false )
{
return false;
}
if ( TFGameRules()->IsInTraining() )
{
ConVarRef training_can_select_weapon_primary ( "training_can_select_weapon_primary" );
ConVarRef training_can_select_weapon_secondary ( "training_can_select_weapon_secondary" );
ConVarRef training_can_select_weapon_melee ( "training_can_select_weapon_melee" );
ConVarRef training_can_select_weapon_building ( "training_can_select_weapon_building" );
ConVarRef training_can_select_weapon_pda ( "training_can_select_weapon_pda" );
ConVarRef training_can_select_weapon_item1 ( "training_can_select_weapon_item1" );
ConVarRef training_can_select_weapon_item2 ( "training_can_select_weapon_item2" );
bool bVisible = true;
switch ( GetTFWpnData().m_iWeaponType )
{
case TF_WPN_TYPE_PRIMARY: bVisible = training_can_select_weapon_primary.GetBool(); break;
case TF_WPN_TYPE_SECONDARY: bVisible = training_can_select_weapon_secondary.GetBool(); break;
case TF_WPN_TYPE_MELEE: bVisible = training_can_select_weapon_melee.GetBool(); break;
case TF_WPN_TYPE_BUILDING: bVisible = training_can_select_weapon_building.GetBool(); break;
case TF_WPN_TYPE_PDA: bVisible = training_can_select_weapon_pda.GetBool(); break;
case TF_WPN_TYPE_ITEM1: bVisible = training_can_select_weapon_item1.GetBool(); break;
case TF_WPN_TYPE_ITEM2: bVisible = training_can_select_weapon_item2.GetBool(); break;
} // switch
return bVisible;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateHiddenParentBodygroup( bool bHide )
{
#ifdef GAME_DLL
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if (!pPlayer)
return;
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
// Old style hidden bodygroups (weapon only):
int iHiddenBG = pItem->GetStaticData()->GetHiddenParentBodygroup( GetTeamNumber() );
if ( iHiddenBG != -1 )
{
pPlayer->SetBodygroup( iHiddenBG, bHide );
}
}
#endif
}
void CTFWeaponBase::Misfire( void )
{
CalcIsAttackCritical();
}
void CTFWeaponBase::FireFullClipAtOnce( void )
{
AssertMsg( 0, "weapon that has AutoFiresFullClipAllAtOnce should implement this function" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
void CTFWeaponBase::PrimaryAttack( void )
{
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
if ( !CanAttack() )
return;
BaseClass::PrimaryAttack();
if ( m_bReloadsSingly )
{
m_iReloadMode.Set( TF_RELOAD_START );
}
m_flLastPrimaryAttackTime = gpGlobals->curtime;
#ifdef STAGING_ONLY
// Remove Cond if I attack
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_NO_COMBAT_SPEED_BOOST ) )
{
pPlayer->m_Shared.RemoveCond( TF_COND_NO_COMBAT_SPEED_BOOST );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
void CTFWeaponBase::SecondaryAttack( void )
{
// Set the weapon mode.
m_iWeaponMode = TF_WEAPON_SECONDARY_MODE;
#ifdef STAGING_ONLY
// Remove Cond if I attack
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_NO_COMBAT_SPEED_BOOST ) )
{
pPlayer->m_Shared.RemoveCond( TF_COND_NO_COMBAT_SPEED_BOOST );
}
#endif
// Don't hook secondary for now.
return;
}
//-----------------------------------------------------------------------------
// Purpose: Most calls use the prediction seed
//-----------------------------------------------------------------------------
void CTFWeaponBase::CalcIsAttackCritical( void)
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return;
if ( gpGlobals->framecount == m_iLastCritCheckFrame )
return;
m_iLastCritCheckFrame = gpGlobals->framecount;
m_bCurrentCritIsRandom = false;
#if !defined( CLIENT_DLL )
// in training mode, the all bot team does not get crits
if ( TFGameRules()->IsInTraining() )
{
if ( pPlayer->IsBot() && TheTFBots().IsAllBotTeam( pPlayer->GetTeamNumber() ) )
{
// Support critboosted even in no crit mode
m_bCurrentAttackIsCrit = CalcIsAttackCriticalHelperNoCrits();
return;
}
}
if ( TFGameRules()->IsPVEModeActive() && TFGameRules()->IsPVEModeControlled( pPlayer ) )
{
// no crits for enemies in PvE
// Support critboosted even in no crit mode
m_bCurrentAttackIsCrit = CalcIsAttackCriticalHelperNoCrits();
return;
}
#endif
if ( (TFGameRules()->State_Get() == GR_STATE_TEAM_WIN) && (TFGameRules()->GetWinningTeam() == pPlayer->GetTeamNumber()) )
{
m_bCurrentAttackIsCrit = true;
}
else if ( !AreRandomCritsEnabled() )
{
// Support critboosted even in no crit mode
m_bCurrentAttackIsCrit = CalcIsAttackCriticalHelperNoCrits();
}
else
{
// call the weapon-specific helper method
m_bCurrentAttackIsCrit = CalcIsAttackCriticalHelper();
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CalcIsAttackCriticalHelperNoCrits()
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return false;
return pPlayer->m_Shared.IsCritBoosted();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ETFDmgCustom CTFWeaponBase::GetPenetrateType() const
{
int iMode = 0;
CALL_ATTRIB_HOOK_INT( iMode, projectile_penetration );
#ifdef STAGING_ONLY
// Prototype hack
if ( !iMode )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwnerEntity() );
if ( pPlayer )
{
CALL_ATTRIB_HOOK_INT_ON_OTHER( pPlayer, iMode, ability_master_sniper );
}
}
#endif // STAGING_ONLY
return iMode >= 1
? TF_DMG_CUSTOM_PENETRATE_ALL_PLAYERS
: TF_DMG_CUSTOM_NONE;
}
//-----------------------------------------------------------------------------
// Purpose: Weapon-specific helper method to calculate if attack is crit
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CalcIsAttackCriticalHelper()
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return false;
float flCritChance = 0.f;
float flPlayerCritMult = pPlayer->GetCritMult();
if ( !CanFireCriticalShot() )
return false;
// Crit boosted players fire all crits
if ( pPlayer->m_Shared.IsCritBoosted() )
return true;
// For rapid fire weapons, allow crits while period is active
bool bRapidFire = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_bUseRapidFireCrits;
if ( bRapidFire && m_flCritTime > gpGlobals->curtime )
return true;
// --- Random crits from this point on ---
// Monitor and enforce short-term random crit rate - via bucket
// Figure out how much to add/remove from token bucket
int nProjectilesPerShot = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nBulletsPerShot;
if ( nProjectilesPerShot >= 1 )
{
CALL_ATTRIB_HOOK_FLOAT( nProjectilesPerShot, mult_bullets_per_shot );
}
else
{
nProjectilesPerShot = 1;
}
// Damage
float flDamage = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_nDamage;
CALL_ATTRIB_HOOK_FLOAT( flDamage, mult_dmg );
flDamage *= nProjectilesPerShot;
AddToCritBucket( flDamage );
bool bCrit = false;
m_bCurrentCritIsRandom = true;
int iRandom = 0;
if ( bRapidFire )
{
// only perform one crit check per second for rapid fire weapons
if ( tf_weapon_criticals_nopred.GetBool() )
{
if ( gpGlobals->curtime < m_flLastRapidFireCritCheckTime + 1.f )
return false;
m_flLastRapidFireCritCheckTime = gpGlobals->curtime;
}
else
{
if ( gpGlobals->curtime < m_flLastCritCheckTime + 1.f )
return false;
m_flLastCritCheckTime = gpGlobals->curtime;
}
// get the total crit chance (ratio of total shots fired we want to be crits)
float flTotalCritChance = clamp( TF_DAMAGE_CRIT_CHANCE_RAPID * flPlayerCritMult, 0.01f, 0.99f );
// get the fixed amount of time that we start firing crit shots for
float flCritDuration = TF_DAMAGE_CRIT_DURATION_RAPID;
// calculate the amount of time, on average, that we want to NOT fire crit shots for in order to achieve the total crit chance we want
float flNonCritDuration = ( flCritDuration / flTotalCritChance ) - flCritDuration;
// calculate the chance per second of non-crit fire that we should transition into critting such that on average we achieve the total crit chance we want
float flStartCritChance = 1 / flNonCritDuration;
CALL_ATTRIB_HOOK_FLOAT( flStartCritChance, mult_crit_chance );
// if base entity seed has changed since last calculation, reseed with new seed
int iMask = ( entindex() << 8 ) | ( pPlayer->entindex() );
int iSeed = CBaseEntity::GetPredictionRandomSeed() ^ iMask;
if ( iSeed != m_iCurrentSeed )
{
m_iCurrentSeed = iSeed;
RandomSeed( m_iCurrentSeed );
}
// see if we should start firing crit shots
iRandom = RandomInt( 0, WEAPON_RANDOM_RANGE-1 );
if ( iRandom < flStartCritChance * WEAPON_RANDOM_RANGE )
{
bCrit = true;
flCritChance = flStartCritChance;
}
}
else
{
// single-shot weapon, just use random pct per shot
flCritChance = TF_DAMAGE_CRIT_CHANCE * flPlayerCritMult;
CALL_ATTRIB_HOOK_FLOAT( flCritChance, mult_crit_chance );
// mess with the crit chance seed so it's not based solely on the prediction seed
int iMask = ( entindex() << 8 ) | ( pPlayer->entindex() );
int iSeed = CBaseEntity::GetPredictionRandomSeed() ^ iMask;
if ( iSeed != m_iCurrentSeed )
{
m_iCurrentSeed = iSeed;
RandomSeed( m_iCurrentSeed );
}
iRandom = RandomInt( 0, WEAPON_RANDOM_RANGE - 1 );
bCrit = ( iRandom < flCritChance * WEAPON_RANDOM_RANGE );
}
#ifdef _DEBUG
if ( tf_weapon_criticals_debug.GetBool() )
{
#ifdef GAME_DLL
DevMsg( "Roll (server): %i out of %f (crit: %d)\n", iRandom, ( flCritChance * WEAPON_RANDOM_RANGE ), bCrit );
#else
if ( prediction->IsFirstTimePredicted() )
{
DevMsg( "\tRoll (client): %i out of %f (crit: %d)\n", iRandom, ( flCritChance * WEAPON_RANDOM_RANGE ), bCrit );
}
#endif // GAME_DLL
}
// Force seed to always say yes
if ( tf_weapon_criticals_force_random.GetInt() )
{
bCrit = true;
}
#endif // _DEBUG
// Track each check
#ifdef GAME_DLL
m_nCritChecks++;
#else
if ( prediction->IsFirstTimePredicted() )
{
m_nCritChecks++;
}
#endif // GAME_DLL
// Seed says crit. Run it by the manager.
if ( bCrit )
{
bool bAntiCheat = true;
#ifdef _DEBUG
bAntiCheat = tf_weapon_criticals_anticheat.GetBool();
#endif // _DEBUG
// Monitor and enforce long-term random crit rate - via stats
if ( bAntiCheat )
{
if ( !CanFireRandomCriticalShot( flCritChance ) )
return false;
// Make sure rapid fire weapons can pay the cost of the entire period up-front
if ( bRapidFire )
{
flDamage *= TF_DAMAGE_CRIT_DURATION_RAPID / m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay;
// Never try to drain more than cap
int nBucketCap = tf_weapon_criticals_bucket_cap.GetInt();
if ( flDamage * TF_DAMAGE_CRIT_MULTIPLIER > nBucketCap )
flDamage = (float)nBucketCap / TF_DAMAGE_CRIT_MULTIPLIER;
}
bCrit = IsAllowedToWithdrawFromCritBucket( flDamage );
}
if ( bCrit && bRapidFire )
{
m_flCritTime = gpGlobals->curtime + TF_DAMAGE_CRIT_DURATION_RAPID;
}
}
return bCrit;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon has some ammo
//-----------------------------------------------------------------------------
bool CTFWeaponBase::HasAmmo( void )
{
if ( IsEnergyWeapon() )
return true;
else
return BaseClass::HasAmmo();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Reload( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return false;
if ( IsEnergyWeapon() && !Energy_FullyCharged() )
{
return ReloadSingly();
}
// If we're not already reloading, check to see if we have ammo to reload and check to see if we are max ammo.
if ( m_iReloadMode == TF_RELOAD_START )
{
// If I don't have any spare ammo, I can't reload
if ( GetOwner()->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
return false;
if ( !CanOverload() && Clip1() >= GetMaxClip1() )
return false;
}
// Reload one object at a time.
if ( m_bReloadsSingly )
return ReloadSingly();
// Normal reload.
DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::AbortReload( void )
{
BaseClass::AbortReload();
m_iReloadMode.Set( TF_RELOAD_START );
// Make sure our reloading bodygroup is hidden (shells/grenades/etc)
int indexR = FindBodygroupByName( "reload" );
if ( indexR >= 0 )
{
SetBodygroup( indexR, 0 );
}
}
//-----------------------------------------------------------------------------
// Is the weapon reloading right now?
bool CTFWeaponBase::IsReloading() const
{
return m_iReloadMode != TF_RELOAD_START;
}
bool CTFWeaponBase::AutoFiresFullClip( void ) const
{
int nAutoFiresFullClip = 0;
CALL_ATTRIB_HOOK_INT( nAutoFiresFullClip, auto_fires_full_clip );
return ( nAutoFiresFullClip != 0 );
}
bool CTFWeaponBase::AutoFiresFullClipAllAtOnce( void ) const
{
int nAutoFiresFullClipAllAtOnce = 0;
CALL_ATTRIB_HOOK_INT( nAutoFiresFullClipAllAtOnce, auto_fires_full_clip_all_at_once );
return ( nAutoFiresFullClipAllAtOnce != 0 );
}
bool CTFWeaponBase::CanOverload( void ) const
{
int nCanOverload = 0;
CALL_ATTRIB_HOOK_INT( nCanOverload, can_overload );
return ( nCanOverload != 0 );
}
float CTFWeaponBase::ApplyFireDelay( float flDelay ) const
{
float flDelayMult = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( flDelayMult, mult_postfiredelay );
float flComboBoost = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flComboBoost, kill_combo_fire_rate_boost );
flComboBoost *= GetKillComboCount();
flDelayMult -= flComboBoost;
// Haste Powerup Rune adds multiplier to fire delay time
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( pPlayer && pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
flDelayMult *= 0.5f;
}
else if ( pPlayer && ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KING || pPlayer->m_Shared.InCond( TF_COND_KING_BUFFED ) ) )
{
flDelayMult *= 0.75f;
}
return flDelay * flDelayMult;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTFWeaponBase::ReloadSingly( void )
{
// Don't reload.
if ( m_flNextPrimaryAttack > gpGlobals->curtime )
return false;
// Get the current player.
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return false;
// Anti Reload Cancelling Exploit (Beggers Bazooka)
// Force attack if we try to reload when we have ammo in the clip
if ( AutoFiresFullClip() && Clip1() > 0 && m_iReloadMode == TF_RELOAD_START )
{
PrimaryAttack();
m_bFiringWholeClip = true;
#ifdef CLIENT_DLL
pPlayer->SetFiredWeapon( true );
#endif
return false;
}
int nAutoFiresWhenFull = 0;
CALL_ATTRIB_HOOK_INT( nAutoFiresWhenFull, auto_fires_when_full );
if ( nAutoFiresWhenFull && ( Clip1() == GetMaxClip1() || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) )
{
PrimaryAttack();
m_bFiringWholeClip = true;
#ifdef CLIENT_DLL
pPlayer->SetFiredWeapon( true );
#endif
return false;
}
// check to see if we're ready to reload
switch ( m_iReloadMode )
{
case TF_RELOAD_START:
{
// Play weapon and player animations.
if ( SendWeaponAnim( ACT_RELOAD_START ) )
{
SetReloadTimer( SequenceDuration() );
}
else
{
// Update the reload timers with script values.
UpdateReloadTimers( true );
}
// Next reload the shells.
m_iReloadMode.Set( TF_RELOADING );
m_iReloadStartClipAmount = Clip1();
return true;
}
case TF_RELOADING:
{
// Did we finish the reload start? Now we can reload a rocket.
if ( m_flTimeWeaponIdle > gpGlobals->curtime )
return false;
// Play weapon reload animations and sound.
if ( Clip1() == m_iReloadStartClipAmount )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
}
else
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_LOOP );
}
m_bReloadedThroughAnimEvent = false;
if ( SendWeaponAnim( ACT_VM_RELOAD ) )
{
if ( GetWeaponID() == TF_WEAPON_GRENADELAUNCHER )
{
SetReloadTimer( GetTFWpnData().m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReload );
}
else
{
SetReloadTimer( SequenceDuration() );
}
}
else
{
// Update the reload timers.
UpdateReloadTimers( false );
}
// Play reload
#ifdef CLIENT_DLL
if ( ShouldPlayClientReloadSound() )
WeaponSound( RELOAD );
#else
WeaponSound( RELOAD );
#endif
// Next continue to reload shells?
m_iReloadMode.Set( TF_RELOADING_CONTINUE );
return true;
}
case TF_RELOADING_CONTINUE:
{
// Did we finish the reload start? Now we can finish reloading the rocket.
if ( m_flTimeWeaponIdle > gpGlobals->curtime )
return false;
IncrementAmmo();
if ( IsEnergyWeapon() )
{
if ( Energy_FullyCharged() )
{
m_iReloadMode.Set( TF_RELOAD_FINISH );
}
else
{
m_iReloadMode.Set( TF_RELOADING );
}
}
else
{
if ( ( !CanOverload() && ( Clip1() == GetMaxClip1() || pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) <= 0 ) ) )
{
m_iReloadMode.Set( TF_RELOAD_FINISH );
}
else
{
m_iReloadMode.Set( TF_RELOADING );
}
}
return true;
}
case TF_RELOAD_FINISH:
default:
{
if ( SendWeaponAnim( ACT_RELOAD_FINISH ) )
{
// We're done, allow primary attack as soon as we like unless we're an energy weapon.
// if ( IsEnergyWeapon() )
// {
// SetReloadTimer( SequenceDuration() );
// }
}
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD_END );
m_iReloadMode.Set( TF_RELOAD_START );
return true;
}
}
}
void CTFWeaponBase::IncrementAmmo( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
// If we have ammo, remove ammo and add it to clip
if ( !m_bReloadedThroughAnimEvent )
{
if ( IsEnergyWeapon() )
{
Energy_Recharge();
}
else if ( !CheckReloadMisfire() )
{
if ( pPlayer && pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) > 0 )
{
m_iClip1 = MIN( ( m_iClip1 + 1 ), GetMaxClip1() );
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEvent -
// *pOperator -
//-----------------------------------------------------------------------------
void CTFWeaponBase::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
{
if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) /*&& (pEvent->type & AE_TYPE_SERVER)*/ )
{
if ( pEvent->event == AE_WPN_INCREMENTAMMO )
{
IncrementAmmo();
m_bReloadedThroughAnimEvent = true;
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFWeaponBase::GetInventoryModel( void )
{
// Return the world model when displaying this item in the inventory
const model_t *pWorldModel = modelinfo->GetModel( m_iWorldModelIndex );
if ( pWorldModel )
return modelinfo->GetModelName( pWorldModel );
return NULL;//BaseClass::GetInventoryModel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::NeedsReloadForAmmo1( int iClipSize1 ) const
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner )
{
// If you don't have clips, then don't try to reload them.
if ( UsesClipsForAmmo1() )
{
// need to reload primary clip?
int primary = MIN( iClipSize1 - m_iClip1, pOwner->GetAmmoCount( m_iPrimaryAmmoType ) );
if ( primary != 0 )
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::NeedsReloadForAmmo2( int iClipSize2 ) const
{
CBaseCombatCharacter *pOwner = GetOwner();
if ( pOwner )
{
if ( UsesClipsForAmmo2() )
{
// need to reload secondary clip?
int secondary = MIN( iClipSize2 - m_iClip2, pOwner->GetAmmoCount( m_iSecondaryAmmoType ) );
if ( secondary != 0 )
return true;
}
}
return false;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
bool CTFWeaponBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
// The the owning local player.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
// Setup and check for reload.
bool bReloadPrimary = NeedsReloadForAmmo1( iClipSize1 );
bool bReloadSecondary = NeedsReloadForAmmo2( iClipSize2 );
// We didn't reload.
if ( !( bReloadPrimary || bReloadSecondary ) )
return false;
// Play reload
#ifdef CLIENT_DLL
if ( ShouldPlayClientReloadSound() )
WeaponSound( RELOAD );
#else
WeaponSound( RELOAD );
#endif
// Play the player's reload animation
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
float flReloadTime;
// First, see if we have a reload animation
if ( SendWeaponAnim( iActivity ) )
{
// We consider the reload finished 0.2 sec before the anim is, so that players don't keep accidentally aborting their reloads
flReloadTime = SequenceDuration() - 0.2;
}
else
{
// No reload animation. Use the script time.
flReloadTime = GetTFWpnData().m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReload;
if ( bReloadSecondary )
{
flReloadTime = GetTFWpnData().m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeReload;
}
}
SetReloadTimer( flReloadTime );
m_bInReload = true;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateReloadTimers( bool bStart )
{
// Starting a reload?
if ( bStart )
{
// Get the reload start time.
