csgo-2018-source/game/shared/basecombatweapon_shared.cpp
2021-07-24 21:11:47 -07:00

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "ammodef.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "physics_saverestore.h"
#include "datacache/imdlcache.h"
#include "tier0/vprof.h"
#include "collisionutils.h"
#include "econ_entity.h"
#include "econ_item_view.h"
#if !defined( CLIENT_DLL )
// Game DLL Headers
#include "soundent.h"
#include "eventqueue.h"
#include "fmtstr.h"
#include "gameweaponmanager.h"
#else
#include "input.h"
#include "hltvreplaysystem.h"
#include "model_types.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// The minimum time a hud hint for a weapon should be on screen. If we switch away before
// this, then teh hud hint counter will be deremented so the hint will be shown again, as
// if it had never been seen. The total display time for a hud hint is specified in client
// script HudAnimations.txt (which I can't read here).
#define MIN_HUDHINT_DISPLAY_TIME 7.0f
#define HIDEWEAPON_THINK_CONTEXT "BaseCombatWeapon_HideThink"
extern bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer );
#if defined( CLIENT_DLL )
void RecvProxy_EffectFlagsWeaponWorldmodel( const CRecvProxyData *pData, void *pStruct, void *pOut );
extern void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_WeaponWorldmodel( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_WeaponWorldmodelCosmetics( const CRecvProxyData *pData, void *pStruct, void *pOut );
#endif
IMPLEMENT_NETWORKCLASS_ALIASED( BaseWeaponWorldModel, DT_BaseWeaponWorldModel )
LINK_ENTITY_TO_CLASS_ALIASED( weaponworldmodel, BaseWeaponWorldModel );
BEGIN_NETWORK_TABLE_NOBASE(CBaseWeaponWorldModel, DT_BaseWeaponWorldModel)
#if !defined( CLIENT_DLL )
SendPropModelIndex(SENDINFO(m_nModelIndex)),
SendPropInt (SENDINFO(m_nBody), ANIMATION_BODY_BITS ), // increased to 32 bits to support number of bits equal to number of bodygroups
SendPropInt (SENDINFO(m_fEffects), EF_MAX_BITS, SPROP_UNSIGNED),
SendPropEHandle (SENDINFO_NAME(m_hMoveParent, moveparent)),
SendPropEHandle (SENDINFO(m_hCombatWeaponParent)),
#else
RecvPropInt (RECVINFO(m_nModelIndex), 0, RecvProxy_WeaponWorldmodel),
RecvPropInt (RECVINFO(m_nBody)),
RecvPropInt (RECVINFO(m_fEffects), 0, RecvProxy_EffectFlagsWeaponWorldmodel),
RecvPropInt (RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent),
RecvPropEHandle (RECVINFO(m_hCombatWeaponParent), RecvProxy_WeaponWorldmodelCosmetics),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA( CBaseWeaponWorldModel )
DEFINE_PRED_FIELD( m_nModelIndex, FIELD_SHORT, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_nBody, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fEffects, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_OVERRIDE ),
DEFINE_FIELD( m_hCombatWeaponParent, FIELD_EHANDLE ),
END_PREDICTION_DATA()
void RecvProxy_EffectFlagsWeaponWorldmodel( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseWeaponWorldModel *pWeaponWorldModel = (CBaseWeaponWorldModel *) pStruct;
if ( pWeaponWorldModel )
{
if ( pWeaponWorldModel->GetEffects() != pData->m_Value.m_Int )
{
pWeaponWorldModel->SetEffects( pData->m_Value.m_Int );
}
}
}
void RecvProxy_WeaponWorldmodel( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CBaseWeaponWorldModel *model = (CBaseWeaponWorldModel *)pStruct;
if ( model )
{
int nOldModelIndex = model->GetModelIndex();
MDLCACHE_CRITICAL_SECTION();
model->SetModelByIndex( pData->m_Value.m_Int );
if ( nOldModelIndex != model->GetModelIndex() )
model->ResetCachedBoneIndices();
}
}
void RecvProxy_WeaponWorldmodelCosmetics( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
RecvProxy_IntToEHandle( pData, pStruct, pOut );
CBaseWeaponWorldModel *pWeaponWorldModel = (CBaseWeaponWorldModel *) pStruct;
if ( pWeaponWorldModel )
{
pWeaponWorldModel->ApplyCustomMaterialsAndStickers();
}
}
int CBaseWeaponWorldModel::DrawModel( int flags, const RenderableInstance_t &instance )
{
if ( (flags & STUDIO_RENDER) && ( IsEffectActive(EF_NODRAW) || !ShouldDraw() ) )
return 0;
return BaseClass::DrawModel( flags, instance );
}
void CBaseWeaponWorldModel::OnDataChanged( DataUpdateType_t type )
{
// make sure world model custom materials and stickers are up-to-date
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( pWeaponParent )
{
if ( IsVisible() && GetCustomMaterialCount() != pWeaponParent->GetCustomMaterialCount() )
{
ApplyCustomMaterialsAndStickers();
}
// extra sticker application check
if ( IsVisible() && ShouldDraw() && !m_bStickersApplied && pWeaponParent )
{
m_bStickersApplied = true;
pWeaponParent->ApplyThirdPersonStickers( this );
}
if ( !pWeaponParent->GetOwner() )
{
pWeaponParent->ApplyThirdPersonStickers( pWeaponParent );
}
}
if ( type == DATA_UPDATE_CREATED )
{
ResetCachedBoneIndices();
}
BaseClass::OnDataChanged( type );
ValidateParent();
SetAllowFastPath( false ); // so it can control exactly when to render
UpdateVisibility();
}
float *CBaseWeaponWorldModel::GetRenderClipPlane( void )
{
// world model weapons inherit their clip planes from their move parents when the parent is a player
if ( GetMoveParent() && GetMoveParent()->IsPlayer() )
{
return GetMoveParent()->GetRenderClipPlane();
}
else
{
return NULL;
}
}
bool CBaseWeaponWorldModel::SetupBones( matrix3x4a_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime )
{
if ( GetMoveParent() && GetMoveParent()->IsPlayer() )
{
if ( boneMask == BONE_USED_BY_ATTACHMENT )
{
// fixme: weapons set up more bones than necessary when asking for attachments. Particles request attachment positions
// often and cause computation down more bone chains than they actually need. There's perf to be gained here.