SetReloadTimer( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeReloadStart );
}
// In reload.
else
{
SetReloadTimer( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeReload );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::SetReloadTimer( float flReloadTime )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
float flBaseReloadTime = flReloadTime;
CALL_ATTRIB_HOOK_FLOAT( flReloadTime, mult_reload_time );
CALL_ATTRIB_HOOK_FLOAT( flReloadTime, mult_reload_time_hidden );
CALL_ATTRIB_HOOK_FLOAT( flReloadTime, fast_reload );
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, flReloadTime, hwn_mult_reload_time );
//int iPanicAttack = 0;
//CALL_ATTRIB_HOOK_INT( iPanicAttack, panic_attack );
//if ( iPanicAttack )
//{
// if ( pPlayer->GetHealth() < pPlayer->GetMaxHealth() * 0.33f )
// {
// flReloadTime *= 0.3f;
// }
// else if ( pPlayer->GetHealth() < pPlayer->GetMaxHealth() * 0.66f )
// {
// flReloadTime *= 0.6f;
// }
//}
// Haste Powerup Rune adds multiplier to reload time
if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_HASTE )
{
flReloadTime *= 0.5f;
}
else if ( pPlayer->m_Shared.GetCarryingRuneType() == RUNE_KING || pPlayer->m_Shared.InCond( TF_COND_KING_BUFFED ) )
{
flReloadTime *= 0.75f;
}
int numHealers = pPlayer->m_Shared.GetNumHealers();
if ( numHealers == 1 )
{
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pPlayer, flReloadTime, mult_reload_time_while_healed );
}
flReloadTime = MAX( flReloadTime, 0.00001f );
if ( pPlayer->GetViewModel(0) )
{
pPlayer->GetViewModel(0)->SetPlaybackRate( flBaseReloadTime / flReloadTime );
}
if ( pPlayer->GetViewModel(1) )
{
pPlayer->GetViewModel(1)->SetPlaybackRate( flBaseReloadTime / flReloadTime );
}
m_flReloadPriorNextFire = m_flNextPrimaryAttack;
float flTime = gpGlobals->curtime + flReloadTime;
// Set next player attack time (weapon independent).
pPlayer->m_flNextAttack = flTime;
// Set next weapon attack times (based on reloading).
m_flNextPrimaryAttack = Max( flTime, (float)m_flReloadPriorNextFire);
// Don't push out secondary attack, because our secondary fire
// systems are all separate from primary fire (sniper zooming, demoman pipebomb detonating, etc)
//m_flNextSecondaryAttack = flTime;
// Set next idle time (based on reloading).
SetWeaponIdleTime( flTime );
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
bool CTFWeaponBase::PlayEmptySound()
{
CPASAttenuationFilter filter( this );
filter.UsePredictionRules();
// TFTODO: Add default empty sound here!
// EmitSound( filter, entindex(), "Default.ClipEmpty_Rifle" );
return false;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFWeaponBase::SendReloadEvents()
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
// Make the player play his reload animation.
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ItemBusyFrame( void )
{
// Call into the base ItemBusyFrame.
BaseClass::ItemBusyFrame();
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
{
return;
}
if ( ( pOwner->m_nButtons & IN_ATTACK2 ) && /*m_bInReload == false &&*/ m_bInAttack2 == false )
{
pOwner->DoClassSpecialSkill();
m_bInAttack2 = true;
}
else if ( !(pOwner->m_nButtons & IN_ATTACK2) && m_bInAttack2 )
{
m_bInAttack2 = false;
}
// Interrupt a reload on reload singly weapons.
if ( ( pOwner->m_nButtons & IN_ATTACK ) && Clip1() > 0 )
{
bool bAbortReload = false;
if ( m_bReloadsSingly )
{
if ( m_iReloadMode != TF_RELOAD_START )
{
m_iReloadMode.Set( TF_RELOAD_START );
bAbortReload = true;
}
}
else if ( m_bInReload )
{
// We don't let them abort before the next fire point, so they can't use reload to fire before they would have fired if they hadn't reloaded
if ( gpGlobals->curtime >= m_flReloadPriorNextFire )
{
bAbortReload = true;
}
}
if ( bAbortReload )
{
AbortReload();
m_bInReload = false;
pOwner->m_flNextAttack = gpGlobals->curtime;
m_flNextPrimaryAttack = Max<float>( gpGlobals->curtime, m_flReloadPriorNextFire );
SetWeaponIdleTime( gpGlobals->curtime + m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeIdle );
}
}
#ifdef GAME_DLL
// If we have an active-weapon-only regen, we accumulate regen time while active, so that
// they can't avoid the regen/degen by weapon switching rapidly.
ApplyItemRegen();
#endif
CheckEffectBarRegen();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ItemPostFrame( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
{
return;
}
bool bNeedsReload = NeedsReloadForAmmo1( GetMaxClip1() ) || ( IsEnergyWeapon() && !Energy_FullyCharged() );
// If we're not shooting, and we want to autoreload, press our reload key
if ( !AutoFiresFullClip() && pOwner->ShouldAutoReload() && UsesClipsForAmmo1() && !(pOwner->m_nButtons & (IN_ATTACK|IN_ATTACK2)) && bNeedsReload )
{
pOwner->m_nButtons |= IN_RELOAD;
}
// debounce InAttack flags
if ( m_bInAttack && !( pOwner->m_nButtons & IN_ATTACK ) )
{
m_bInAttack = false;
}
if ( m_bInAttack2 && !( pOwner->m_nButtons & IN_ATTACK2 ) )
{
m_bInAttack2 = false;
}
#ifdef GAME_DLL
// If we have an active-weapon-only regen, we accumulate regen time while active, so that
// they can't avoid the regen/degen by weapon switching rapidly.
ApplyItemRegen();
#endif
CheckEffectBarRegen();
// If we're lowered, we're not allowed to fire
if ( m_bLowered )
return;
// Call the base item post frame.
BaseClass::ItemPostFrame();
// Check for reload singly interrupts.
if ( m_bReloadsSingly )
{
ReloadSinglyPostFrame();
}
if ( AutoFiresFullClip() && AutoFiresFullClipAllAtOnce() && m_iClip1 == GetMaxClip1() )
{
FireFullClipAtOnce();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFWeaponBase::GetInspectActivity( TFWeaponInspectStage inspectStage )
{
static int s_inspectActivities[][INSPECT_STAGE_COUNT] =
{
// LOADOUT_POSITION_PRIMARY
{
ACT_PRIMARY_VM_INSPECT_START,
ACT_PRIMARY_VM_INSPECT_IDLE,
ACT_PRIMARY_VM_INSPECT_END
},
//LOADOUT_POSITION_SECONDARY
{
ACT_SECONDARY_VM_INSPECT_START,
ACT_SECONDARY_VM_INSPECT_IDLE,
ACT_SECONDARY_VM_INSPECT_END
},
//LOADOUT_POSITION_MELEE
{
ACT_MELEE_VM_INSPECT_START,
ACT_MELEE_VM_INSPECT_IDLE,
ACT_MELEE_VM_INSPECT_END
},
};
loadout_positions_t iLoadoutSlot = LOADOUT_POSITION_INVALID;
CTFPlayer *pOwner = GetTFPlayerOwner();
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pOwner && pItem )
{
int iClass = pOwner->GetPlayerClass()->GetClassIndex();
iLoadoutSlot = (loadout_positions_t)pItem->GetStaticData()->GetLoadoutSlot( iClass );
}
if ( iLoadoutSlot < LOADOUT_POSITION_PRIMARY || iLoadoutSlot > LOADOUT_POSITION_MELEE )
{
// do primary animation for any loadout that we don't support yet
iLoadoutSlot = LOADOUT_POSITION_PRIMARY;
}
return s_inspectActivities[iLoadoutSlot][inspectStage];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CanInspect() const
{
#ifdef STAGING_ONLY
if ( tf_weapon_force_allow_inspect.GetBool() )
return true;
#endif
float flInspect = 0.f;
CALL_ATTRIB_HOOK_FLOAT( flInspect, weapon_allow_inspect );
return flInspect != 0.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::HandleInspect()
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( !CanInspect() )
return;
// first time pressing inspecting key
if ( !m_bInspecting && pPlayer->IsInspecting() )
{
m_nInspectStage = INSPECT_INVALID;
m_flInspectAnimTime = -1.f;
if ( SendWeaponAnim( GetInspectActivity( INSPECT_START ) ) )
{
m_flInspectAnimTime = gpGlobals->curtime + SequenceDuration();
m_nInspectStage = INSPECT_START;
}
}
else if ( !pPlayer->IsInspecting() && m_nInspectStage == INSPECT_IDLE )
{
// transition from idle to end when the inspect button is released
if ( SendWeaponAnim( GetInspectActivity( INSPECT_END ) ) )
{
m_flInspectAnimTime = gpGlobals->curtime + SequenceDuration();
m_nInspectStage = INSPECT_END;
}
}
else if ( m_nInspectStage != INSPECT_INVALID ) // inspecting
{
if ( gpGlobals->curtime > m_flInspectAnimTime )
{
if ( m_nInspectStage == INSPECT_START )
{
TFWeaponInspectStage inspectStage = pPlayer->IsInspecting() ? INSPECT_IDLE : INSPECT_END;
// transition from start to idle, or end if the inspect button is released
if ( SendWeaponAnim( GetInspectActivity( inspectStage ) ) )
{
m_flInspectAnimTime = gpGlobals->curtime + SequenceDuration();
m_nInspectStage = inspectStage;
}
}
else if ( m_nInspectStage == INSPECT_END )
{
m_flInspectAnimTime = -1.f;
m_nInspectStage = INSPECT_INVALID;
SendWeaponAnim( ACT_VM_IDLE );
}
}
}
m_bInspecting = pPlayer->IsInspecting();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ItemHolsterFrame( void )
{
BaseClass::ItemHolsterFrame();
CheckEffectBarRegen();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ReloadSinglyPostFrame( void )
{
if ( m_flTimeWeaponIdle > gpGlobals->curtime )
return;
// if the clip is empty and we have ammo remaining,
if ( IsEnergyWeapon() )
{
Reload();
}
else if ( ( !AutoFiresFullClip() && Clip1() == 0 && GetOwner()->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) ||
// or we are already in the process of reloading but not finished
( m_iReloadMode != TF_RELOAD_START ) )
{
// reload/continue reloading
Reload();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::WeaponShouldBeLowered( void )
{
// Can't be in the middle of another animation
if ( GetIdealActivity() != ACT_VM_IDLE_LOWERED && GetIdealActivity() != ACT_VM_IDLE &&
GetIdealActivity() != ACT_VM_IDLE_TO_LOWERED && GetIdealActivity() != ACT_VM_LOWERED_TO_IDLE )
return false;
if ( m_bLowered )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Ready( void )
{
// If we don't have the anim, just hide for now
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE )
{
RemoveEffects( EF_NODRAW );
}
m_bLowered = false;
SendWeaponAnim( ACT_VM_IDLE );
// Prevent firing until our weapon is back up
CTFPlayer *pPlayer = GetTFPlayerOwner();
pPlayer->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Lower( void )
{
AbortReload();
// If we don't have the anim, just hide for now
if ( SelectWeightedSequence( ACT_VM_IDLE_LOWERED ) == ACTIVITY_NOT_AVAILABLE )
{
AddEffects( EF_NODRAW );
}
m_bLowered = true;
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Show/hide weapon and corresponding view model if any
// Input : visible -
//-----------------------------------------------------------------------------
void CTFWeaponBase::SetWeaponVisible( bool visible )
{
if ( visible )
{
RemoveEffects( EF_NODRAW );
}
else
{
AddEffects( EF_NODRAW );
}
#ifdef CLIENT_DLL
UpdateVisibility();
// Force an update
PreDataUpdate( DATA_UPDATE_DATATABLE_CHANGED );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Allows the weapon to choose proper weapon idle animation
//-----------------------------------------------------------------------------
void CTFWeaponBase::WeaponIdle( void )
{
//See if we should idle high or low
if ( WeaponShouldBeLowered() )
{
// Move to lowered position if we're not there yet
if ( GetActivity() != ACT_VM_IDLE_LOWERED && GetActivity() != ACT_VM_IDLE_TO_LOWERED && GetActivity() != ACT_TRANSITION )
{
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
else if ( HasWeaponIdleTimeElapsed() )
{
// Keep idling low
SendWeaponAnim( ACT_VM_IDLE_LOWERED );
}
}
else
{
// See if we need to raise immediately
if ( GetActivity() == ACT_VM_IDLE_LOWERED )
{
SendWeaponAnim( ACT_VM_IDLE );
}
else if ( HasWeaponIdleTimeElapsed() )
{
if ( !( m_bReloadsSingly && m_iReloadMode != TF_RELOAD_START ) )
{
SendWeaponAnim( ACT_VM_IDLE );
m_flTimeWeaponIdle = gpGlobals->curtime + SequenceDuration();
}
#ifdef GAME_DLL
m_iHitsInTime = 1;
m_iFiredInTime = 1;
#endif // GAME_DLL
}
}
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
const char *CTFWeaponBase::GetMuzzleFlashModel( void )
{
const char *pszModel = GetTFWpnData().m_szMuzzleFlashModel;
if ( Q_strlen( pszModel ) > 0 )
{
return pszModel;
}
return NULL;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
const char *CTFWeaponBase::GetMuzzleFlashParticleEffect( void )
{
const char *pszPEffect = GetTFWpnData().m_szMuzzleFlashParticleEffect;
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
const char *pszItemMuzzleEffect = pItem->GetStaticData()->GetMuzzleFlash( GetTeamNumber() );
if ( pszItemMuzzleEffect )
{
pszPEffect = pszItemMuzzleEffect;
}
}
if ( Q_strlen( pszPEffect ) > 0 )
{
return pszPEffect;
}
return NULL;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
float CTFWeaponBase::GetMuzzleFlashModelLifetime( void )
{
return GetTFWpnData().m_flMuzzleFlashModelDuration;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFWeaponBase::GetTracerType( void )
{
const char* pszTracerEffect = GetTFWpnData().m_szTracerEffect;
if ( tf_useparticletracers.GetBool() )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
// Look for a replacement effect specified in the item's visual attributes.
const char *pszItemTracerEffect = pItem->GetStaticData()->GetTracerEffect( GetTeamNumber() );
if ( pszItemTracerEffect )
{
pszTracerEffect = pszItemTracerEffect;
}
}
if ( pszTracerEffect && pszTracerEffect[0] )
{
if ( !m_szTracerName[0] )
{
Q_snprintf( m_szTracerName, MAX_TRACER_NAME, "%s_%s", pszTracerEffect,
(GetOwner() && GetOwner()->GetTeamNumber() == TF_TEAM_RED ) ? "red" : "blue" );
}
return m_szTracerName;
}
}
if ( GetWeaponID() == TF_WEAPON_MINIGUN )
return "BrightTracer";
return BaseClass::GetTracerType();
}
//=============================================================================
//
// TFWeaponBase functions (Server specific).
//
#if !defined( CLIENT_DLL )
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFWeaponBase::CheckRespawn()
{
// Do not respawn.
return;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
CBaseEntity *CTFWeaponBase::Respawn()
{
// make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
// will decide when to make the weapon visible and touchable.
CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetAbsAngles(), GetOwner() );
if ( pNewWeapon )
{
pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
pNewWeapon->SetTouch( NULL );// no touch
pNewWeapon->SetThink( &CTFWeaponBase::AttemptToMaterialize );
UTIL_DropToFloor( this, MASK_SOLID );
// not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
// but when it should respawn is based on conditions belonging to the weapon that was taken.
pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) );
}
else
{
Msg( "Respawn failed to create %s!\n", GetClassname() );
}
return pNewWeapon;
}
// -----------------------------------------------------------------------------
// Purpose: Make a weapon visible and tangible.
// -----------------------------------------------------------------------------
void CTFWeaponBase::Materialize()
{
if ( IsEffectActive( EF_NODRAW ) )
{
RemoveEffects( EF_NODRAW );
DoMuzzleFlash();
}
AddSolidFlags( FSOLID_TRIGGER );
SetThink ( &CTFWeaponBase::SUB_Remove );
SetNextThink( gpGlobals->curtime + 1 );
}
// -----------------------------------------------------------------------------
// Purpose: The item is trying to materialize, should it do so now or wait longer?
// -----------------------------------------------------------------------------
void CTFWeaponBase::AttemptToMaterialize()
{
float flTime = g_pGameRules->FlWeaponTryRespawn( this );
if ( flTime == 0 )
{
Materialize();
return;
}
SetNextThink( gpGlobals->curtime + flTime );
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFWeaponBase::SetDieThink( bool bDie )
{
if( bDie )
{
SetContextThink( &CTFWeaponBase::Die, gpGlobals->curtime + 30.0f, "DieContext" );
}
else
{
SetContextThink( NULL, gpGlobals->curtime, "DieContext" );
}
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFWeaponBase::Die( void )
{
UTIL_Remove( this );
}
void CTFWeaponBase::WeaponReset( void )
{
m_iReloadMode.Set( TF_RELOAD_START );
m_bResetParity = !m_bResetParity;
m_flEnergy = Energy_GetMaxEnergy();
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
const Vector &CTFWeaponBase::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_15DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
void CTFWeaponBase::OnBulletFire( int iEnemyPlayersHit )
{
if ( !iEnemyPlayersHit )
{
m_iConsecutiveKills = 0;
}
else
{
m_iHitsInTime++;
m_flLastHitTime = gpGlobals->curtime;
}
m_iFiredInTime++;
}
void CTFWeaponBase::OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info )
{
m_iConsecutiveKills++;
if ( pVictim )
{
int nClassIndex = pVictim->GetPlayerClass()->GetClassIndex();
float fKillComboFireRateBoost = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( fKillComboFireRateBoost, kill_combo_fire_rate_boost );
if ( fKillComboFireRateBoost != 0.0f )
{
AddKillCombo( nClassIndex );
if ( GetKillComboCount() == 1 )
{
// Yell when we switch class combo type
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( pOwner )
{
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_COMBO_KILLED, CFmtStr( "victimclass:%s", g_aPlayerClassNames_NonLocalized[ nClassIndex ] ).Access() );
}
}
}
}
}
#else
void TE_DynamicLight( IRecipientFilter& filter, float delay,
const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
//=============================================================================
//
// TFWeaponBase functions (Client specific).
//
bool CTFWeaponBase::IsFirstPersonView()
{
C_TFPlayer *pPlayerOwner = GetTFPlayerOwner();
if ( pPlayerOwner == NULL )
{
return false;
}
return pPlayerOwner->InFirstPersonView();
}
bool CTFWeaponBase::UsingViewModel()
{
C_TFPlayer *pPlayerOwner = GetTFPlayerOwner();
bool bIsFirstPersonView = IsFirstPersonView();
bool bUsingViewModel = bIsFirstPersonView && ( pPlayerOwner != NULL ) && !pPlayerOwner->ShouldDrawThisPlayer();
return bUsingViewModel;
}
C_BaseAnimating *CTFWeaponBase::GetAppropriateWorldOrViewModel()
{
C_TFPlayer *pPlayerOwner = GetTFPlayerOwner();
if ( pPlayerOwner && UsingViewModel() )
{
// For w_* models the viewmodel itself is just arms+hands. And attached to them is the actual weapon.
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() && pItem->GetStaticData()->ShouldAttachToHands() )
{
C_BaseAnimating *pVMAttach = GetViewmodelAttachment();
if ( pVMAttach != NULL )
{
return pVMAttach;
}
}
// Nope - it's a standard viewmodel.
C_BaseAnimating *pViewModel = pPlayerOwner->GetViewModel();
if ( pViewModel != NULL )
{
return pViewModel;
}
// No viewmodel, so just return the normal model.
return this;
}
else
{
return this;
}
}
void CTFWeaponBase::CreateMuzzleFlashEffects( C_BaseEntity *pAttachEnt, int nIndex )
{
Vector vecOrigin;
QAngle angAngles;
if ( !pAttachEnt )
return;
if ( UsingViewModel() && !g_pClientMode->ShouldDrawViewModel() )
{
// Prevent effects when the ViewModel is hidden with r_drawviewmodel=0
return;
}
int iMuzzleFlashAttachment = pAttachEnt->LookupAttachment( "muzzle" );
const char *pszMuzzleFlashEffect = NULL;
const char *pszMuzzleFlashModel = GetMuzzleFlashModel();
const char *pszMuzzleFlashParticleEffect = GetMuzzleFlashParticleEffect();
// Pick the right muzzleflash (3rd / 1st person)
// (this uses IsFirstPersonView() rather than UsingViewModel() because even when NOT using the viewmodel, in 1st-person mode we still want the 1st-person muzzleflash effect)
if ( IsFirstPersonView() )
{
pszMuzzleFlashEffect = GetMuzzleFlashEffectName_1st();
}
else
{
pszMuzzleFlashEffect = GetMuzzleFlashEffectName_3rd();
}
// If we have an attachment, then stick a light on it.
if ( iMuzzleFlashAttachment > 0 && (pszMuzzleFlashEffect || pszMuzzleFlashModel || pszMuzzleFlashParticleEffect ) )
{
pAttachEnt->GetAttachment( iMuzzleFlashAttachment, vecOrigin, angAngles );
// Muzzleflash light
/*
CLocalPlayerFilter filter;
TE_DynamicLight( filter, 0.0f, &vecOrigin, 255, 192, 64, 5, 70.0f, 0.05f, 70.0f / 0.05f, LIGHT_INDEX_MUZZLEFLASH );
*/
if ( pszMuzzleFlashEffect )
{
// Using an muzzle flash dispatch effect
CEffectData muzzleFlashData;
muzzleFlashData.m_vOrigin = vecOrigin;
muzzleFlashData.m_vAngles = angAngles;
muzzleFlashData.m_hEntity = pAttachEnt->GetRefEHandle();
muzzleFlashData.m_nAttachmentIndex = iMuzzleFlashAttachment;
//muzzleFlashData.m_nHitBox = GetDODWpnData().m_iMuzzleFlashType;
//muzzleFlashData.m_flMagnitude = GetDODWpnData().m_flMuzzleFlashScale;
muzzleFlashData.m_flMagnitude = 0.2;
DispatchEffect( pszMuzzleFlashEffect, muzzleFlashData );
}
if ( pszMuzzleFlashModel )
{
float flEffectLifetime = GetMuzzleFlashModelLifetime();
// Using a model as a muzzle flash.
if ( m_hMuzzleFlashModel[nIndex] )
{
// Increase the lifetime of the muzzleflash
m_hMuzzleFlashModel[nIndex]->SetLifetime( flEffectLifetime );
}
else
{
m_hMuzzleFlashModel[nIndex] = C_MuzzleFlashModel::CreateMuzzleFlashModel( pszMuzzleFlashModel, pAttachEnt, iMuzzleFlashAttachment, flEffectLifetime );
// FIXME: This is an incredibly brutal hack to get muzzle flashes positioned correctly for recording
m_hMuzzleFlashModel[nIndex]->SetIs3rdPersonFlash( nIndex == 1 );
}
}
if ( pszMuzzleFlashParticleEffect )
{
DispatchMuzzleFlash( pszMuzzleFlashParticleEffect, pAttachEnt );
}
}
}
void CTFWeaponBase::DispatchMuzzleFlash( const char* effectName, C_BaseEntity* pAttachEnt )
{
DispatchParticleEffect( effectName, PATTACH_POINT_FOLLOW, pAttachEnt, "muzzle" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::ShouldDraw( void )
{
C_BaseCombatCharacter *pOwner = GetOwner();
if ( !pOwner )
return true;
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pLocalPlayer )
return true;
if ( pOwner->IsPlayer() )
{
CTFPlayer *pTFOwner = ToTFPlayer( GetOwner() );
if ( !pTFOwner )
return true;
if ( pTFOwner->m_Shared.IsControlStunned() )
return false;
// Ghosts dont have weapons
if ( pTFOwner->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
return false;
if ( pTFOwner->m_Shared.GetDisguiseWeapon() )
{
if ( pTFOwner->m_Shared.InCond( TF_COND_DISGUISED ) )
{
int iLocalPlayerTeam = pLocalPlayer->GetTeamNumber();
if ( pLocalPlayer->m_bIsCoaching && pLocalPlayer->m_hStudent )
{
iLocalPlayerTeam = pLocalPlayer->m_hStudent->GetTeamNumber();
}
// If we are disguised we may want to draw the disguise weapon.
if ( iLocalPlayerTeam != pOwner->GetTeamNumber() && (iLocalPlayerTeam != TEAM_SPECTATOR) )
{
// We are a disguised enemy, so only draw the disguise weapon.
if ( pTFOwner->m_Shared.GetDisguiseWeapon() != this )
{
return false;
}
}
else
{
// We are a disguised friendly. Don't draw the disguise weapon.
if ( m_bDisguiseWeapon )
{
return false;
}
}
}
else
{
// We are not disguised. Never draw the disguise weapon.
if ( m_bDisguiseWeapon )
{
return false;
}
}
}
}
return BaseClass::ShouldDraw();
}
void CTFWeaponBase::UpdateVisibility( void )
{
BaseClass::UpdateVisibility();
UpdateExtraWearablesVisibility();
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner )
{
pOwner->SetBodygroupsDirty();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CTFWeaponBase::InternalDrawModel( int flags )
{
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
bool bNotViewModel = ( pOwner->ShouldDrawThisPlayer() );
bool bUseInvulnMaterial = ( bNotViewModel && pOwner && pOwner->m_Shared.IsInvulnerable() &&
( !pOwner->m_Shared.InCond( TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED ) || gpGlobals->curtime < pOwner->GetLastDamageTime() + 2.0f ) );
if ( bUseInvulnMaterial )
{
modelrender->ForcedMaterialOverride( *pOwner->GetInvulnMaterialRef() );
}
int ret = BaseClass::InternalDrawModel( flags );
if ( bUseInvulnMaterial )
{
modelrender->ForcedMaterialOverride( NULL );
}
return ret;
}
void CTFWeaponBase::ProcessMuzzleFlashEvent( void )
{
C_BaseAnimating *pAttachEnt = GetAppropriateWorldOrViewModel();
C_TFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner == NULL )
return;
bool bDrawMuzzleFlashOnViewModel = ( pAttachEnt != this );
{
CRecordEffectOwner recordOwner( pOwner, bDrawMuzzleFlashOnViewModel );
CreateMuzzleFlashEffects( pAttachEnt, 0 );
}
// Quasi-evil
int nModelIndex = GetModelIndex();
int nWorldModelIndex = GetWorldModelIndex();
bool bInToolRecordingMode = ToolsEnabled() && clienttools->IsInRecordingMode();
if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex && pOwner->IsLocalPlayer() )
{
CRecordEffectOwner recordOwner( pOwner, false );
SetModelIndex( nWorldModelIndex );
CreateMuzzleFlashEffects( this, 1 );
SetModelIndex( nModelIndex );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
bool CTFWeaponBase::ShouldPredict()
{
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
{
return true;
}
return BaseClass::ShouldPredict();
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
void CTFWeaponBase::WeaponReset( void )
{
UpdateVisibility();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void CTFWeaponBase::PostDataUpdate( DataUpdateType_t updateType )
{
// We need to do this before the C_BaseAnimating code starts to drive
// clientside animation sequences on this model, which will be using bad sequences for the world model.
int iDesiredModelIndex = 0;
C_BasePlayer *pOwner = ToBasePlayer(GetOwner());
if ( !pOwner->ShouldDrawThisPlayer() )
{
iDesiredModelIndex = m_iViewModelIndex;
}
else
{
iDesiredModelIndex = GetWorldModelIndex();
// Our world models never animate
SetSequence( 0 );
}
if ( GetModelIndex() != iDesiredModelIndex )
{
SetModelIndex( iDesiredModelIndex );
}
BaseClass::PostDataUpdate( updateType );
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
void CTFWeaponBase::OnPreDataChanged( DataUpdateType_t type )
{
BaseClass::OnPreDataChanged( type );
m_bOldResetParity = m_bResetParity;
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
void CTFWeaponBase::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
ListenForGameEvent( "localplayer_changeteam" );
}
if ( GetPredictable() && !ShouldPredict() )
{
ShutdownPredictable();
}
//If its a world (held or dropped) model then set the correct skin color here.
if ( m_nModelIndex == GetWorldModelIndex() )
{
m_nSkin = GetSkin();
}
if ( m_bResetParity != m_bOldResetParity )
{
WeaponReset();
}
//Here we go...
//Since we can't get a repro for the invisible weapon thing, I'll fix it right up here:
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
// Our owner is alive and not a loser.
if ( pOwner && pOwner->IsAlive() && !pOwner->m_Shared.IsLoser() && !pOwner->m_Shared.InCond( TF_COND_COMPETITIVE_LOSER ) && ( pOwner->GetActiveWeapon() == this ) )
{
// And he is NOT taunting or control stunned.
if ( !pOwner->m_Shared.InCond ( TF_COND_TAUNTING ) && !pOwner->m_Shared.InCond ( TF_COND_HALLOWEEN_KART ) &&
(!pOwner->m_Shared.IsControlStunned() || !pOwner->m_Shared.IsLoserStateStunned() || !HideWhileStunned()) )
{
if ( IsEffectActive( EF_NODRAW ) )
{
RemoveEffects( EF_NODRAW );
UpdateVisibility();
}
}
}
UpdateParticleSystems();
if ( m_iOldTeam != m_iTeamNum )
{
// Recompute our tracer name
m_szTracerName[0] = '\0';
}
//if ( m_hExtraWearable.Get() && m_hExtraWearable->IsVisible() != IsVisible() )
if ( m_hExtraWearable.Get() )
{
m_hExtraWearable->UpdateVisibility();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::FireGameEvent( IGameEvent *event )
{
// If we were the active weapon, we need to update our visibility
// because we may switch visibility due to Spy disguises.
const char *pszEventName = event->GetName();
if ( Q_strcmp( pszEventName, "localplayer_changeteam" ) == 0 )
{
UpdateVisibility();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// ----------------------------------------------------------------------------
int CTFWeaponBase::GetWorldModelIndex( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
// Guitar Riff taunt support.
if ( pPlayer )
{
bool bReplaceModel = true;
const char* pszCustomTauntProp = NULL;
if ( pPlayer->m_Shared.InCond( TF_COND_TAUNTING ) && ( pPlayer->m_Shared.GetTauntIndex() == TAUNT_MISC_ITEM || pPlayer->m_Shared.GetTauntIndex() == TAUNT_LONG ) )
{
int iClass = pPlayer->GetPlayerClass()->GetClassIndex();
CEconItemView *pMiscItemView = pPlayer->GetTauntEconItemView();
if ( pMiscItemView && pMiscItemView->GetStaticData()->GetTauntData() )
{
// if prop has its own animation, don't replace weapon model
if ( !pMiscItemView->GetStaticData()->GetTauntData()->GetPropIntroScene( iClass ) )
{
pszCustomTauntProp = pMiscItemView->GetStaticData()->GetTauntData()->GetProp( iClass );
}
}
}
if ( pszCustomTauntProp )
{
m_iWorldModelIndex = modelinfo->GetModelIndex( pszCustomTauntProp );
}
else
{
bReplaceModel = false;
}
if ( bReplaceModel )
{
return m_iWorldModelIndex;
}
}
if ( m_iCachedModelIndex == 0 )
{
// Remember our normal world model index so we can quickly replace it later.
m_iCachedModelIndex = modelinfo->GetModelIndex( GetWorldModel() );
}
// We aren't taunting, so we want to use the cached model index.
if ( m_iWorldModelIndex != m_iCachedModelIndex )
{
m_iWorldModelIndex = m_iCachedModelIndex;
}
if ( IsEffectActive( EF_NODRAW ) && ShouldDraw() ) // Early-out if we are visible.
{
// Some taunts (guitar, bubble wand, etc.) hide us at the end of the animation.
// We want to re-enable drawing if we should be drawing now but aren't.
SetWeaponVisible( true );
}
if ( pPlayer )
{
// if we're a spy and we're disguised, we also
// want to disguise our weapon's world model
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 = ( pPlayer->GetTeamNumber() != iLocalTeam && iLocalTeam > LAST_SHARED_TEAM );
if ( bUseDisguiseWeapon && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) )
{
CTFWeaponBase *pDisguiseWeapon = pPlayer->m_Shared.GetDisguiseWeapon();
if ( !pDisguiseWeapon )
return BaseClass::GetWorldModelIndex();
if ( pDisguiseWeapon == this )
return BaseClass::GetWorldModelIndex();
else
return pDisguiseWeapon->GetWorldModelIndex();
}
}
return BaseClass::GetWorldModelIndex();
}
bool CTFWeaponBase::ShouldDrawCrosshair( void )
{
const char *crosshairfile = cl_crosshair_file.GetString();
if ( !crosshairfile || !crosshairfile[0] )
{
// Default crosshair.
return GetTFWpnData().m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bDrawCrosshair;
}
// Custom crosshair.
return true;
}
void CTFWeaponBase::Redraw()
{
if ( ShouldDrawCrosshair() && g_pClientMode->ShouldDrawCrosshair() )
{
DrawCrosshair();
}
}
#endif
acttable_t s_acttablePrimary[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_PRIMARY, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_PRIMARY, false },
{ ACT_MP_DEPLOYED, ACT_MP_DEPLOYED_PRIMARY, false },
{ ACT_MP_CROUCH_DEPLOYED, ACT_MP_CROUCHWALK_DEPLOYED, false },
{ ACT_MP_CROUCH_DEPLOYED_IDLE, ACT_MP_CROUCH_DEPLOYED_IDLE, false },
{ ACT_MP_RUN, ACT_MP_RUN_PRIMARY, false },
{ ACT_MP_WALK, ACT_MP_WALK_PRIMARY, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_PRIMARY, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PRIMARY, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_PRIMARY, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_PRIMARY, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_PRIMARY, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_PRIMARY, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_PRIMARY, false },
{ ACT_MP_SWIM_DEPLOYED, ACT_MP_SWIM_DEPLOYED_PRIMARY, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_PRIMARY, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED, ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_PRIMARY, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED, ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_PRIMARY, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_PRIMARY, false },
{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_PRIMARY, false },
{ ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_PRIMARY_LOOP, false },
{ ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_PRIMARY_END, false },
{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_PRIMARY, false },
{ ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP, false },
{ ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_PRIMARY_END, false },
{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_PRIMARY, false },
{ ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_PRIMARY_LOOP, false },
{ ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_PRIMARY_END, false },
{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_PRIMARY, false },
{ ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP, false },
{ ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_PRIMARY_END, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_PRIMARY, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_PRIMARY_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_PRIMARY_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_PRIMARY_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_PRIMARY_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_PRIMARY_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_PRIMARY_GRENADE2_ATTACK, false },
{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_PRIMARY, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_PRIMARY, false },
};
acttable_t s_acttableSecondary[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_SECONDARY, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_SECONDARY, false },
{ ACT_MP_RUN, ACT_MP_RUN_SECONDARY, false },
{ ACT_MP_WALK, ACT_MP_WALK_SECONDARY, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_SECONDARY, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_SECONDARY, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_SECONDARY, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_SECONDARY, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_SECONDARY, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_SECONDARY, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_SECONDARY, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_SECONDARY, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_SECONDARY, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_SECONDARY, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_SECONDARY, false },
{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_SECONDARY, false },
{ ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_SECONDARY_LOOP, false },
{ ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_SECONDARY_END, false },
{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_SECONDARY, false },
{ ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP,false },
{ ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_SECONDARY_END, false },
{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_SECONDARY, false },
{ ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_SECONDARY_LOOP, false },
{ ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_SECONDARY_END, false },
{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_SECONDARY, false },
{ ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP, false },
{ ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_SECONDARY_END,false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_SECONDARY, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_SECONDARY_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_SECONDARY_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_SECONDARY_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_SECONDARY_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_SECONDARY_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_SECONDARY_GRENADE2_ATTACK, false },
{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_SECONDARY, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_SECONDARY, false },
};
acttable_t s_acttablePrimary2[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_PRIMARY, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_PRIMARY, false },
{ ACT_MP_DEPLOYED, ACT_MP_DEPLOYED_PRIMARY, false },
{ ACT_MP_CROUCH_DEPLOYED, ACT_MP_CROUCHWALK_DEPLOYED, false },
{ ACT_MP_CROUCH_DEPLOYED_IDLE, ACT_MP_CROUCH_DEPLOYED_IDLE, false },
{ ACT_MP_RUN, ACT_MP_RUN_PRIMARY, false },
{ ACT_MP_WALK, ACT_MP_WALK_PRIMARY, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_PRIMARY, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PRIMARY, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_PRIMARY, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_PRIMARY, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_PRIMARY, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_PRIMARY, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_PRIMARY, false },
{ ACT_MP_SWIM_DEPLOYED, ACT_MP_SWIM_DEPLOYED_PRIMARY, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY, false },
{ ACT_MP_ATTACK_STAND_PRIMARY_SUPER, ACT_MP_ATTACK_STAND_PRIMARY_SUPER, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER, ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER, false },
{ ACT_MP_ATTACK_SWIM_PRIMARY_SUPER, ACT_MP_ATTACK_SWIM_PRIMARY_SUPER, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_PRIMARY_ALT, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_PRIMARY_ALT, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_PRIMARY_ALT, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_PRIMARY, false },
{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_PRIMARY_ALT, false },
{ ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT, false },
{ ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_PRIMARY_END_ALT, false },
{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_PRIMARY_ALT, false },
{ ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT, false },
{ ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT, false },
{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_PRIMARY_ALT, false },
{ ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_PRIMARY_LOOP, false },
{ ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_PRIMARY_END, false },
{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT, false },
{ ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT, false },
{ ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT, false },
{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_PRIMARY, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_PRIMARY, false },
};
acttable_t s_acttableSecondary2[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_SECONDARY2, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_SECONDARY2, false },