// For now, requests for attachments only are allowed through.
}
else
{
// This is a hacky special case. A better way to do this would be to add more granularity in content bone flags.
// CBaseWeaponWorldModels have a bunch of bones that drive the player's bones when the player sets up,
// BUT they are not necessary to compute when rendering the weapon itself.
// So the gross assumption being made here is that if we don't want an attachment (like for particle system
// attaching or sticker projection, etc) then we actually only care about vertex-weighted bones. And this
// saves a bunch of bone setup we'll never use, like on the weapons 'legs' bones, which never drive the
// mechanical parts of the gun.
boneMask = BONE_USED_BY_VERTEX_LOD0;
}
return BaseClass::SetupBones( pBoneToWorldOut, nMaxBones, boneMask, currentTime );
}
//AssertMsgOnce( false, "Attempted to SetupBones on a dropped weapon world model with no player parent!\n" );
return false;
}
#else
BEGIN_DATADESC( CBaseWeaponWorldModel )
END_DATADESC()
#endif
void CBaseWeaponWorldModel::ValidateParent( void )
{
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( pWeaponParent )
{
CBaseEntity *pIdealParent = pWeaponParent;
CBaseCombatCharacter *pWeaponParentOwner = pWeaponParent->GetOwner();
if ( pWeaponParentOwner && pWeaponParentOwner->IsPlayer() )
pIdealParent = pWeaponParentOwner;
if ( GetMoveParent() != pIdealParent ) // reconnect ourselves if the parent is wrong
FollowEntity( pIdealParent, pIdealParent->IsPlayer() );
AddEffects( EF_BONEMERGE_FASTCULL );
}
}
CBaseWeaponWorldModel::CBaseWeaponWorldModel( void )
{
m_nHoldsPlayerAnims = WEAPON_PLAYER_ANIMS_UNKNOWN;
m_nLeftHandAttachBoneIndex = -1;
m_nRightHandAttachBoneIndex = -1;
m_nMuzzleAttachIndex = -1;
m_nMuzzleBoneIndex = -1;
#ifdef CLIENT_DLL
m_bStickersApplied = false;
m_bMaintainSequenceTransitions = false; // disabled for perf - world model weapons do not transition their sequences
RenderWithViewModels( false );
SetUseParentLightingOrigin( true ); // don't set up bones when asked for lighting origin, just use parent's one (in this case player)
#endif
}
CBaseWeaponWorldModel::~CBaseWeaponWorldModel( void )
{
}
bool CBaseWeaponWorldModel::HasDormantOwner( void )
{
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( pWeaponParent && pWeaponParent->GetOwner() && pWeaponParent->GetOwner()->IsDormant() )
return true;
return false;
}
void CBaseWeaponWorldModel::ResetCachedBoneIndices( void )
{
m_nLeftHandAttachBoneIndex = -1;
m_nRightHandAttachBoneIndex = -1;
}
int CBaseWeaponWorldModel::GetLeftHandAttachBoneIndex( void )
{
if ( m_nLeftHandAttachBoneIndex == -1 )
m_nLeftHandAttachBoneIndex = LookupBone( "left_hand_attach" );
return m_nLeftHandAttachBoneIndex;
}
int CBaseWeaponWorldModel::GetRightHandAttachBoneIndex( void )
{
if ( m_nRightHandAttachBoneIndex == -1 )
m_nRightHandAttachBoneIndex = LookupBone( "weapon_hand_R" );
return m_nRightHandAttachBoneIndex;
}
int CBaseWeaponWorldModel::GetMuzzleAttachIndex( void )
{
if ( m_nMuzzleAttachIndex == -1 )
m_nMuzzleAttachIndex = LookupAttachment( "muzzle_flash" );
return m_nMuzzleAttachIndex;
}
int CBaseWeaponWorldModel::GetMuzzleBoneIndex( void )
{
if ( m_nMuzzleBoneIndex == -1 )
m_nMuzzleBoneIndex = LookupBone( "weapon_muzzle" );
return m_nMuzzleBoneIndex;
}
void CBaseWeaponWorldModel::SetOwningWeapon( CBaseCombatWeapon *pWeaponParent )
{
if ( !pWeaponParent )
return;