{ ACT_MP_RUN, ACT_MP_RUN_SECONDARY2, false },
{ ACT_MP_WALK, ACT_MP_WALK_SECONDARY2, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_SECONDARY2, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_SECONDARY2, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_SECONDARY2, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_SECONDARY2, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_SECONDARY2, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_SECONDARY2, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_SECONDARY2, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_SECONDARY2, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_SECONDARY2, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_SECONDARY2, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_SECONDARY2, false },
{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_SECONDARY2, false },
{ ACT_MP_RELOAD_STAND_LOOP, ACT_MP_RELOAD_STAND_SECONDARY2_LOOP, false },
{ ACT_MP_RELOAD_STAND_END, ACT_MP_RELOAD_STAND_SECONDARY2_END, false },
{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_SECONDARY2, false },
{ ACT_MP_RELOAD_CROUCH_LOOP,ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP,false },
{ ACT_MP_RELOAD_CROUCH_END, ACT_MP_RELOAD_CROUCH_SECONDARY2_END, false },
{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_SECONDARY2, false },
{ ACT_MP_RELOAD_SWIM_LOOP, ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP, false },
{ ACT_MP_RELOAD_SWIM_END, ACT_MP_RELOAD_SWIM_SECONDARY2_END, false },
{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_SECONDARY2, false },
{ ACT_MP_RELOAD_AIRWALK_LOOP, ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP, false },
{ ACT_MP_RELOAD_AIRWALK_END,ACT_MP_RELOAD_AIRWALK_SECONDARY2_END,false },
{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_SECONDARY, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_SECONDARY, false },
};
acttable_t s_acttableMelee[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_MELEE, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_MELEE, false },
{ ACT_MP_RUN, ACT_MP_RUN_MELEE, false },
{ ACT_MP_WALK, ACT_MP_WALK_MELEE, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_MELEE, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_MELEE, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_MELEE, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_MELEE, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_MELEE, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_MELEE, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_MELEE, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_MELEE, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_MELEE, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_MELEE, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE, false },
{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_MELEE_SECONDARY, false },
{ ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,false },
{ ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_MELEE, false },
{ ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_MELEE, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_MELEE_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_MELEE_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_MELEE_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_MELEE_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_MELEE_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_MELEE_GRENADE2_ATTACK, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_MELEE, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_MELEE, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_MELEE, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_MELEE, false },
};
acttable_t s_acttableItem1[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_ITEM1, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_ITEM1, false },
{ ACT_MP_RUN, ACT_MP_RUN_ITEM1, false },
{ ACT_MP_WALK, ACT_MP_WALK_ITEM1, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_ITEM1, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_ITEM1, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_ITEM1, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_ITEM1, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_ITEM1, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_ITEM1, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_ITEM1, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_ITEM1, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_ITEM1, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_ITEM1, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_ITEM1, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_ITEM1, false },
{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_ITEM1_SECONDARY, false },
{ ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY,false },
{ ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_ITEM1, false },
{ ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_ITEM1, false },
{ ACT_MP_DEPLOYED, ACT_MP_DEPLOYED_ITEM1, false },
{ ACT_MP_DEPLOYED_IDLE, ACT_MP_DEPLOYED_IDLE_ITEM1, false },
{ ACT_MP_CROUCH_DEPLOYED, ACT_MP_CROUCHWALK_DEPLOYED_ITEM1, false },
{ ACT_MP_CROUCH_DEPLOYED_IDLE, ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1, false },
//{ ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1, false },
//{ ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_ITEM1, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_ITEM1_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_ITEM1_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_ITEM1_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_ITEM1_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_ITEM1_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_ITEM1_GRENADE2_ATTACK, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_ITEM1, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_ITEM1, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_ITEM1, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_ITEM1, false },
};
acttable_t s_acttableItem2[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_ITEM2, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_ITEM2, false },
{ ACT_MP_RUN, ACT_MP_RUN_ITEM2, false },
{ ACT_MP_WALK, ACT_MP_WALK_ITEM2, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_ITEM2, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_ITEM2, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_ITEM2, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_ITEM2, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_ITEM2, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_ITEM2, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_ITEM2, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_ITEM2, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_ITEM2, false },
{ ACT_MP_RELOAD_STAND, ACT_MP_RELOAD_STAND_ITEM2, false },
{ ACT_MP_RELOAD_CROUCH, ACT_MP_RELOAD_CROUCH_ITEM2, false },
{ ACT_MP_RELOAD_SWIM, ACT_MP_RELOAD_SWIM_ITEM2, false },
{ ACT_MP_RELOAD_AIRWALK, ACT_MP_RELOAD_AIRWALK_ITEM2, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_ITEM2, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_ITEM2, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_ITEM2, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_ITEM2, false },
{ ACT_MP_DEPLOYED, ACT_MP_DEPLOYED_ITEM2, false },
{ ACT_MP_DEPLOYED_IDLE, ACT_MP_DEPLOYED_IDLE_ITEM2, false },
{ ACT_MP_CROUCH_DEPLOYED, ACT_MP_CROUCHWALK_DEPLOYED_ITEM2, false },
{ ACT_MP_CROUCH_DEPLOYED_IDLE, ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2, false },
//{ ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED, ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2, false },
//{ ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED,ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2, false },
{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_ITEM2_SECONDARY, false },
{ ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY,false },
{ ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_ITEM2, false },
{ ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_ITEM2, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_ITEM2, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_ITEM2_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_ITEM2_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_ITEM2_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_ITEM2_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_ITEM2_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_ITEM2_GRENADE2_ATTACK, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_ITEM2, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_ITEM2, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_ITEM2, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_ITEM2, false },
};
acttable_t s_acttableBuilding[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_BUILDING, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_BUILDING, false },
{ ACT_MP_RUN, ACT_MP_RUN_BUILDING, false },
{ ACT_MP_WALK, ACT_MP_WALK_BUILDING, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_BUILDING, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_BUILDING, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_BUILDING, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_BUILDING, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_BUILDING, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_BUILDING, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_BUILDING, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_BUILDING, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_BUILDING, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_BUILDING, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_BUILDING, false },
{ ACT_MP_ATTACK_STAND_GRENADE, ACT_MP_ATTACK_STAND_GRENADE_BUILDING, false },
{ ACT_MP_ATTACK_CROUCH_GRENADE, ACT_MP_ATTACK_STAND_GRENADE_BUILDING, false },
{ ACT_MP_ATTACK_SWIM_GRENADE, ACT_MP_ATTACK_STAND_GRENADE_BUILDING, false },
{ ACT_MP_ATTACK_AIRWALK_GRENADE, ACT_MP_ATTACK_STAND_GRENADE_BUILDING, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_BUILDING, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_BUILDING, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_BUILDING, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_BUILDING, false },
};
acttable_t s_acttablePDA[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_PDA, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_PDA, false },
{ ACT_MP_RUN, ACT_MP_RUN_PDA, false },
{ ACT_MP_WALK, ACT_MP_WALK_PDA, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_PDA, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_PDA, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_PDA, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_PDA, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_PDA, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_PDA, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_PDA, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_PDA, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_PDA, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_PDA, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_PDA, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_PDA, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_PDA, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_PDA, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_PDA, false },
};
acttable_t s_acttableMeleeAllclass[] =
{
{ ACT_MP_STAND_IDLE, ACT_MP_STAND_MELEE_ALLCLASS, false },
{ ACT_MP_CROUCH_IDLE, ACT_MP_CROUCH_MELEE_ALLCLASS, false },
{ ACT_MP_RUN, ACT_MP_RUN_MELEE_ALLCLASS, false },
{ ACT_MP_WALK, ACT_MP_WALK_MELEE_ALLCLASS, false },
{ ACT_MP_AIRWALK, ACT_MP_AIRWALK_MELEE_ALLCLASS, false },
{ ACT_MP_CROUCHWALK, ACT_MP_CROUCHWALK_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP, ACT_MP_JUMP_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP_START, ACT_MP_JUMP_START_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP_FLOAT, ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS, false },
{ ACT_MP_JUMP_LAND, ACT_MP_JUMP_LAND_MELEE_ALLCLASS, false },
{ ACT_MP_SWIM, ACT_MP_SWIM_MELEE_ALLCLASS, false },
{ ACT_MP_DOUBLEJUMP_CROUCH, ACT_MP_DOUBLEJUMP_CROUCH_MELEE, false },
{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_MP_ATTACK_STAND_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_SWIM_PRIMARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_STAND_SECONDARYFIRE, ACT_MP_ATTACK_STAND_MELEE_SECONDARY, false },
{ ACT_MP_ATTACK_CROUCH_SECONDARYFIRE, ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY,false },
{ ACT_MP_ATTACK_SWIM_SECONDARYFIRE, ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS, false },
{ ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE, ACT_MP_ATTACK_AIRWALK_MELEE_ALLCLASS, false },
{ ACT_MP_GESTURE_FLINCH, ACT_MP_GESTURE_FLINCH_MELEE, false },
{ ACT_MP_GRENADE1_DRAW, ACT_MP_MELEE_GRENADE1_DRAW, false },
{ ACT_MP_GRENADE1_IDLE, ACT_MP_MELEE_GRENADE1_IDLE, false },
{ ACT_MP_GRENADE1_ATTACK, ACT_MP_MELEE_GRENADE1_ATTACK, false },
{ ACT_MP_GRENADE2_DRAW, ACT_MP_MELEE_GRENADE2_DRAW, false },
{ ACT_MP_GRENADE2_IDLE, ACT_MP_MELEE_GRENADE2_IDLE, false },
{ ACT_MP_GRENADE2_ATTACK, ACT_MP_MELEE_GRENADE2_ATTACK, false },
{ ACT_MP_GESTURE_VC_HANDMOUTH, ACT_MP_GESTURE_VC_HANDMOUTH_MELEE, false },
{ ACT_MP_GESTURE_VC_FINGERPOINT, ACT_MP_GESTURE_VC_FINGERPOINT_MELEE, false },
{ ACT_MP_GESTURE_VC_FISTPUMP, ACT_MP_GESTURE_VC_FISTPUMP_MELEE, false },
{ ACT_MP_GESTURE_VC_THUMBSUP, ACT_MP_GESTURE_VC_THUMBSUP_MELEE, false },
{ ACT_MP_GESTURE_VC_NODYES, ACT_MP_GESTURE_VC_NODYES_MELEE, false },
{ ACT_MP_GESTURE_VC_NODNO, ACT_MP_GESTURE_VC_NODNO_MELEE, false },
};
ConVar mp_forceactivityset( "mp_forceactivityset", "-1", FCVAR_CHEAT|FCVAR_REPLICATED|FCVAR_DEVELOPMENTONLY );
int CTFWeaponBase::GetActivityWeaponRole() const
{
int iWeaponRole = GetTFWpnData().m_iWeaponType;
const CEconItemView *pEconItemView = GetAttributeContainer()->GetItem();
if ( pEconItemView )
{
int iMaybeOverrideAnimSlot = pEconItemView->GetAnimationSlot();
if ( iMaybeOverrideAnimSlot >= 0 )
{
iWeaponRole = iMaybeOverrideAnimSlot;
}
}
if ( mp_forceactivityset.GetInt() >= 0 )
{
iWeaponRole = mp_forceactivityset.GetInt();
}
return iWeaponRole;
}
acttable_t *CTFWeaponBase::ActivityList( int &iActivityCount )
{
int iWeaponRole = GetActivityWeaponRole();
#ifdef CLIENT_DLL
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) && pPlayer->IsEnemyPlayer() )
{
CTFWeaponBase *pDisguiseWeapon = pPlayer->m_Shared.GetDisguiseWeapon();
if ( pDisguiseWeapon && pDisguiseWeapon != this )
{
return pDisguiseWeapon->ActivityList( iActivityCount );
}
}
#endif
acttable_t *pTable;
switch( iWeaponRole )
{
case TF_WPN_TYPE_PRIMARY:
default:
iActivityCount = ARRAYSIZE( s_acttablePrimary );
pTable = s_acttablePrimary;
break;
case TF_WPN_TYPE_SECONDARY:
iActivityCount = ARRAYSIZE( s_acttableSecondary );
pTable = s_acttableSecondary;
break;
case TF_WPN_TYPE_MELEE:
iActivityCount = ARRAYSIZE( s_acttableMelee );
pTable = s_acttableMelee;
break;
case TF_WPN_TYPE_BUILDING:
iActivityCount = ARRAYSIZE( s_acttableBuilding );
pTable = s_acttableBuilding;
break;
case TF_WPN_TYPE_PDA:
iActivityCount = ARRAYSIZE( s_acttablePDA );
pTable = s_acttablePDA;
break;
case TF_WPN_TYPE_ITEM1:
iActivityCount = ARRAYSIZE( s_acttableItem1 );
pTable = s_acttableItem1;
break;
case TF_WPN_TYPE_ITEM2:
iActivityCount = ARRAYSIZE( s_acttableItem2 );
pTable = s_acttableItem2;
break;
case TF_WPN_TYPE_MELEE_ALLCLASS:
iActivityCount = ARRAYSIZE( s_acttableMeleeAllclass );
pTable = s_acttableMeleeAllclass;
break;
case TF_WPN_TYPE_SECONDARY2:
iActivityCount = ARRAYSIZE( s_acttableSecondary2 );
pTable = s_acttableSecondary2;
break;
case TF_WPN_TYPE_PRIMARY2:
iActivityCount = ARRAYSIZE( s_acttablePrimary2 );
pTable = s_acttablePrimary2;
break;
}
return pTable;
}
typedef struct
{
int baseAct;
int weaponAct;
int weaponRole;
} viewmodelacttable_t;
// Remaps viewmodel activities to specific ones for the weapon role.
// Needed this for weapons that bonemerge themselves to the hand models to create their viewmodel.
// The hand model needs to have all the animations, and be able to choose the right anims to play for the active weapon.
// We use this acttable to remap the base viewmodel anims to the right one for the weapon.
viewmodelacttable_t s_viewmodelacttable[] =
{
{ ACT_VM_DRAW, ACT_PRIMARY_VM_DRAW, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_HOLSTER, ACT_PRIMARY_VM_HOLSTER, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_IDLE, ACT_PRIMARY_VM_IDLE, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_PULLBACK, ACT_PRIMARY_VM_PULLBACK, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_PRIMARYATTACK, ACT_PRIMARY_VM_PRIMARYATTACK, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_SECONDARYATTACK, ACT_PRIMARY_VM_SECONDARYATTACK, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_RELOAD, ACT_PRIMARY_VM_RELOAD, TF_WPN_TYPE_PRIMARY },
{ ACT_RELOAD_START, ACT_PRIMARY_RELOAD_START, TF_WPN_TYPE_PRIMARY },
{ ACT_RELOAD_FINISH, ACT_PRIMARY_RELOAD_FINISH, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_DRYFIRE, ACT_PRIMARY_VM_DRYFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_IDLE_TO_LOWERED, ACT_PRIMARY_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_IDLE_LOWERED, ACT_PRIMARY_VM_IDLE_LOWERED, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_LOWERED_TO_IDLE, ACT_PRIMARY_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_STAND_PREFIRE, ACT_PRIMARY_ATTACK_STAND_PREFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_STAND_POSTFIRE, ACT_PRIMARY_ATTACK_STAND_POSTFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_STAND_STARTFIRE, ACT_PRIMARY_ATTACK_STAND_STARTFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_CROUCH_PREFIRE, ACT_PRIMARY_ATTACK_CROUCH_PREFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_CROUCH_POSTFIRE, ACT_PRIMARY_ATTACK_CROUCH_POSTFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_SWIM_PREFIRE, ACT_PRIMARY_ATTACK_SWIM_PREFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_MP_ATTACK_SWIM_POSTFIRE, ACT_PRIMARY_ATTACK_SWIM_POSTFIRE, TF_WPN_TYPE_PRIMARY },
{ ACT_VM_DRAW, ACT_SECONDARY_VM_DRAW, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_HOLSTER, ACT_SECONDARY_VM_HOLSTER, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_IDLE, ACT_SECONDARY_VM_IDLE, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_PULLBACK, ACT_SECONDARY_VM_PULLBACK, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_PRIMARYATTACK, ACT_SECONDARY_VM_PRIMARYATTACK, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_SECONDARYATTACK, ACT_SECONDARY_VM_SECONDARYATTACK, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_RELOAD, ACT_SECONDARY_VM_RELOAD, TF_WPN_TYPE_SECONDARY },
{ ACT_RELOAD_START, ACT_SECONDARY_RELOAD_START, TF_WPN_TYPE_SECONDARY },
{ ACT_RELOAD_FINISH, ACT_SECONDARY_RELOAD_FINISH, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_DRYFIRE, ACT_SECONDARY_VM_DRYFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_IDLE_TO_LOWERED, ACT_SECONDARY_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_IDLE_LOWERED, ACT_SECONDARY_VM_IDLE_LOWERED, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_LOWERED_TO_IDLE, ACT_SECONDARY_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_STAND_PREFIRE, ACT_SECONDARY_ATTACK_STAND_PREFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_STAND_POSTFIRE, ACT_SECONDARY_ATTACK_STAND_POSTFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_STAND_STARTFIRE, ACT_SECONDARY_ATTACK_STAND_STARTFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_CROUCH_PREFIRE, ACT_SECONDARY_ATTACK_CROUCH_PREFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_CROUCH_POSTFIRE, ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_SWIM_PREFIRE, ACT_SECONDARY_ATTACK_SWIM_PREFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_MP_ATTACK_SWIM_POSTFIRE, ACT_SECONDARY_ATTACK_SWIM_POSTFIRE, TF_WPN_TYPE_SECONDARY },
{ ACT_VM_DRAW, ACT_MELEE_VM_DRAW, TF_WPN_TYPE_MELEE },
{ ACT_VM_HOLSTER, ACT_MELEE_VM_HOLSTER, TF_WPN_TYPE_MELEE },
{ ACT_VM_IDLE, ACT_MELEE_VM_IDLE, TF_WPN_TYPE_MELEE },
{ ACT_VM_PULLBACK, ACT_MELEE_VM_PULLBACK, TF_WPN_TYPE_MELEE },
{ ACT_VM_PRIMARYATTACK, ACT_MELEE_VM_PRIMARYATTACK, TF_WPN_TYPE_MELEE },
{ ACT_VM_SECONDARYATTACK, ACT_MELEE_VM_SECONDARYATTACK, TF_WPN_TYPE_MELEE },
{ ACT_VM_RELOAD, ACT_MELEE_VM_RELOAD, TF_WPN_TYPE_MELEE },
{ ACT_VM_DRYFIRE, ACT_MELEE_VM_DRYFIRE, TF_WPN_TYPE_MELEE },
{ ACT_VM_IDLE_TO_LOWERED, ACT_MELEE_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_MELEE },
{ ACT_VM_IDLE_LOWERED, ACT_MELEE_VM_IDLE_LOWERED, TF_WPN_TYPE_MELEE },
{ ACT_VM_LOWERED_TO_IDLE, ACT_MELEE_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_MELEE },
{ ACT_VM_HITCENTER, ACT_MELEE_VM_HITCENTER, TF_WPN_TYPE_MELEE },
{ ACT_VM_SWINGHARD, ACT_MELEE_VM_SWINGHARD, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_STAND_PREFIRE, ACT_MELEE_ATTACK_STAND_PREFIRE, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_STAND_POSTFIRE, ACT_MELEE_ATTACK_STAND_POSTFIRE, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_STAND_STARTFIRE, ACT_MELEE_ATTACK_STAND_STARTFIRE, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_CROUCH_PREFIRE, ACT_MELEE_ATTACK_CROUCH_PREFIRE, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_CROUCH_POSTFIRE, ACT_MELEE_ATTACK_CROUCH_POSTFIRE, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_SWIM_PREFIRE, ACT_MELEE_ATTACK_SWIM_PREFIRE, TF_WPN_TYPE_MELEE },
{ ACT_MP_ATTACK_SWIM_POSTFIRE, ACT_MELEE_ATTACK_SWIM_POSTFIRE, TF_WPN_TYPE_MELEE },
// Scout Pack -- Bat Special State Support
{ ACT_VM_DRAW_SPECIAL, ACT_VM_DRAW_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_HOLSTER_SPECIAL, ACT_VM_HOLSTER_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_IDLE_SPECIAL, ACT_VM_IDLE_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_PULLBACK_SPECIAL, ACT_VM_PULLBACK_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_PRIMARYATTACK_SPECIAL, ACT_VM_PRIMARYATTACK_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_SECONDARYATTACK_SPECIAL, ACT_VM_SECONDARYATTACK_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_HITCENTER_SPECIAL, ACT_VM_HITCENTER_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_SWINGHARD_SPECIAL, ACT_VM_SWINGHARD_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_IDLE_TO_LOWERED_SPECIAL, ACT_VM_IDLE_TO_LOWERED_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_IDLE_LOWERED_SPECIAL, ACT_VM_IDLE_LOWERED_SPECIAL, TF_WPN_TYPE_MELEE },
{ ACT_VM_LOWERED_TO_IDLE_SPECIAL, ACT_VM_LOWERED_TO_IDLE_SPECIAL, TF_WPN_TYPE_MELEE },
// Spy Pack -- New Knife Anims
{ ACT_BACKSTAB_VM_DOWN, ACT_BACKSTAB_VM_DOWN, TF_WPN_TYPE_MELEE },
{ ACT_BACKSTAB_VM_UP, ACT_BACKSTAB_VM_UP, TF_WPN_TYPE_MELEE },
{ ACT_BACKSTAB_VM_IDLE, ACT_BACKSTAB_VM_IDLE, TF_WPN_TYPE_MELEE },
{ ACT_VM_DRAW, ACT_PDA_VM_DRAW, TF_WPN_TYPE_PDA },
{ ACT_VM_HOLSTER, ACT_PDA_VM_HOLSTER, TF_WPN_TYPE_PDA },
{ ACT_VM_IDLE, ACT_PDA_VM_IDLE, TF_WPN_TYPE_PDA },
{ ACT_VM_PULLBACK, ACT_PDA_VM_PULLBACK, TF_WPN_TYPE_PDA },
{ ACT_VM_PRIMARYATTACK, ACT_PDA_VM_PRIMARYATTACK, TF_WPN_TYPE_PDA },
{ ACT_VM_SECONDARYATTACK, ACT_PDA_VM_SECONDARYATTACK, TF_WPN_TYPE_PDA },
{ ACT_VM_RELOAD, ACT_PDA_VM_RELOAD, TF_WPN_TYPE_PDA },
{ ACT_VM_DRYFIRE, ACT_PDA_VM_DRYFIRE, TF_WPN_TYPE_PDA },
{ ACT_VM_IDLE_TO_LOWERED, ACT_PDA_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_PDA },
{ ACT_VM_IDLE_LOWERED, ACT_PDA_VM_IDLE_LOWERED, TF_WPN_TYPE_PDA },
{ ACT_VM_LOWERED_TO_IDLE, ACT_PDA_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_PDA },
// ITEM1
{ ACT_VM_DRAW, ACT_ITEM1_VM_DRAW, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_HOLSTER, ACT_ITEM1_VM_HOLSTER, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_IDLE, ACT_ITEM1_VM_IDLE, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_PULLBACK, ACT_ITEM1_VM_PULLBACK, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_PRIMARYATTACK, ACT_ITEM1_VM_PRIMARYATTACK, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_SECONDARYATTACK, ACT_ITEM1_VM_SECONDARYATTACK, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_RELOAD, ACT_ITEM1_VM_RELOAD, TF_WPN_TYPE_ITEM1 },
{ ACT_RELOAD_START, ACT_ITEM1_RELOAD_START, TF_WPN_TYPE_ITEM1 },
{ ACT_RELOAD_FINISH, ACT_ITEM1_RELOAD_FINISH, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_DRYFIRE, ACT_ITEM1_VM_DRYFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_IDLE_TO_LOWERED, ACT_ITEM1_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_IDLE_LOWERED, ACT_ITEM1_VM_IDLE_LOWERED, TF_WPN_TYPE_ITEM1 },
{ ACT_VM_LOWERED_TO_IDLE, ACT_ITEM1_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_STAND_PREFIRE, ACT_ITEM1_ATTACK_STAND_PREFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_STAND_POSTFIRE, ACT_ITEM1_ATTACK_STAND_POSTFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_STAND_STARTFIRE, ACT_ITEM1_ATTACK_STAND_STARTFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_CROUCH_PREFIRE, ACT_ITEM1_ATTACK_CROUCH_PREFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_CROUCH_POSTFIRE, ACT_ITEM1_ATTACK_CROUCH_POSTFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_SWIM_PREFIRE, ACT_ITEM1_ATTACK_SWIM_PREFIRE, TF_WPN_TYPE_ITEM1 },
{ ACT_MP_ATTACK_SWIM_POSTFIRE, ACT_ITEM1_ATTACK_SWIM_POSTFIRE, TF_WPN_TYPE_ITEM1 },
// ITEM2
{ ACT_VM_DRAW, ACT_ITEM2_VM_DRAW, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_HOLSTER, ACT_ITEM2_VM_HOLSTER, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_IDLE, ACT_ITEM2_VM_IDLE, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_PULLBACK, ACT_ITEM2_VM_PULLBACK, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_PRIMARYATTACK, ACT_ITEM2_VM_PRIMARYATTACK, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_SECONDARYATTACK, ACT_ITEM2_VM_SECONDARYATTACK, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_RELOAD, ACT_ITEM2_VM_RELOAD, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_DRYFIRE, ACT_ITEM2_VM_DRYFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_IDLE_TO_LOWERED, ACT_ITEM2_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_IDLE_LOWERED, ACT_ITEM2_VM_IDLE_LOWERED, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_LOWERED_TO_IDLE, ACT_ITEM2_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_STAND_PREFIRE, ACT_ITEM2_ATTACK_STAND_PREFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_STAND_POSTFIRE, ACT_ITEM2_ATTACK_STAND_POSTFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_STAND_STARTFIRE, ACT_ITEM2_ATTACK_STAND_STARTFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_CROUCH_PREFIRE, ACT_ITEM2_ATTACK_CROUCH_PREFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_CROUCH_POSTFIRE, ACT_ITEM2_ATTACK_CROUCH_POSTFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_SWIM_PREFIRE, ACT_ITEM2_ATTACK_SWIM_PREFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_MP_ATTACK_SWIM_POSTFIRE, ACT_ITEM2_ATTACK_SWIM_POSTFIRE, TF_WPN_TYPE_ITEM2 },
{ ACT_VM_DRAW, ACT_MELEE_ALLCLASS_VM_DRAW, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_HOLSTER, ACT_MELEE_ALLCLASS_VM_HOLSTER, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_IDLE, ACT_MELEE_ALLCLASS_VM_IDLE, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_PULLBACK, ACT_MELEE_ALLCLASS_VM_PULLBACK, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_PRIMARYATTACK, ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_SECONDARYATTACK, ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_RELOAD, ACT_MELEE_ALLCLASS_VM_RELOAD, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_DRYFIRE, ACT_MELEE_ALLCLASS_VM_DRYFIRE, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_IDLE_TO_LOWERED, ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_IDLE_LOWERED, ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_LOWERED_TO_IDLE, ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_HITCENTER, ACT_MELEE_ALLCLASS_VM_HITCENTER, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_SWINGHARD, ACT_MELEE_ALLCLASS_VM_SWINGHARD, TF_WPN_TYPE_MELEE_ALLCLASS },
{ ACT_VM_DRAW, ACT_SECONDARY2_VM_DRAW, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_HOLSTER, ACT_SECONDARY2_VM_HOLSTER, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_IDLE, ACT_SECONDARY2_VM_IDLE, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_PULLBACK, ACT_SECONDARY2_VM_PULLBACK, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_PRIMARYATTACK, ACT_SECONDARY2_VM_PRIMARYATTACK, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_RELOAD, ACT_SECONDARY2_VM_RELOAD, TF_WPN_TYPE_SECONDARY2 },
{ ACT_RELOAD_START, ACT_SECONDARY2_RELOAD_START, TF_WPN_TYPE_SECONDARY2 },
{ ACT_RELOAD_FINISH, ACT_SECONDARY2_RELOAD_FINISH, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_DRYFIRE, ACT_SECONDARY2_VM_DRYFIRE, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_IDLE_TO_LOWERED, ACT_SECONDARY2_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_IDLE_LOWERED, ACT_SECONDARY2_VM_IDLE_LOWERED, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_LOWERED_TO_IDLE, ACT_SECONDARY2_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_SECONDARY2 },
{ ACT_VM_DRAW, ACT_PRIMARY_VM_DRAW, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_HOLSTER, ACT_PRIMARY_VM_HOLSTER, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_IDLE, ACT_PRIMARY_VM_IDLE, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_PULLBACK, ACT_PRIMARY_VM_PULLBACK, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_PRIMARYATTACK, ACT_PRIMARY_VM_PRIMARYATTACK, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_RELOAD, ACT_PRIMARY_VM_RELOAD_3, TF_WPN_TYPE_PRIMARY2 },
{ ACT_RELOAD_START, ACT_PRIMARY_RELOAD_START_3, TF_WPN_TYPE_PRIMARY2 },
{ ACT_RELOAD_FINISH, ACT_PRIMARY_RELOAD_FINISH_3, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_DRYFIRE, ACT_PRIMARY_VM_DRYFIRE, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_IDLE_TO_LOWERED, ACT_PRIMARY_VM_IDLE_TO_LOWERED, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_IDLE_LOWERED, ACT_PRIMARY_VM_IDLE_LOWERED, TF_WPN_TYPE_PRIMARY2 },
{ ACT_VM_LOWERED_TO_IDLE, ACT_PRIMARY_VM_LOWERED_TO_IDLE, TF_WPN_TYPE_PRIMARY2 },
};
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
Activity CTFWeaponBase::TranslateViewmodelHandActivityInternal( Activity actBase )
{
CEconItemView *pEconItemView = GetAttributeContainer()->GetItem();
if ( pEconItemView && pEconItemView->IsValid() && GetOwnerEntity() )
{
Activity translatedActivity = pEconItemView->GetStaticData()->GetActivityOverride( GetOwnerEntity()->GetTeamNumber(), actBase );
if ( translatedActivity != actBase )
return translatedActivity;
}
int iWeaponRole = GetViewModelWeaponRole();
if ( pEconItemView )
{
int iMaybeOverrideAnimSlot = pEconItemView->GetAnimationSlot();
if ( iMaybeOverrideAnimSlot >= 0 )
{
iWeaponRole = iMaybeOverrideAnimSlot;
}
}
viewmodelacttable_t *pTable = s_viewmodelacttable;
for ( int i = 0; i < ARRAYSIZE(s_viewmodelacttable); i++ )
{
const viewmodelacttable_t &act = pTable[i];
if ( actBase == act.baseAct && act.weaponRole == iWeaponRole )
return (Activity)act.weaponAct;
}
return actBase;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
CBasePlayer *CTFWeaponBase::GetPlayerOwner() const
{
return dynamic_cast<CBasePlayer*>( GetOwner() );
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
CTFPlayer *CTFWeaponBase::GetTFPlayerOwner() const
{
return dynamic_cast<CTFPlayer*>( GetOwner() );
}
#ifdef CLIENT_DLL
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
C_BaseEntity *CTFWeaponBase::GetWeaponForEffect()
{
return GetAppropriateWorldOrViewModel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ShadowType_t CTFWeaponBase::ShadowCastType( void )
{
// Some weapons (fists) don't actually get set to NODRAW when holstered so we
// need some extra checks
if ( IsEffectActive( EF_NODRAW | EF_NOSHADOW ) || m_iState != WEAPON_IS_ACTIVE )
return SHADOWS_NONE;
return BaseClass::ShadowCastType();
}
#endif
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
bool CTFWeaponBase::CanAttack()
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer )
return pPlayer->CanAttack( GetCanAttackFlags() );
return false;
}
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CanFireCriticalShot( bool bIsHeadshot )
{
#ifdef GAME_DLL
CTFPlayer *player = GetTFPlayerOwner();
if ( TFGameRules()->IsPVEModeControlled( player ) )
{
// scenario bots cant crit (unless they always do)
CTFBot *bot = ToTFBot( player );
return ( bot && bot->HasAttribute( CTFBot::ALWAYS_CRIT ) );
}
#ifdef TF_CREEP_MODE
if ( TFGameRules()->IsCreepWaveMode() && player )
{
CTFBot *bot = ToTFBot( player );
if ( bot && bot->HasAttribute( CTFBot::IS_NPC ) )
{
// creeps can't crit
return false;
}
}
#endif // TF_CREEP_MODE
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CanFireRandomCriticalShot( float flCritChance )
{
#ifdef GAME_DLL
// Todo: Create a version of this in tf_weaponbase_melee
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return false;
PlayerStats_t *pPlayerStats = CTF_GameStats.FindPlayerStats( pPlayer );
if ( pPlayerStats )
{
// Compare total damage done against total crit damage done. If this
// ratio is out of range for the expected crit chance, deny the crit.
int nRandomRangedCritDamage = pPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_RANGED_CRIT_RANDOM];
int nTotalDamage = pPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_RANGED];
// Early out
if ( !nTotalDamage )
return true;
float flNormalizedDamage = (float)nRandomRangedCritDamage / TF_DAMAGE_CRIT_MULTIPLIER;
m_flObservedCritChance.Set( flNormalizedDamage / ( flNormalizedDamage + ( nTotalDamage - nRandomRangedCritDamage ) ) );
// DevMsg ( "SERVER: CritChance: %f Observed: %f\n", flCritChance, m_flObservedCritChance.Get() );
}
#else
// DevMsg ( "CLIENT: CritChance: %f Observed: %f\n", flCritChance, m_flObservedCritChance.Get() );
#endif // GAME_DLL
if ( m_flObservedCritChance.Get() > flCritChance + 0.1f )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
char const *CTFWeaponBase::GetShootSound( int iIndex ) const
{
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
int nTeam = GetTeamNumber();
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && nTeam == TF_TEAM_PVE_INVADERS )
{
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
if ( pPlayer && pPlayer->IsMiniBoss() )
{
// Not a real team - just a define used in replacing visuals via itemdefs ("visuals_mvm")
nTeam = TF_TEAM_PVE_INVADERS_GIANTS;
}
}
const char *pszSound = pItem->GetStaticData()->GetWeaponReplacementSound( nTeam, (WeaponSound_t)iIndex );
if ( pszSound )
return pszSound;
}
return BaseClass::GetShootSound(iIndex);
}
//-----------------------------------------------------------------------------
// Purpose: Owner is stunned.
//-----------------------------------------------------------------------------
void CTFWeaponBase::OnControlStunned( void )
{
// Abort reloading.
AbortReload();
// Hide the weapon.
SetWeaponVisible( false );
}
#if defined( CLIENT_DLL )
static ConVar cl_bobcycle( "cl_bobcycle","0.8", FCVAR_CHEAT );
static ConVar cl_bobup( "cl_bobup","0.5", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Helper function to calculate head bob
//-----------------------------------------------------------------------------
float CalcViewModelBobHelper( CBasePlayer *player, BobState_t *pBobState )
{
Assert( pBobState );
if ( !pBobState )
return 0;
float cycle;
// Don't allow zeros, because we divide by them.
float flBobup = cl_bobup.GetFloat();
if ( flBobup <= 0 )
{
flBobup = 0.01;
}
float flBobCycle = cl_bobcycle.GetFloat();
if ( flBobCycle <= 0 )
{
flBobCycle = 0.01;
}
//NOTENOTE: For now, let this cycle continue when in the air, because it snaps badly without it
if ( ( !gpGlobals->frametime ) || ( player == NULL ) )
{
//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;// just use old value
}
//Find the speed of the player
float speed = player->GetLocalVelocity().Length2D();
float flmaxSpeedDelta = MAX( 0, (gpGlobals->curtime - pBobState->m_flLastBobTime ) * 320.0f );
// don't allow too big speed changes
speed = clamp( speed, pBobState->m_flLastSpeed-flmaxSpeedDelta, pBobState->m_flLastSpeed+flmaxSpeedDelta );
speed = clamp( speed, -320.f, 320.f );
pBobState->m_flLastSpeed = speed;
//FIXME: This maximum speed value must come from the server.
// MaxSpeed() is not sufficient for dealing with sprinting - jdw
float bob_offset = RemapVal( speed, 0, 320, 0.0f, 1.0f );
pBobState->m_flBobTime += ( gpGlobals->curtime - pBobState->m_flLastBobTime ) * bob_offset;
pBobState->m_flLastBobTime = gpGlobals->curtime;
//Calculate the vertical bob
cycle = pBobState->m_flBobTime - (int)(pBobState->m_flBobTime/flBobCycle)*flBobCycle;
cycle /= flBobCycle;
if ( cycle < flBobup )
{
cycle = M_PI * cycle / flBobup;
}
else
{
cycle = M_PI + M_PI*(cycle-flBobup)/(1.0 - flBobup);
}
pBobState->m_flVerticalBob = speed*0.005f;
pBobState->m_flVerticalBob = pBobState->m_flVerticalBob*0.3 + pBobState->m_flVerticalBob*0.7*sin(cycle);
pBobState->m_flVerticalBob = clamp( pBobState->m_flVerticalBob, -7.0f, 4.0f );
//Calculate the lateral bob
cycle = pBobState->m_flBobTime - (int)(pBobState->m_flBobTime/flBobCycle*2)*flBobCycle*2;
cycle /= flBobCycle*2;
if ( cycle < flBobup )
{
cycle = M_PI * cycle / flBobup;
}
else
{
cycle = M_PI + M_PI*(cycle-flBobup)/(1.0 - flBobup);
}
pBobState->m_flLateralBob = speed*0.005f;
pBobState->m_flLateralBob = pBobState->m_flLateralBob*0.3 + pBobState->m_flLateralBob*0.7*sin(cycle);
pBobState->m_flLateralBob = clamp( pBobState->m_flLateralBob, -7.0f, 4.0f );
//NOTENOTE: We don't use this return value in our case (need to restructure the calculation function setup!)
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Helper function to add head bob
//-----------------------------------------------------------------------------
void AddViewModelBobHelper( Vector &origin, QAngle &angles, BobState_t *pBobState )
{
Assert( pBobState );
if ( !pBobState )
return;
Vector forward, right;
AngleVectors( angles, &forward, &right, NULL );
// Apply bob, but scaled down to 40%
VectorMA( origin, pBobState->m_flVerticalBob * 0.4f, forward, origin );
// Z bob a bit more
origin[2] += pBobState->m_flVerticalBob * 0.1f;
// bob the angles
angles[ ROLL ] += pBobState->m_flVerticalBob * 0.5f;
angles[ PITCH ] -= pBobState->m_flVerticalBob * 0.4f;
angles[ YAW ] -= pBobState->m_flLateralBob * 0.3f;
VectorMA( origin, pBobState->m_flLateralBob * 0.2f, right, origin );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CTFWeaponBase::CalcViewmodelBob( void )
{
CBasePlayer *player = ToBasePlayer( GetOwner() );
//Assert( player );
BobState_t *pBobState = GetBobState();
if ( pBobState )
return ::CalcViewModelBobHelper( player, pBobState );
else
return 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &origin -
// &angles -
// viewmodelindex -
//-----------------------------------------------------------------------------
void CTFWeaponBase::AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles )
{
// call helper functions to do the calculation
BobState_t *pBobState = GetBobState();
if ( pBobState )
{
CalcViewmodelBob();
::AddViewModelBobHelper( origin, angles, pBobState );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the head bob state for this weapon, which is stored
// in the view model. Note that this this function can return
// NULL if the player is dead or the view model is otherwise not present.
//-----------------------------------------------------------------------------
BobState_t *CTFWeaponBase::GetBobState()
{
// get the view model for this weapon
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return NULL;
CBaseViewModel *baseViewModel = pOwner->GetViewModel( m_nViewModelIndex );
if ( baseViewModel == NULL )
return NULL;
CTFViewModel *viewModel = dynamic_cast<CTFViewModel *>(baseViewModel);
Assert( viewModel );
// get the bob state out of the view model
return &( viewModel->GetBobState() );
}
#endif // defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Used for spy invisiblity material, skin overrides, and team colors
//-----------------------------------------------------------------------------
int CTFWeaponBase::GetSkin()
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
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 = GetSkinOverride(); // give custom gameplay code a chance to set whatever
if ( nSkin == -1 )
{
const CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( pItem->IsValid() )
{
nSkin = pItem->GetSkin( iTeamNumber ); // if we didn't have custom code, fall back to the item definition
}
}
// If it didn't, fall back to the base skins
if ( nSkin == -1 )
{
switch( iTeamNumber )
{
case TF_TEAM_RED:
nSkin = 0;
break;
case TF_TEAM_BLUE:
nSkin = 1;
break;
default:
nSkin = 0;
break;
}
}
return nSkin;
}
#if defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
{
if ( event == 6002 && ShouldEjectBrass() )
{
if ( UsingViewModel() && !g_pClientMode->ShouldDrawViewModel() )
{
// Prevent effects when the ViewModel is hidden with r_drawviewmodel=0
return true;
}
CEffectData data;
// Look for 'eject_brass' attachment first instead of using options which is a seemingly magic number
if ( m_iEjectBrassAttachpoint == -2 )
{
m_iEjectBrassAttachpoint = pViewModel->LookupAttachment( "eject_brass" );
}
if ( m_iEjectBrassAttachpoint > 0 )
{
pViewModel->GetAttachment( m_iEjectBrassAttachpoint, data.m_vOrigin, data.m_vAngles );
}
else
{
pViewModel->GetAttachment( atoi(options), data.m_vOrigin, data.m_vAngles );
}
data.m_nDamageType = GetAttributeContainer()->GetItem() ? GetAttributeContainer()->GetItem()->GetItemDefIndex() : 0;
data.m_nHitBox = GetWeaponID();
DispatchEffect( "TF_EjectBrass", data );
return true;
}
if ( event == AE_WPN_INCREMENTAMMO )
{
IncrementAmmo();
m_bReloadedThroughAnimEvent = true;
return true;
}
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
}
//-----------------------------------------------------------------------------
// Purpose: Used for spy invisiblity material
//-----------------------------------------------------------------------------
class CWeaponInvisProxy : public CBaseInvisMaterialProxy
{
public:
virtual void OnBind( C_BaseEntity *pBaseEntity ) OVERRIDE;
};
extern ConVar tf_teammate_max_invis;
//-----------------------------------------------------------------------------
// Purpose:
// Input :
//-----------------------------------------------------------------------------
void CWeaponInvisProxy::OnBind( C_BaseEntity *pBaseEntity )
{
if( !m_pPercentInvisible )
return;
C_BaseEntity *pMoveParent = pBaseEntity->GetMoveParent();
if ( !pMoveParent )
{
m_pPercentInvisible->SetFloatValue( 0.0f );
return;
}
if ( !pMoveParent->IsPlayer() )
{
C_TFPlayer *pOwningPlayer = ToTFPlayer( pMoveParent->GetOwnerEntity() );
if ( pOwningPlayer )
{
// mimic the owner's invisibility
float flInvis = pOwningPlayer->GetEffectiveInvisibilityLevel();
m_pPercentInvisible->SetFloatValue( flInvis );
}
else
{
m_pPercentInvisible->SetFloatValue( 0.0f );
}
return;
}
CTFPlayer *pPlayer = ToTFPlayer( pMoveParent );
Assert( pPlayer );
float flInvis = pPlayer->GetEffectiveInvisibilityLevel();
m_pPercentInvisible->SetFloatValue( flInvis );
}
EXPOSE_INTERFACE( CWeaponInvisProxy, IMaterialProxy, "weapon_invis" IMATERIAL_PROXY_INTERFACE_VERSION );
#endif // CLIENT_DLL
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar tf_dev_marked_for_death_lifetime( "tf_dev_marked_for_death_lifetime", "15.0", FCVAR_DEVELOPMENTONLY );
ConVar tf_dev_health_on_damage_recover_percentage( "tf_dev_health_on_damage_recover_percentage", "0.35", FCVAR_DEVELOPMENTONLY );
void CTFWeaponBase::ApplyOnHitAttributes( CBaseEntity *pVictimBaseEntity, CTFPlayer *pAttacker, const CTakeDamageInfo &info )
{
if ( !pAttacker )
return;
CTFPlayer *pVictim = ToTFPlayer( pVictimBaseEntity );
// Ammo on hit
int iModAmmoOnHit = 0;
CALL_ATTRIB_HOOK_INT( iModAmmoOnHit, add_onhit_addammo );
if ( iModAmmoOnHit > 0 )
{
// this will save the value so we can add it after we're doing firing
// the projectile and have subtracted the ammo for the current shot
float flPercentage = (float)iModAmmoOnHit / 100.0f;
// No ammo for disguised Spies that are NOT stealthed so you can't use this to check for Spies
if ( pVictim &&
pVictim->IsPlayerClass( TF_CLASS_SPY ) &&
pVictim->m_Shared.InCond( TF_COND_DISGUISED ) &&
!( pVictim->m_Shared.IsStealthed() || pVictim->m_Shared.InCond( TF_COND_STEALTHED_BLINK ) ) )
{
flPercentage = 0.0f;
}
m_iAmmoToAdd += (int)( flPercentage * info.GetDamage() );
}
int iExtraDamageOnHit = 0;
CALL_ATTRIB_HOOK_INT( iExtraDamageOnHit, extra_damage_on_hit );
if ( iExtraDamageOnHit )
{
// Adds 'Heads'. Reusing this data field
int iDecap = pAttacker->m_Shared.GetDecapitations();
pAttacker->m_Shared.SetDecapitations( Min( 200, iDecap + iExtraDamageOnHit ) );
}
// Everything else is only for player enemies or Halloween bosses
// We don't want buildables or the tank doing things like giving health or increasing ubercharge
if ( !( pVictim || dynamic_cast< CHalloweenBaseBoss* >( pVictimBaseEntity ) ) )
{
return;
}
bool bIsSpyRevealed = false;
if ( pVictim )
{
// Reveal cloaked Spy on hit
if ( pVictim->IsPlayerClass( TF_CLASS_SPY ) && pVictim->m_Shared.IsStealthed() )
{
int iRevealCloakedSpyOnHit = 0;
CALL_ATTRIB_HOOK_INT( iRevealCloakedSpyOnHit, reveal_cloaked_victim_on_hit );
if ( iRevealCloakedSpyOnHit > 0 )
{
pVictim->RemoveInvisibility();
bIsSpyRevealed = true;
}
}
// Reveal disguised Spy on hit
if ( pVictim->IsPlayerClass( TF_CLASS_SPY ) && pVictim->m_Shared.InCond( TF_COND_DISGUISED ) )
{
int iRevealDisguisedSpyOnHit = 0;
CALL_ATTRIB_HOOK_INT( iRevealDisguisedSpyOnHit, reveal_disguised_victim_on_hit );
if ( iRevealDisguisedSpyOnHit > 0 )
{
pVictim->RemoveDisguise();
bIsSpyRevealed = true;
}
}
if ( bIsSpyRevealed )
{
color32 colorHit = { 255, 255, 255, 255 };
UTIL_ScreenFade( pVictim, colorHit, 0.25f, 0.1f, FFADE_IN );
// pVictim->EmitSound( "Weapon_DRG_Wrench.RevealSpy" );
}
// On hit attributes don't work when you shoot disguised spies
if ( pVictim->m_Shared.InCond( TF_COND_DISGUISED ) )
return;
}
// Or from burn damage
if ( (info.GetDamageType() & DMG_BURN) )
return;
// Heal on hits
int iModHealthOnHit = 0;
CALL_ATTRIB_HOOK_INT( iModHealthOnHit, add_onhit_addhealth );
if ( iModHealthOnHit )
{
// Scale Health mod with damage dealt, input being the maximum amount of health possible
float flScale = Clamp( info.GetDamage() / info.GetBaseDamage(), 0.f, 1.0f );
iModHealthOnHit = (int)((float)iModHealthOnHit * flScale );
}
// Charge meter on hit
float flChargeRefill = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flChargeRefill, charge_meter_on_hit );
if ( flChargeRefill > 0 )
{
pAttacker->m_Shared.SetDemomanChargeMeter( pAttacker->m_Shared.GetDemomanChargeMeter() + flChargeRefill * 100.0f );
}
// Speed on hit
int iSpeedBoostOnHit = 0;
CALL_ATTRIB_HOOK_INT( iSpeedBoostOnHit, speed_boost_on_hit );
if ( iSpeedBoostOnHit )
{
pAttacker->m_Shared.AddCond( TF_COND_SPEED_BOOST, iSpeedBoostOnHit );
}
if ( pVictim )
{
if ( pVictim->m_Shared.InCond( TF_COND_MAD_MILK ) )
{
int nAmount = info.GetDamage() * 0.6f;
iModHealthOnHit += nAmount;
CTFPlayer *pProvider = ToTFPlayer( pVictim->m_Shared.GetConditionProvider( TF_COND_MAD_MILK ) );
if ( pProvider )
{
// Only give points for the portion they're responsible for
if ( pProvider != pAttacker )
{
CTF_GameStats.Event_PlayerHealedOtherAssist( pProvider, nAmount );
}
// Show in the medic's UI as primary healing
IGameEvent *event = gameeventmanager->CreateEvent( "player_healed" );
if ( event )
{
event->SetInt( "priority", 1 ); // HLTV event priority
event->SetInt( "patient", pAttacker->GetUserID() );
event->SetInt( "healer", pProvider->GetUserID() );
event->SetInt( "amount", iModHealthOnHit );
gameeventmanager->FireEvent( event );
}
// Give them a little bit of Uber
CWeaponMedigun *pMedigun = static_cast<CWeaponMedigun *>( pProvider->Weapon_OwnsThisID( TF_WEAPON_MEDIGUN ) );
if ( pMedigun )
{
int iHealedAmount = Max( Min( (int)pAttacker->GetMaxHealth() - (int)pAttacker->GetHealth(), nAmount ), 0 );
// On Mediguns, per frame, the amount of uber added is based on
// Default heal rate is 24per second, we scale based on that and frametime
pMedigun->AddCharge( (iHealedAmount / 24.0f ) * gpGlobals->frametime );
}
}
}
}
if ( pAttacker->m_Shared.InCond( TF_COND_REGENONDAMAGEBUFF ) )
{
int nAmount = info.GetDamage() * tf_dev_health_on_damage_recover_percentage.GetFloat();
iModHealthOnHit += nAmount;
// Increment provider's healing assist stat
CTFPlayer *pProvider = ToTFPlayer( pAttacker->m_Shared.GetConditionProvider( TF_COND_REGENONDAMAGEBUFF ) );
if ( pProvider && pProvider != pAttacker )
{
// Only give points for the portion they're responsible for
CTF_GameStats.Event_PlayerHealedOtherAssist( pProvider, nAmount );
}
}
if ( iModHealthOnHit )
{
if ( iModHealthOnHit > 0 )
{
int iHealed = pAttacker->TakeHealth( iModHealthOnHit, DMG_GENERIC );
// Increment attacker's healing stat
if ( iHealed )
{
CTF_GameStats.Event_PlayerHealedOther( pAttacker, iHealed );
}
}
else
{
pAttacker->TakeDamage( CTakeDamageInfo( pAttacker, this, (iModHealthOnHit * -1), DMG_GENERIC ) );
}
IGameEvent *event = gameeventmanager->CreateEvent( "player_healonhit" );
if ( event )
{
event->SetInt( "amount", iModHealthOnHit );
event->SetInt( "entindex", pAttacker->entindex() );
item_definition_index_t healingItemDef = INVALID_ITEM_DEF_INDEX;
if ( GetAttributeContainer() && GetAttributeContainer()->GetItem() )
{
healingItemDef = GetAttributeContainer()->GetItem()->GetItemDefIndex();
}
event->SetInt( "weapon_def_index", healingItemDef );
gameeventmanager->FireEvent( event );
}
}
// Add ubercharge on hit
if ( pAttacker->IsPlayerClass( TF_CLASS_MEDIC ) )
{
float flUberChargeBonus = 0;
CALL_ATTRIB_HOOK_FLOAT( flUberChargeBonus, add_onhit_ubercharge );
if ( flUberChargeBonus )
{
CWeaponMedigun *pMedigun = (CWeaponMedigun *)pAttacker->Weapon_OwnsThisID( TF_WEAPON_MEDIGUN );
if ( pMedigun )
{
pMedigun->AddCharge( flUberChargeBonus );
}
}
}
// Lower rage on hit.
if ( pAttacker->IsPlayerClass( TF_CLASS_SOLDIER ) || pAttacker->IsPlayerClass( TF_CLASS_PYRO ) )
{
int iRageOnHit = 0;
CALL_ATTRIB_HOOK_INT( iRageOnHit, rage_on_hit );
pAttacker->m_Shared.ModifyRage( iRageOnHit );
}
// rune charge on hit
if ( pAttacker->m_Shared.CanRuneCharge() )
{
const float flMaxRuneCharge = 400.f;
float flAdd = (float)info.GetDamage() * ( 100.f / flMaxRuneCharge );
pAttacker->m_Shared.SetRuneCharge( pAttacker->m_Shared.GetRuneCharge() + flAdd );
}
// Increase Boost on hit
int iBoostOnDamage = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pAttacker, iBoostOnDamage, boost_on_damage );
if ( iBoostOnDamage != 0 )
{
float fHype = MIN( tf_scout_hype_pep_max.GetFloat(), pAttacker->m_Shared.GetScoutHypeMeter() + ( MAX( tf_scout_hype_pep_min_damage.GetFloat(), info.GetDamage() ) / tf_scout_hype_pep_mod.GetFloat() ) );
pAttacker->m_Shared.SetScoutHypeMeter( fHype );
pAttacker->TeamFortress_SetSpeed();
}
// Procs!
if( pVictim )
{
// Detemine weapon speed
float flFireDelay = ApplyFireDelay( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_flTimeFireDelay );
// Proc chance for AOE Heal
float flPPM = 0.f;
CALL_ATTRIB_HOOK_FLOAT( flPPM, aoe_heal_chance );
float flProcChance = flFireDelay * (flPPM / 60.f);
if( RandomFloat() < flProcChance )
{
pAttacker->m_Shared.AddCond( TF_COND_RADIUSHEAL_ON_DAMAGE, 1.0f );
}
// Proc chance for crit boost
flPPM = 0.f;
CALL_ATTRIB_HOOK_FLOAT( flPPM, crits_on_damage );
flProcChance = flFireDelay * (flPPM / 60.f);
if( RandomFloat() < flProcChance )
{
pAttacker->m_Shared.AddCond( TF_COND_CRITBOOSTED_CARD_EFFECT, 3 );
}
// Proc chance for stun
flPPM = 0.f;
CALL_ATTRIB_HOOK_FLOAT( flPPM, stun_on_damage );
flProcChance = flFireDelay * (flPPM / 60.f);
if( RandomFloat() < flProcChance )
{
pVictim->m_Shared.StunPlayer( 3.0, 1.f, TF_STUN_MOVEMENT | TF_STUN_CONTROLS, pAttacker );
}
// Proc chance for AOE Blast
flPPM = 0.f;
CALL_ATTRIB_HOOK_FLOAT ( flPPM, aoe_blast_on_damage );
flProcChance = flFireDelay * (flPPM / 60.f);
if ( (RandomFloat() < flProcChance) )
{
// Stun the source
float flStunDuration = 2.f;
float flStunAmt = 1.f;
pVictim->m_Shared.StunPlayer( flStunDuration, flStunAmt, TF_STUN_MOVEMENT | TF_STUN_CONTROLS | TF_STUN_NO_EFFECTS, pAttacker );
pVictim->m_Shared.MakeBleed( ToTFPlayer( pAttacker ), NULL, flStunDuration, 75 );
// Generate an explosion and look for nearby bots
float flDmgRange = 100.f;
const int nMaxEnts = 12;
CBaseEntity *pObjects[ nMaxEnts ];
CTFPlayer* pPrevTFPlayer = NULL;
int nCount = UTIL_EntitiesInSphere( pObjects, nMaxEnts, pVictim->GetAbsOrigin(), flDmgRange, FL_CLIENT );
for ( int i = 0; i < nCount; i++ )
{
if ( !pObjects[i] )
continue;
if ( !pObjects[i]->IsAlive() )
continue;
if ( pObjects[i]->GetTeamNumber() != pVictim->GetTeamNumber() )
continue;
if ( !FVisible( pObjects[i], MASK_OPAQUE ) )
continue;
CTFPlayer *pTFPlayer = static_cast<CTFPlayer *>( pObjects[i] );
if ( !pTFPlayer )
continue;
if ( pTFPlayer == pVictim )
continue;
if ( !pTFPlayer->IsBot() )
continue;
if ( pVictim->m_Shared.InCond( TF_COND_PHASE ) || pVictim->m_Shared.InCond( TF_COND_PASSTIME_INTERCEPTION ) )
continue;
if ( pVictim->m_Shared.IsInvulnerable() )
continue;
// Stun
pTFPlayer->m_Shared.StunPlayer( flStunDuration, flStunAmt, TF_STUN_MOVEMENT | TF_STUN_CONTROLS | TF_STUN_NO_EFFECTS, pAttacker );
// DoT
pTFPlayer->m_Shared.MakeBleed( ToTFPlayer( pAttacker ), NULL, flStunDuration, 75.f );
// Shoot a beam at them
CPVSFilter filter( pTFPlayer->WorldSpaceCenter() );
Vector vStart = pPrevTFPlayer == NULL ? pVictim->EyePosition() : pPrevTFPlayer->EyePosition();
Vector vEnd = pTFPlayer->EyePosition();
te_tf_particle_effects_control_point_t controlPoint = { PATTACH_ABSORIGIN, vEnd };
TE_TFParticleEffectComplex( filter, 0.0f, "dxhr_arm_muzzleflash", vStart, QAngle( 0, 0, 0 ), NULL, &controlPoint, pTFPlayer, PATTACH_CUSTOMORIGIN );
pTFPlayer->EmitSound( "Weapon_Upgrade.ExplosiveHeadshot" );
pPrevTFPlayer = pTFPlayer;
}
}
}
// Damage bonus on hit
// Disabled because we have no attributes that use it
/*
float flAddDamageDoneBonusOnHit = 0;
CALL_ATTRIB_HOOK_FLOAT( flAddDamageDoneBonusOnHit, addperc_ondmgdone_tmpbuff );
if ( flAddDamageDoneBonusOnHit )
{
pAttacker->m_Shared.AddTmpDamageBonus( flAddDamageDoneBonusOnHit, 10.0 );
}
*/
if ( pVictim )
{
int iRageStun = 0;
CALL_ATTRIB_HOOK_INT_ON_OTHER( pAttacker, iRageStun, generate_rage_on_dmg );
if ( iRageStun && pAttacker->m_Shared.IsRageDraining() )
{
// MvM: Heavies can purchase a rage-based knockback+stun effect
if ( pAttacker->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
{
int iStunFlags = TF_STUN_MOVEMENT | TF_STUN_NO_EFFECTS;
pVictim->m_Shared.StunPlayer( 0.25f, 1.f, iStunFlags, pAttacker );
}
}
// Slow enemy on hit, unless they're being healed by a medic
if ( !pVictim->m_Shared.InCond( TF_COND_HEALTH_BUFF ) )
{
float flSlowEnemy = 0.0;
CALL_ATTRIB_HOOK_FLOAT( flSlowEnemy, mult_onhit_enemyspeed );
if ( flSlowEnemy )
{
if ( RandomFloat() < flSlowEnemy )
{
// Adjust the stun amount based on distance to the target
// close range full stun, falls off to zero at 1536 (1024 window size)
Vector vecDistance = pVictim->GetAbsOrigin() - pAttacker->GetAbsOrigin();
float flStunAmount = RemapValClamped( vecDistance.LengthSqr(), (512.0f * 512.0f), (1536.0f * 1536.0f), 0.60f, 0.0f );
pVictim->m_Shared.StunPlayer( 0.2, flStunAmount, TF_STUN_MOVEMENT, pAttacker );
}
}
flSlowEnemy = 0.0;
CALL_ATTRIB_HOOK_FLOAT( flSlowEnemy, mult_onhit_enemyspeed_major );
if ( flSlowEnemy )
{
pVictim->m_Shared.StunPlayer( flSlowEnemy, 0.4, TF_STUN_MOVEMENT, pAttacker );
}
}
// Mark for death on hit.
int iMarkForDeath = 0;
CALL_ATTRIB_HOOK_INT( iMarkForDeath, mark_for_death );
if ( iMarkForDeath )
{
// Note: this logic isn't perfect, and can do non-obvious things in certain situations. For example,
// imagine that we've got two scouts -- if the first scout marks someone, and then the second scout marks
// the same guy, and then the first scout marks someone else, the original victim will lose his marked-
// for-death status. Conditions don't have any concept of owner. This could be manually tracked for this
// condition if it becomes a problem.
if ( pAttacker->m_pMarkedForDeathTarget != NULL && pAttacker->m_pMarkedForDeathTarget->m_Shared.InCond( TF_COND_MARKEDFORDEATH ) )
{
pAttacker->m_pMarkedForDeathTarget->m_Shared.RemoveCond( TF_COND_MARKEDFORDEATH );
}
float flDuration = pVictim->IsMiniBoss() ? tf_dev_marked_for_death_lifetime.GetFloat() / 2 : tf_dev_marked_for_death_lifetime.GetFloat();
pVictim->m_Shared.AddCond( TF_COND_MARKEDFORDEATH, flDuration, pAttacker );
pAttacker->m_pMarkedForDeathTarget = pVictim;
// ACHIEVEMENT_TF_MVM_SCOUT_MARK_FOR_DEATH
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
if ( pAttacker->IsPlayerClass( TF_CLASS_SCOUT ) && ( GetWeaponID() == TF_WEAPON_BAT_WOOD ) )
{
if ( pVictim->IsBot() && ( pVictim->GetTeamNumber() == TF_TEAM_PVE_INVADERS ) )
{
IGameEvent *event = gameeventmanager->CreateEvent( "mvm_scout_marked_for_death" );
if ( event )
{
event->SetInt( "player", pAttacker->entindex() );
gameeventmanager->FireEvent( event );
}
}
}
}
}
// Stun airborne enemies who are half a body length higher than attacker
bool bIsVictimAirborne = !( pVictim->GetFlags() & FL_ONGROUND ) && ( pVictim->GetWaterLevel() == WL_NotInWater );
int iStunWaistHighAirborne = 0;
CALL_ATTRIB_HOOK_INT( iStunWaistHighAirborne, stun_waist_high_airborne );
if ( iStunWaistHighAirborne > 0 && bIsVictimAirborne )
{
if ( pVictim->WorldSpaceCenter().z >= pAttacker->EyePosition().z )
{
// right in the jimmy!
pVictim->m_Shared.StunPlayer( iStunWaistHighAirborne, 0.5f, TF_STUN_LOSER_STATE | TF_STUN_BOTH, pAttacker );
pVictim->EmitSound( "Halloween.PlayerScream" );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: When owner of this weapon is hit
//-----------------------------------------------------------------------------
void CTFWeaponBase::ApplyOnInjuredAttributes( CTFPlayer *pVictim, CTFPlayer *pAttacker, const CTakeDamageInfo &info )
{
if ( CanDeploy() )
{
int iBecomeFireproofOnHitByFire = 0;
CALL_ATTRIB_HOOK_INT( iBecomeFireproofOnHitByFire, become_fireproof_on_hit_by_fire );
if ( iBecomeFireproofOnHitByFire > 0 && info.GetDamageType() & DMG_BURN )
{
pVictim->m_Shared.AddCond( TF_COND_FIRE_IMMUNE, 1.0 );
if ( pVictim->m_Shared.InCond( TF_COND_BURNING ) )
{
pVictim->EmitSound( "TFPlayer.FlameOut" );
pVictim->m_Shared.RemoveCond( TF_COND_BURNING );
}
// STAGING_SPY
pVictim->m_Shared.AddCond( TF_COND_AFTERBURN_IMMUNE, iBecomeFireproofOnHitByFire );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ApplyPostHitEffects( const CTakeDamageInfo &info, CTFPlayer *pVictim )
{
bool bDidDrain = false;
CTFPlayer *pAttacker = ToTFPlayer( info.GetAttacker() );
if ( !pAttacker || !pVictim )
return;
// only drain a victim once per shot, even with penetrating weapons
if ( pVictim != m_hLastDrainVictim || m_lastDrainVictimTimer.IsElapsed() )
{
// Subtract victim's Medigun charge on hit
int iSubtractVictimMedigunChargeOnHit = 0;
CALL_ATTRIB_HOOK_INT( iSubtractVictimMedigunChargeOnHit, subtract_victim_medigun_charge_onhit );
if ( iSubtractVictimMedigunChargeOnHit > 0 )
{
CWeaponMedigun *pMedigun = (CWeaponMedigun *)pVictim->Weapon_OwnsThisID( TF_WEAPON_MEDIGUN );
if ( pMedigun && !pMedigun->IsReleasingCharge() )
{
// STAGING_ENGY
// Scale drain after 512 Hu to 1536Hu ( 50% drain at 1024, 0 drain at 1536 units )
Vector toEnt = pVictim->GetAbsOrigin() - pAttacker->GetAbsOrigin();
if ( toEnt.LengthSqr() > Square( 512.0f ) )
{
iSubtractVictimMedigunChargeOnHit *= RemapValClamped( toEnt.LengthSqr(), (512.0f * 512.0f), (1536.0f * 1536.0f), 1.0f, 0.0f );
}
pMedigun->SubtractCharge( iSubtractVictimMedigunChargeOnHit / 100.0f );
bDidDrain = true;
}
}
// Subtract victim's cloak on hit
int iSubtractVictimCloakOnHit = 0;
CALL_ATTRIB_HOOK_INT( iSubtractVictimCloakOnHit, subtract_victim_cloak_on_hit );
if ( iSubtractVictimCloakOnHit > 0 && pVictim->IsPlayerClass( TF_CLASS_SPY ) )
{
// STAGING_ENGY
// Scale drain after 512 Hu to 1536Hu ( 50% drain at 1024, 0 drain at 1536 units )
Vector toEnt = pVictim->GetAbsOrigin() - pAttacker->GetAbsOrigin();
if ( toEnt.LengthSqr() > Square( 512.0f ) )
{
iSubtractVictimCloakOnHit *= RemapValClamped( toEnt.LengthSqr(), (512.0f * 512.0f), (1536.0f * 1536.0f), 1.0f, 0.0f );
}
float flCloak = pVictim->m_Shared.GetSpyCloakMeter();
flCloak -= iSubtractVictimCloakOnHit;
if ( flCloak < 0.0f )
{
flCloak = 0.0f;
}
pVictim->m_Shared.SetSpyCloakMeter( flCloak );
bDidDrain = true;
}
// don't play effects to attacker if he hit a disguised/cloaked spy
if ( !pVictim->m_Shared.InCond( TF_COND_DISGUISED ) &&
!pVictim->m_Shared.IsStealthed() )
{
if ( bDidDrain )
{
DispatchParticleEffect( "drg_pomson_impact_drain", PATTACH_POINT, pVictim, "head", GetParticleColor( 1 ), GetParticleColor( 2 ) );
if ( pAttacker )
{
// play drain sound effect, louder for the attacker
EmitSound_t params;
params.m_flSoundTime = 0;
params.m_pSoundName = "Weapon_Pomson.DrainedVictim";
params.m_pflSoundDuration = 0;
CPASFilter filter( pVictim->GetAbsOrigin() );
filter.RemoveRecipient( pAttacker );
EmitSound( filter, pVictim->entindex(), params );
CSingleUserRecipientFilter attackerFilter( pAttacker );
EmitSound( attackerFilter, pAttacker->entindex(), params );
}
m_hLastDrainVictim = pVictim;
m_lastDrainVictimTimer.Start( 0.3f );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// Deliberately disabled to prevent players picking up fallen weapons.
return;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::DisguiseWeaponThink( void )
{
// Periodically check to make sure we are valid.
// Disguise weapons are attached to a player, but not managed through the owned weapons list.
CTFPlayer *pTFOwner = ToTFPlayer( GetOwner() );
if ( !pTFOwner )
{
// We must have an owner to be valid.
Drop( Vector( 0,0,0 ) );
return;
}
if ( pTFOwner->m_Shared.GetDisguiseWeapon() != this )
{
// The owner's disguise weapon must be us, otherwise we are invalid.
Drop( Vector( 0,0,0 ) );
return;
}
SetContextThink( &CTFWeaponBase::DisguiseWeaponThink, gpGlobals->curtime + 0.5, "DisguiseWeaponThink" );
}
#endif // GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::IsViewModelFlipped( void )
{
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
if ( !pPlayer )
return false;
#ifdef GAME_DLL
if ( m_bFlipViewModel != pPlayer->m_bFlipViewModels )
{
return true;
}
#else
if ( m_bFlipViewModel != cl_flipviewmodels.GetBool() )
{
return true;
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ReapplyProvision( void )
{
// Disguise items never provide
if ( m_bDisguiseWeapon )
{
#ifdef GAME_DLL
UpdateModelToClass();
#endif
return;
}
int iProvideMode = 0;
CALL_ATTRIB_HOOK_INT( iProvideMode, provide_on_active );
if ( 1 == iProvideMode )
{
if ( m_iState == WEAPON_IS_ACTIVE )
{
// We are active, provide to our owner.
BaseClass::ReapplyProvision();
}
else
{
// We aren't active so stop providing to our owner.
GetAttributeManager()->StopProvidingTo( GetPlayerOwner() );
m_hOldProvidee = NULL;
}
}
else
{
BaseClass::ReapplyProvision();
}
}
//-----------------------------------------------------------------------------
// Purpose: Return the origin & angles for a projectile fired from the player's gun
//-----------------------------------------------------------------------------
void CTFWeaponBase::GetProjectileFireSetup( CTFPlayer *pPlayer, Vector vecOffset, Vector *vecSrc, QAngle *angForward, bool bHitTeammates /* = true */, float flEndDist /* = 2000 */)
{
// @todo third person code!!
// Flip the firing offset if our view model is flipped.
if ( IsViewModelFlipped() )
{
vecOffset.y *= -1;
}
int iCenterFireProjectile = 0;
CALL_ATTRIB_HOOK_INT( iCenterFireProjectile, centerfire_projectile );
if ( iCenterFireProjectile == 1 )
{
vecOffset.y = 0;
}
QAngle angSpread = GetSpreadAngles();
Vector vecForward, vecRight, vecUp;
AngleVectors( angSpread, &vecForward, &vecRight, &vecUp );
Vector vecShootPos = pPlayer->Weapon_ShootPosition();
// Estimate end point
Vector endPos = vecShootPos + vecForward * flEndDist;
// Trace forward and find what's in front of us, and aim at that
trace_t tr;
if ( bHitTeammates )
{
CTraceFilterSimple traceFilter( pPlayer, COLLISION_GROUP_NONE );
ITraceFilter *pFilterChain = NULL;
CTraceFilterIgnoreFriendlyCombatItems traceFilterCombatItem( pPlayer, COLLISION_GROUP_NONE, GetTeamNumber() );
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
{
// Ignore teammates and their (physical) upgrade items in MvM
pFilterChain = &traceFilterCombatItem;
}
CTraceFilterChain traceFilterChain( &traceFilter, pFilterChain );
UTIL_TraceLine( vecShootPos, endPos, MASK_SOLID, &traceFilterChain, &tr );
}
else
{
CTraceFilterIgnoreTeammates filter( pPlayer, COLLISION_GROUP_NONE, pPlayer->GetTeamNumber() );
UTIL_TraceLine( vecShootPos, endPos, MASK_SOLID, &filter, &tr );
}
// Offset actual start point
*vecSrc = vecShootPos + (vecForward * vecOffset.x) + (vecRight * vecOffset.y) + (vecUp * vecOffset.z);
// Find angles that will get us to our desired end point
// Only use the trace end if it wasn't too close, which results
// in visually bizarre forward angles
if ( tr.fraction > 0.1 )
{
VectorAngles( tr.endpos - *vecSrc, *angForward );
}
else
{
VectorAngles( endPos - *vecSrc, *angForward );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
QAngle CTFWeaponBase::GetSpreadAngles( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
Assert( pOwner );
QAngle angEyes = pOwner->EyeAngles();
float flSpreadAngle = 0.0f;
CALL_ATTRIB_HOOK_FLOAT( flSpreadAngle, projectile_spread_angle );
if ( flSpreadAngle )
{
QAngle angSpread = RandomAngle( -flSpreadAngle, flSpreadAngle );
angSpread.z = 0.0f;
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
{
if ( CanOverload() && AutoFiresFullClip() && Clip1() == 1 && !m_bFiringWholeClip )
{
float flTimeSinceLastAttack = gpGlobals->curtime - GetLastPrimaryAttackTime();
if ( flTimeSinceLastAttack < 0.9f )
{
// Punish upgraded single-fire spam for this class of weapon
float flPenaltyAngle = RemapValClamped( flTimeSinceLastAttack, 0.4f, 0.9f, 6.f, 1.f );
angSpread += RandomAngle( -flPenaltyAngle, flPenaltyAngle );
}
}
}
angEyes += angSpread;
}
return angEyes;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CanPerformSecondaryAttack() const
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
// Demo shields are allowed to charge whenever
if ( pOwner->m_Shared.HasDemoShieldEquipped() )
return true;
return BaseClass::CanPerformSecondaryAttack();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::AreRandomCritsEnabled( void )
{
if ( TFGameRules() )
{
if ( TFGameRules()->IsPowerupMode() )
return false;
const IMatchGroupDescription *pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
if ( pMatchDesc )
return pMatchDesc->m_params.m_bRandomWeaponCrits;
}
return tf_weapon_criticals.GetBool();
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::ChangeTeam( int iTeamNum )
{
BaseClass::ChangeTeam( iTeamNum );
// We need to set the team for our econ item view as well
if ( GetAttributeContainer() && GetAttributeContainer()->GetItem() )
{
GetAttributeContainer()->GetItem()->SetTeamNumber( GetTeamNumber() );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::DeflectProjectiles()
{
CTFPlayer *pOwner = ToTFPlayer( GetPlayerOwner() );
if ( !pOwner )
return false;
if ( pOwner->GetWaterLevel() == WL_Eyes )
return false;
lagcompensation->StartLagCompensation( pOwner, pOwner->GetCurrentCommand() );
Vector vecEye = pOwner->EyePosition();
Vector vecForward, vecRight, vecUp;
AngleVectors( pOwner->EyeAngles(), &vecForward, &vecRight, &vecUp );
Vector vecSize = GetDeflectionSize();
float flMaxElement = 0.0f;
for ( int i = 0; i < 3; ++i )
{
flMaxElement = MAX( flMaxElement, vecSize[i] );
}
Vector vecCenter = vecEye + vecForward * flMaxElement;
// Get a list of entities in the box defined by vecSize at VecCenter.
// We will then try to deflect everything in the box.
const int maxCollectedEntities = 64;
CBaseEntity *pObjects[ maxCollectedEntities ];
int count = UTIL_EntitiesInBox( pObjects, maxCollectedEntities, vecCenter - vecSize, vecCenter + vecSize, FL_CLIENT | FL_GRENADE );
// NDebugOverlay::Box( vecCenter, -vecSize, vecSize, 0, 255, 0, 40, 3 );
bool bDeflected = false;
bool bDeflectedPlayer = false;
int iEnemyTeam = GetEnemyTeam( pOwner->GetTeamNumber() );
bool bTruce = TFGameRules() && TFGameRules()->IsTruceActive() && pOwner->IsTruceValidForEnt();
for ( int i = 0; i < count; i++ )
{
if ( pObjects[i] == pOwner )
continue;
if ( pObjects[i]->IsPlayer() && pObjects[i]->GetTeamNumber() == TEAM_SPECTATOR )
continue;
if ( !pObjects[i]->IsDeflectable() && !FClassnameIs( pObjects[i], "prop_physics" ) )
continue;
if ( pOwner->FVisible( pObjects[i], MASK_SOLID ) == false )
continue;
if ( bTruce && ( pObjects[i]->GetTeamNumber() == iEnemyTeam ) )
continue;
if ( pObjects[i]->IsPlayer() == true )
{
CTFPlayer *pTarget = ToTFPlayer( pObjects[i] );
if ( pTarget )
{
bool bRes = DeflectPlayer( pTarget, pOwner, vecForward, vecCenter, vecSize );
bDeflectedPlayer |= bRes;
bDeflected |= bRes;
}
}
else
{
bDeflected |= DeflectEntity( pObjects[i], pOwner, vecForward, vecCenter, vecSize );
}
}
if ( bDeflected )
{
pOwner->SpeakConceptIfAllowed( MP_CONCEPT_DEFLECTED, "victim:0" );
PlayDeflectionSound( bDeflectedPlayer );
}
lagcompensation->FinishLagCompensation( pOwner );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::DeflectPlayer( CTFPlayer *pTarget, CTFPlayer *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize )
{
return true;
}
//-----------------------------------------------------------------------------
// This filter checks against friendly players, buildings, shields
//-----------------------------------------------------------------------------
class CTraceFilterDeflection : public CTraceFilterSimple
{
public:
DECLARE_CLASS( CTraceFilterDeflection, CTraceFilterSimple );
CTraceFilterDeflection( const IHandleEntity *passentity, int collisionGroup, int iIgnoreTeam )
: CTraceFilterSimple( passentity, collisionGroup ), m_iIgnoreTeam( iIgnoreTeam )
{
}
virtual bool ShouldHitEntity( IHandleEntity *passentity, int contentsMask ) OVERRIDE
{
CBaseEntity *pEntity = EntityFromEntityHandle( passentity );
if ( !pEntity )
return false;
if ( pEntity->IsPlayer() )
return false;
if ( pEntity->IsBaseObject() )
return false;
if ( pEntity->IsCombatItem() )
return false;
return BaseClass::ShouldHitEntity( passentity, contentsMask );
}
int m_iIgnoreTeam;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::DeflectEntity( CBaseEntity *pTarget, CTFPlayer *pOwner, Vector &vecForward, Vector &vecCenter, Vector &vecSize )
{
Assert( pTarget );
Assert( pOwner );
Vector vecEye = pOwner->EyePosition();
Vector vecVel = pTarget->GetAbsVelocity();
// apply an impulse instead if this is a prop physics object
if ( FClassnameIs( pTarget, "prop_physics" ) )
{
IPhysicsObject *pPhysicsObject = pTarget->VPhysicsGetObject();
if ( pPhysicsObject && pTarget->CollisionProp() )
{
Vector vecDir = pTarget->WorldSpaceCenter() - vecEye;
VectorNormalize( vecDir );
float flVel = 50.0f * CTFWeaponBase::DeflectionForce( pTarget->CollisionProp()->OBBSize(), 90, 12.0f );
pPhysicsObject->ApplyForceOffset( vecDir * flVel, vecEye );
}
return true;
}
AngularImpulse angularimp;
CTraceFilterDeflection filter( pOwner, COLLISION_GROUP_NONE, pOwner->GetTeamNumber() );
trace_t tr;
UTIL_TraceLine( vecEye, vecEye + vecForward * MAX_TRACE_LENGTH, MASK_SOLID, &filter, &tr );
Vector vecDir = pTarget->WorldSpaceCenter() - tr.endpos;
VectorNormalize( vecDir );
// Send the entity back where it came.
// If we want per-entity physical deflection behavior this could move into ::Deflected
IPhysicsObject *pPhysicsObject = pTarget->VPhysicsGetObject();
if ( pPhysicsObject )
{
pPhysicsObject->GetVelocity( &vecVel, &angularimp );
}
float flVel = vecVel.Length();
vecVel = -flVel * vecDir;
if ( pPhysicsObject )
{
if ( pPhysicsObject->IsMotionEnabled() == false )
{
vecDir = pOwner->WorldSpaceCenter() - pTarget->WorldSpaceCenter();
VectorNormalize( vecDir );
vecVel = -flVel * vecDir;
}
pPhysicsObject->EnableMotion( true );
pPhysicsObject->SetVelocity( &vecVel, &angularimp );
}
else
{
pTarget->SetAbsVelocity( vecVel );
}
// Perform entity specific deflection behavior like team changing.
pTarget->Deflected( pOwner, vecDir );
QAngle newAngles;
VectorAngles( -vecDir, newAngles );
pTarget->SetAbsAngles( newAngles );
pOwner->AwardAchievement( ACHIEVEMENT_TF_PYRO_REFLECT_PROJECTILES );
CDisablePredictionFiltering disabler;
DispatchParticleEffect( "deflect_fx", PATTACH_ABSORIGIN_FOLLOW, pTarget );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Static deflection helper.
//-----------------------------------------------------------------------------
float CTFWeaponBase::DeflectionForce( const Vector &size, float damage, float scale )
{
float force = damage * ((48 * 48 * 82.0) / (size.x * size.y * size.z)) * scale;
if ( force > 1000.0)
{
force = 1000.0;
}
return force;
}
//-----------------------------------------------------------------------------
// Purpose: Static deflection helper.
//-----------------------------------------------------------------------------
void CTFWeaponBase::SendObjectDeflectedEvent( CTFPlayer *pNewOwner, CTFPlayer *pPrevOwner, int iWeaponID, CBaseAnimating *pObject )
{
if ( pNewOwner && pPrevOwner )
{
IGameEvent * event = gameeventmanager->CreateEvent( "object_deflected" );
if ( event )
{
event->SetInt( "userid", pNewOwner->GetUserID() );
event->SetInt( "ownerid", pPrevOwner->GetUserID() );
event->SetInt( "weaponid", iWeaponID );
// Community request. We don't use object_entindex, but some server plugins do.
event->SetInt( "object_entindex", pObject ? pObject->entindex() : 0 );
gameeventmanager->FireEvent( event );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Separate Regen function to handle item-specific cases
//-----------------------------------------------------------------------------
void CTFWeaponBase::ApplyItemRegen( void )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
if ( !pOwner )
return;
m_flRegenTime += gpGlobals->frametime;
if ( m_flRegenTime > 1.0f )
{
m_flRegenTime -= 1.0;
float flRegenAmount = 0;
CALL_ATTRIB_HOOK_FLOAT( flRegenAmount, active_item_health_regen );
if ( (int)flRegenAmount != 0 )
{
pOwner->TakeDamage( CTakeDamageInfo( pOwner, pOwner, vec3_origin, WorldSpaceCenter(), (int)flRegenAmount * -1, DMG_GENERIC ) );
IGameEvent *event = gameeventmanager->CreateEvent( "player_healonhit" );
if ( event )
{
event->SetInt( "amount", (int)flRegenAmount );
event->SetInt( "entindex", pOwner->entindex() );
item_definition_index_t healingItemDef = INVALID_ITEM_DEF_INDEX;
if ( GetAttributeContainer() && GetAttributeContainer()->GetItem() )
{
healingItemDef = GetAttributeContainer()->GetItem()->GetItemDefIndex();
}
event->SetInt( "weapon_def_index", healingItemDef );
gameeventmanager->FireEvent( event );
}
}
}
}
kill_eater_event_t CTFWeaponBase::GetKillEaterKillEventType() const
{
uint32 unEventType = kKillEaterEvent_PlayerKill;
CALL_ATTRIB_HOOK_INT( unEventType, kill_eater_kill_type );
return (kill_eater_event_t)unEventType;
}
#endif // GAME_DLL
bool CTFWeaponBase::IsSilentKiller()
{
int iSilentKiller = 0;
CALL_ATTRIB_HOOK_INT( iSilentKiller, set_silent_killer );
if ( iSilentKiller == 1 )
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Ensures that a player's correct body groups are enabled on client respawn.
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateWeaponBodyGroups( CTFPlayer* pPlayer, bool bHandleDeployedBodygroups )
{
if ( !pPlayer )
return;
for ( int i = 0; i < pPlayer->WeaponCount(); i++)
{
CTFWeaponBase *pWpn = ( CTFWeaponBase *) pPlayer->GetWeapon(i);
if ( !pWpn )
continue;
// If this weapon if repurposed for a taunt, dont modify bodygroups. This is so
// things like the Heavy's boxing gloves can change to a different model (ie. a guitar)
// and then his hands will draw like normal
if( pWpn->IsBeingRepurposedForTaunt() )
continue;
// Dynamic models which are not yet rendering do not modify bodygroups
if ( pWpn->IsDynamicModelLoading() )
continue;
// These are updated later or have already been updated.
CEconItemView *pScriptItem = pWpn->GetAttributeContainer()->GetItem();
const bool bHideBodygroupsDeployedOnly = pScriptItem ? pScriptItem->GetStaticData()->GetHideBodyGroupsDeployedOnly() : false;
if ( bHideBodygroupsDeployedOnly != bHandleDeployedBodygroups )
continue;
// If we're supposed to hide bodygroups when deployed and we aren't deployed, don't do anything.
if ( bHideBodygroupsDeployedOnly && pPlayer->GetActiveWeapon() != pWpn )
continue;
pWpn->UpdateBodygroups( pPlayer, 1 );
}
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Weapon Level Notification
//-----------------------------------------------------------------------------
class CTFKillEaterNotification : public CEconNotification
{
public:
CTFKillEaterNotification( const CSteamID& KillerID, const wchar_t *wszWeaponName, const wchar_t *wszLevelName )
: CEconNotification()
{
SetLifetime( 20.0f );
SetSteamID( KillerID );
SetText( "#TF_HUD_Event_KillEater_Leveled" );
AddStringToken( "weapon_name", wszWeaponName );
AddStringToken( "rank_name", wszLevelName );
SetSoundFilename( "misc/happy_birthday.wav" );
}
virtual EType NotificationType() { return eType_Basic; }
};
//-----------------------------------------------------------------------------
// Purpose: GC Msg handler to receive the server response that we've killed a player.
//-----------------------------------------------------------------------------
class CGCPlayerKilledResponse : public GCSDK::CGCClientJob
{
public:
CGCPlayerKilledResponse( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) {}
virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket )
{
GCSDK::CProtoBufMsg<CMsgGCIncrementKillCountResponse> msg( pNetPacket );
if ( !steamapicontext || !steamapicontext->SteamFriends() || !steamapicontext->SteamUser() || !steamapicontext->SteamUtils() )
return true;
item_definition_index_t unItemDef = msg.Body().item_def();
const CEconItemDefinition* pItemDef = ItemSystem()->GetStaticDataForItemByDefIndex( unItemDef );
if ( !pItemDef )
return true;
const char *pszKillerName = InventoryManager()->PersonaName_Get( msg.Body().killer_account_id() );
if ( !pszKillerName )
return true;
wchar_t wszPlayerName[1024];
g_pVGuiLocalize->ConvertANSIToUnicode( pszKillerName, wszPlayerName, sizeof(wszPlayerName) );
wchar_t* wszWeaponName = g_pVGuiLocalize->Find( pItemDef->GetItemBaseName() );
uint32 unLevelBlock = msg.Body().level_type();
const char *pszLevelBlockName = GetItemSchema()->GetKillEaterScoreTypeLevelingDataName( unLevelBlock );
const CItemLevelingDefinition *pLevelDef = GetItemSchema()->GetItemLevelForScore( pszLevelBlockName, msg.Body().num_kills() );
if ( !pLevelDef )
return true;
wchar_t* wszLevelName = g_pVGuiLocalize->Find( pLevelDef->GetNameLocalizationKey() );
// Kyle says: the notifications were annoying people so instead of doing a full
// flashy thing we display a HUD message for everyone except the guy whose
// weapon it is. Basically, *you* get the flashy notification that your
// weapon leveled up, but everyone else just gets the HUD text.
if ( steamapicontext->SteamUser()->GetSteamID().GetAccountID() == msg.Body().killer_account_id() )
{
NotificationQueue_Add( new CTFKillEaterNotification( CSteamID( msg.Body().killer_account_id(), GetUniverse(), k_EAccountTypeIndividual ), wszWeaponName, wszLevelName ) );
}
// Everyone gets the HUD notification text.
CBaseHudChat *pHUDChat = (CBaseHudChat *)GET_HUDELEMENT( CHudChat );
if ( pHUDChat )
{
wchar_t wszNotification[1024]=L"";
g_pVGuiLocalize->ConstructString_safe( wszNotification,
g_pVGuiLocalize->Find( "#TF_HUD_Event_KillEater_Leveled_Chat" ),
3, wszPlayerName, wszWeaponName, wszLevelName );
char szAnsi[1024];
g_pVGuiLocalize->ConvertUnicodeToANSI( wszNotification, szAnsi, sizeof(szAnsi) );
pHUDChat->Printf( CHAT_FILTER_NONE, "%s", szAnsi );
}
return true;
}
};
GC_REG_JOB( GCSDK::CGCClient, CGCPlayerKilledResponse, "CGCPlayerKilledResponse", k_EMsgGC_IncrementKillCountResponse, GCSDK::k_EServerTypeGCClient );
#endif
bool WeaponID_IsSniperRifle( int iWeaponID )
{
#ifdef STAGING_ONLY
if ( iWeaponID == TF_WEAPON_SNIPERRIFLE ||
iWeaponID == TF_WEAPON_SNIPERRIFLE_DECAP ||
iWeaponID == TF_WEAPON_SNIPERRIFLE_CLASSIC ||
iWeaponID == TF_WEAPON_SNIPERRIFLE_REVOLVER )
#else
if ( iWeaponID == TF_WEAPON_SNIPERRIFLE ||
iWeaponID == TF_WEAPON_SNIPERRIFLE_DECAP ||
iWeaponID == TF_WEAPON_SNIPERRIFLE_CLASSIC )
#endif
return true;
else
return false;
}
bool WeaponID_IsSniperRifleOrBow( int iWeaponID )
{
if ( iWeaponID == TF_WEAPON_COMPOUND_BOW )
return true;
else
return WeaponID_IsSniperRifle( iWeaponID );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFWeaponBase::Energy_GetMaxEnergy( void ) const
{
// This is a terrible hack to support clip size upgrades.
// Basically -- figure out the desired number of shots,
// and return the amount of energy required for that.
int iNumShots = ENERGY_WEAPON_MAX_CHARGE / Energy_GetShotCost();
CALL_ATTRIB_HOOK_FLOAT( iNumShots, mult_clipsize_upgrade );
return ( iNumShots * Energy_GetShotCost() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Energy_FullyCharged( void ) const
{
if ( m_flEnergy >= Energy_GetMaxEnergy() )
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Energy_HasEnergy( void )
{
if ( m_flEnergy >= Energy_GetShotCost() )
return true;
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Energy_DrainEnergy( void )
{
Energy_DrainEnergy( Energy_GetShotCost() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::Energy_DrainEnergy( float flDrain )
{
m_flEnergy -= flDrain;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::Energy_Recharge( void )
{
m_flEnergy += Energy_GetRechargeCost();
if ( Energy_FullyCharged() )
{
m_flEnergy = Energy_GetMaxEnergy();
return true;
}
else
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::WeaponRegenerate( void )
{
m_flEnergy = Energy_GetMaxEnergy();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::FinishReload( void )
{
if ( IsEnergyWeapon() )
{
m_bInReload = false;
return;
}
BaseClass::FinishReload();
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer )
{
int iAttr = 0;
CALL_ATTRIB_HOOK_INT( iAttr, last_shot_crits );
if ( iAttr )
{
if ( m_iClip1 == 1 )
{
pPlayer->m_Shared.AddCond( TF_COND_CRITBOOSTED );
}
else
{
pPlayer->m_Shared.RemoveCond( TF_COND_CRITBOOSTED );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::CheckReload( void )
{
if ( IsEnergyWeapon() )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
if ( !Energy_HasEnergy() )
{
Reload();
return;
}
if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
if ( pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2) && Energy_HasEnergy() )
{
m_bInReload = false;
return;
}
if ( !Energy_FullyCharged() )
{
Reload();
}
else
{
FinishReload();
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
}
}
}
else
{
BaseClass::CheckReload();
}
}
//-----------------------------------------------------------------------------
// Purpose: Get the current bar state (will return a value from 0.0 to 1.0)
//-----------------------------------------------------------------------------
float CTFWeaponBase::GetEffectBarProgress( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && (pPlayer->GetAmmoCount( GetEffectBarAmmo() ) < pPlayer->GetMaxAmmo( GetEffectBarAmmo() )) )
{
float flTime = GetEffectBarRechargeTime();
float flProgress = (flTime - (m_flEffectBarRegenTime - gpGlobals->curtime)) / flTime;
return flProgress;
}
return 1.f;
}
//-----------------------------------------------------------------------------
// Purpose: Start the regeneration bar charging from this moment in time
//-----------------------------------------------------------------------------
void CTFWeaponBase::StartEffectBarRegen( void )
{
// Only reset regen if its less then curr time or we were full
CTFPlayer *pPlayer = GetTFPlayerOwner();
bool bWasFull = false;
if ( pPlayer && (pPlayer->GetAmmoCount( GetEffectBarAmmo() ) + 1 == pPlayer->GetMaxAmmo( GetEffectBarAmmo() ) ) )
{
bWasFull = true;
}
if ( m_flEffectBarRegenTime < gpGlobals->curtime || bWasFull )
{
m_flEffectBarRegenTime = gpGlobals->curtime + GetEffectBarRechargeTime();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::CheckEffectBarRegen( void )
{
if ( !m_flEffectBarRegenTime )
return;
// If we're full stop the timer. Fixes a bug with "double" throws after respawning or touching a supply cab
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer->GetAmmoCount( GetEffectBarAmmo() ) == pPlayer->GetMaxAmmo( GetEffectBarAmmo() ) )
{
m_flEffectBarRegenTime = 0;
return;
}
if ( m_flEffectBarRegenTime < gpGlobals->curtime )
{
m_flEffectBarRegenTime = 0;
EffectBarRegenFinished();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponBase::EffectBarRegenFinished( void )
{
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && (pPlayer->GetAmmoCount( GetEffectBarAmmo() ) < pPlayer->GetMaxAmmo( GetEffectBarAmmo() )) )
{
#ifdef GAME_DLL
pPlayer->GiveAmmo( 1, GetEffectBarAmmo(), true );
#endif
#ifdef GAME_DLL
// If we still have more ammo space, recharge
if ( pPlayer->GetAmmoCount( GetEffectBarAmmo() ) < pPlayer->GetMaxAmmo( GetEffectBarAmmo() ) )
#else
// On the client, we assume we'll get 1 more ammo as soon as the server updates us, so only restart if that still won't make us full.
if ( pPlayer->GetAmmoCount( GetEffectBarAmmo() ) + 1 < pPlayer->GetMaxAmmo( GetEffectBarAmmo() ) )
#endif
{
StartEffectBarRegen();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector CTFWeaponBase::GetParticleColor( int iColor )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( !pOwner )
return Vector(0,0,0);
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem->IsValid() )
return Vector(0,0,0);
int iModifiedRGB = pItem->GetModifiedRGBValue( pOwner->GetTeamNumber() == TF_TEAM_BLUE );
if ( iModifiedRGB > 0 )
{
Color clr = Color( ((iModifiedRGB & 0xFF0000) >> 16), ((iModifiedRGB & 0xFF00) >> 8), (iModifiedRGB & 0xFF) );
float fColorMod = 1.f;
if ( iColor == 2 )
{
fColorMod = 0.5f;
}
Vector vResult;
vResult.x = clamp( fColorMod * clr.r() * (1.f/255), 0.f, 1.0f );
vResult.y = clamp( fColorMod * clr.g() * (1.f/255), 0.f, 1.0f );
vResult.z = clamp( fColorMod * clr.b() * (1.f/255), 0.f, 1.0f );
return vResult;
}
if ( iColor == 1 )
{
if ( pOwner->GetTeamNumber() == TF_TEAM_RED )
return TF_PARTICLE_WEAPON_RED_1;
else
return TF_PARTICLE_WEAPON_BLUE_1;
}
else
{
if ( pOwner->GetTeamNumber() == TF_TEAM_RED )
return TF_PARTICLE_WEAPON_RED_2;
else
return TF_PARTICLE_WEAPON_BLUE_2;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFWeaponBase::CanBeCritBoosted( void )
{
int iNoCritBoost = 0;
CALL_ATTRIB_HOOK_FLOAT( iNoCritBoost, no_crit_boost );
return iNoCritBoost == 0;
}
bool CTFWeaponBase::CanHaveRevengeCrits( void )
{
int iSapperCrits = 0;
CALL_ATTRIB_HOOK_INT( iSapperCrits, sapper_kills_collect_crits );
if ( iSapperCrits != 0 )
return true;
int iExtinguishCrits = 0;
CALL_ATTRIB_HOOK_INT( iExtinguishCrits, extinguish_revenge );
if ( iExtinguishCrits != 0 )
return true;
int iRevengeCrits = 0;
CALL_ATTRIB_HOOK_INT( iRevengeCrits, sentry_killed_revenge );
if ( iRevengeCrits )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: This is an accent sound that plays in addition to the base shoot sound
//-----------------------------------------------------------------------------
void CTFWeaponBase::PlayUpgradedShootSound( const char *pszSound )
{
if ( TFGameRules()->GameModeUsesUpgrades() )
{
CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
if ( pOwner )
{
float flDmgMod = 1.f;
CALL_ATTRIB_HOOK_FLOAT( flDmgMod, mult_dmg );
if ( flDmgMod > 1.f )
{
// This is pretty hacky as it assumes a cap of +100% damage for picking
// sounds -- anything more and the 1-4 scale below falls apart.
int nLevel = RemapValClamped( flDmgMod, 1.f, 1.8f, 1.f, 4.f );
const char *pszSoundname = CFmtStr( "%s%d", pszSound, nLevel );
CSoundParameters params;
if ( !GetParametersForSound( pszSoundname, params, NULL ) )
return;
CPASAttenuationFilter filter( GetOwner(), params.soundlevel );
if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
{
filter.UsePredictionRules();
}
EmitSound( filter, pOwner->entindex(), pszSoundname );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Is this honorbound weapon?
//-----------------------------------------------------------------------------
bool CTFWeaponBase::IsHonorBound( void ) const
{
int iHonorbound = 0;
CALL_ATTRIB_HOOK_INT( iHonorbound, honorbound );
return iHonorbound != 0;
}
EWeaponStrangeType_t CTFWeaponBase::GetStrangeType()
{
// verify stattrak module and add if necessary
if ( m_eStrangeType == STRANGE_UNKNOWN )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem )
return STRANGE_UNKNOWN;
int iStrangeType = -1;
for ( int i = 0; i < GetKillEaterAttrCount(); i++ )
{
if ( pItem->FindAttribute( GetKillEaterAttr_Score( i ) ) )
{
iStrangeType = i;
break;
}
}
m_eStrangeType = iStrangeType == -1 ? STRANGE_NOT_STRANGE : STRANGE_IS_STRANGE;
}
return m_eStrangeType;
}
bool CTFWeaponBase::BHasStatTrakModule()
{
if ( m_eStatTrakModuleType == MODULE_UNKNOWN )
{
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem )
return false;
EWeaponStrangeType_t eStrangeType = GetStrangeType();
if ( eStrangeType != STRANGE_IS_STRANGE)
{
m_eStatTrakModuleType = MODULE_NONE;
return false;
}
// Does it have a module
CAttribute_String attrModule;
static CSchemaAttributeDefHandle pAttr_module( "weapon_uses_stattrak_module" );
if ( pItem->FindAttribute( pAttr_module, &attrModule ) && attrModule.has_value() )
{
m_eStatTrakModuleType = MODULE_FOUND;
return true;;
}
}
if ( m_eStatTrakModuleType != MODULE_FOUND )
return false;
return true;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void CTFWeaponBase::UpdateAllViewmodelAddons( void )
{
C_TFPlayer *pPlayer = ToTFPlayer( GetOwner() );
// Remove any view model add ons if we're spectating.
if ( !pPlayer )
{
RemoveViewmodelStatTrak();
return;
}
// econ-related addons follow, so bail out if we can't get at the econitemview
CEconItemView *pItem = GetAttributeContainer()->GetItem();
if ( !pItem )
{
RemoveViewmodelStatTrak();
return;
}
if ( GetStrangeType() > -1 )
{
CSteamID HolderSteamID;
pPlayer->GetSteamID( &HolderSteamID );
AddStatTrakModel( pItem, m_eStrangeType, HolderSteamID.GetAccountID() );
}
else
{
RemoveViewmodelStatTrak();
}
}
// StatTrak Module Testing
void CTFWeaponBase::AddStatTrakModel( CEconItemView *pItem, int nStatTrakType, AccountID_t holderAcctId )
{
// Already has module, just early out
if ( m_viewmodelStatTrakAddon && m_viewmodelStatTrakAddon.Get() && m_viewmodelStatTrakAddon->GetMoveParent() )
{
return;
}
// Something is missing, remove and return
if ( !pItem )
{
RemoveViewmodelStatTrak();
RemoveWorldmodelStatTrak();
return;
}
if ( GetStrangeType() != STRANGE_IS_STRANGE )
{
RemoveViewmodelStatTrak();
RemoveWorldmodelStatTrak();
return;
}
if ( !BHasStatTrakModule() )
{
RemoveViewmodelStatTrak();
RemoveWorldmodelStatTrak();
return;
}
// Get Module Data
CAttribute_String attrModule;
static CSchemaAttributeDefHandle pAttr_module( "weapon_uses_stattrak_module" );
if ( !pItem->FindAttribute( pAttr_module, &attrModule ) || !attrModule.has_value() )
{
RemoveViewmodelStatTrak();
RemoveWorldmodelStatTrak();
return;
}
float flScale = 1.0f;
CALL_ATTRIB_HOOK_FLOAT( flScale, weapon_stattrak_module_scale );
// Skin
int nSkin = pItem->GetTeamNumber() - TF_TEAM_RED;
if ( pItem->GetAccountID() != holderAcctId )
{
nSkin += 2; // sad skin
}
// View Model / third person
if ( GetViewmodelAttachment() )
{
// Already has a module, early out
if ( !( m_viewmodelStatTrakAddon && m_viewmodelStatTrakAddon.Get() && m_viewmodelStatTrakAddon->GetMoveParent() ) )
{
RemoveViewmodelStatTrak();
CTFWeaponAttachmentModel *pStatTrakEnt = new class CTFWeaponAttachmentModel;
if ( pStatTrakEnt )
{
pStatTrakEnt->InitializeAsClientEntity( attrModule.value().c_str(), RENDER_GROUP_VIEW_MODEL_OPAQUE );
pStatTrakEnt->Init( GetViewmodelAttachment(), this, true );
pStatTrakEnt->m_nSkin = nSkin;
m_viewmodelStatTrakAddon = pStatTrakEnt;
if ( cl_flipviewmodels.GetBool() )
{
pStatTrakEnt->SetBodygroup( 1, 1 ); // use a special mirror-image stattrak module that appears correct for lefties
flScale *= -1.0f; // flip scale
}
pStatTrakEnt->SetModelScale( flScale );
//RemoveEffects( EF_NODRAW );
}
}
}
// World Model
if ( !(m_worldmodelStatTrakAddon && m_worldmodelStatTrakAddon.Get() && m_worldmodelStatTrakAddon->GetMoveParent() ) )
{
RemoveWorldmodelStatTrak();
CTFWeaponAttachmentModel *pStatTrakEnt = new class CTFWeaponAttachmentModel;
if ( pStatTrakEnt )
{
pStatTrakEnt->InitializeAsClientEntity( attrModule.value().c_str(), RENDER_GROUP_OPAQUE_ENTITY );
pStatTrakEnt->SetModelScale( flScale );
pStatTrakEnt->Init( this, this, false );
pStatTrakEnt->m_nSkin = nSkin;
m_worldmodelStatTrakAddon = pStatTrakEnt;
// //if ( !cl_flipviewmodels.GetBool() )
// //{
// // pStatTrakEnt->SetBodygroup( 0, 1 ); // use a special mirror-image stattrak module that appears correct for lefties
// //}
//RemoveEffects( EF_NODRAW );
}
}
}
//-----------------------------------------------------------------------------
void CTFWeaponBase::RemoveViewmodelStatTrak( void )
{
if ( m_viewmodelStatTrakAddon.Get() )
{
m_viewmodelStatTrakAddon->Remove();
m_viewmodelStatTrakAddon = NULL;
}
}
//-----------------------------------------------------------------------------
void CTFWeaponBase::RemoveWorldmodelStatTrak( void )
{
if ( m_worldmodelStatTrakAddon )
{
m_worldmodelStatTrakAddon->Remove();
m_worldmodelStatTrakAddon = NULL;
}
}
//-----------------------------------------------------------------------------
const Vector& CTFWeaponBase::GetViewmodelOffset()
{
if ( !m_bInitViewmodelOffset )
{
CAttribute_String attr_min_viewmodel_offset;
CALL_ATTRIB_HOOK_STRING( attr_min_viewmodel_offset, min_viewmodel_offset );
const char* pszMinViewmodelOffset = attr_min_viewmodel_offset.value().c_str();
if ( pszMinViewmodelOffset && *pszMinViewmodelOffset )
{
UTIL_StringToVector( m_vecViewmodelOffset.Base(), pszMinViewmodelOffset );
}
m_bInitViewmodelOffset = true;
}
return m_vecViewmodelOffset;
}
//-----------------------------------------------------------------------------
// CTFWeaponAttachmentModel
//-----------------------------------------------------------------------------
void CTFWeaponAttachmentModel::Init( CBaseEntity *pParent, CTFWeaponBase *pAssociatedWeapon, bool bIsViewModel )
{
SetParent( pParent );
SetLocalOrigin( vec3_origin );
UpdatePartitionListEntry();
CollisionProp()->MarkPartitionHandleDirty();
//UpdateVisibility();
SetWeaponAssociatedWith( pAssociatedWeapon );
AddEffects( EF_BONEMERGE );
AddEffects( EF_BONEMERGE_FASTCULL );
AddEffects( EF_NODRAW );
m_bIsViewModelAttachment = bIsViewModel;
}
//-----------------------------------------------------------------------------
bool CTFWeaponAttachmentModel::ShouldDraw( void )
{
// Follow my associated weapon
if ( !m_hWeaponAssociatedWith.Get() )
return false;
// some code is overriding the weapon model (taunt), don't show the attachment model
if ( m_hWeaponAssociatedWith->IsUsingOverrideModel() )
return false;
if ( m_hWeaponAssociatedWith->IsFirstPersonView() && !m_bIsViewModelAttachment )
{
return false;
}
bool bShouldDraw = m_hWeaponAssociatedWith->ShouldDraw();
if ( bShouldDraw )
{
return !m_bIsViewModelAttachment;
}
return false;
//if ( pWeapon )
//{
// // If the weapon isn't active, don't draw
// if ( pOwner && pOwner->GetActiveWeapon() != pWeapon )
// {
// return false;
// }
// if ( !IsViewModelWearable() )
// {
// // If it's the 3rd person wearable, don't draw it when the weapon is hidden
// if ( !pWeapon->ShouldDraw() )
// {
// return false;
// }
// }
// // If the weapon is being repurposed for a taunt dont draw.
// // The Brutal Legend taunt changes your weapon's model to be the guitar,
// // but we dont want things like bot-killer skulls or festive lights
// // to continue to draw
// if ( pWeapon->IsBeingRepurposedForTaunt() )
// {
// return false;
// }
//}
//
}
#endif // CLIENT_DLL