if ( m_hCombatWeaponParent->Get() != pWeaponParent )
{
// assume the parent weapon world model
SetModel( pWeaponParent->GetWorldModel() );
ResetCachedBoneIndices();
// determine if this world model holds player animations
HoldsPlayerAnimations();
//keep a handle to this weapon
m_hCombatWeaponParent.Set( pWeaponParent );
//follow our parent asap
FollowEntity( pWeaponParent, false );
//set initial visibility
CBaseCombatCharacter *pWeaponParentOwner = pWeaponParent->GetOwner();
bool bInitialVisible = ( pWeaponParentOwner && pWeaponParentOwner->GetActiveWeapon() == pWeaponParent );
ShowWorldModel( bInitialVisible );
#ifndef CLIENT_DLL
// whatever the mag state, we want it unhidden now
SetBodygroupPreset( "show_mag" );
#endif
}
ValidateParent();
}
void CBaseWeaponWorldModel::ShowWorldModel( bool bVisible )
{
ValidateParent();
if ( bVisible )
{
RemoveEffects( EF_NODRAW );
}
else
{
AddEffects( EF_NODRAW );
}
}
bool CBaseWeaponWorldModel::HoldsPlayerAnimations( void )
{
// TODO: weapon world models need a better way to claim they hold player animations
if ( m_nHoldsPlayerAnims == WEAPON_PLAYER_ANIMS_UNKNOWN )
{
m_nHoldsPlayerAnims = ( GetModelPtr() && GetModelPtr()->GetNumSeq() > 2 ) ? WEAPON_PLAYER_ANIMS_AVAILABLE : WEAPON_PLAYER_ANIMS_NOT_AVAILABLE;
}
return ( m_nHoldsPlayerAnims == WEAPON_PLAYER_ANIMS_AVAILABLE );
}
#ifndef CLIENT_DLL
void CBaseWeaponWorldModel::HandleAnimEvent( animevent_t *pEvent )
{
int nEvent = pEvent->Event();
if ( nEvent == AE_CL_EJECT_MAG )
{
SetBodygroupPreset( "hide_mag" );
}
else if ( nEvent == AE_CL_EJECT_MAG_UNHIDE )
{
SetBodygroupPreset( "show_mag" );
}
}
#endif
#ifdef CLIENT_DLL
void CBaseWeaponWorldModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
if ( event == AE_CL_EJECT_MAG )
{
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( pWeaponParent )
{
C_BaseCombatCharacter *pPlayer = pWeaponParent->GetOwner();
if ( pPlayer )
{
pPlayer->DropPhysicsMag( options );
}
}
}
}
bool CBaseWeaponWorldModel::ShouldDraw( void )
{
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( !pWeaponParent )
return false; // don't draw if we don't have a parent weapon
CBaseCombatCharacter *pWeaponParentOwner = pWeaponParent->GetOwner();
if ( !pWeaponParentOwner || !pWeaponParentOwner->IsPlayer() || !pWeaponParent->GetOwner()->ShouldDraw() || HasDormantOwner() )
return false; // don't draw if our parent weapon is unheld, or held by a dormant or invisible player
// <sergiy> 2016/01/05 - there was a bug here, where (at least in replay, possibly in other spectator type situations) the weapon owner would substitute his active weapon with the active weapon of the observer target.
// This is seemingly done to simplify the code that deals with local player's active weapon (e.g. ironsight and effects rendering): GetLocalPlayer()->GetActiveWeapon(), when in the In-Eye mode, will always return the weapon to use for local effects (the one in the hands of the observer target).
CBaseCombatWeapon *pParentWeaponPlayerPrimary;
#if defined( CLIENT_DLL )
if ( g_HltvReplaySystem.GetHltvReplayDelay() )
pParentWeaponPlayerPrimary = pWeaponParentOwner->CBaseCombatCharacter::GetActiveWeapon(); // the ACTUAL active weapon, not a substitute from another player
else
#endif
pParentWeaponPlayerPrimary = pWeaponParentOwner->GetActiveWeapon();
if ( !pParentWeaponPlayerPrimary || pParentWeaponPlayerPrimary != pWeaponParent )
{
return false; // don't draw if it's not the primary weapon
}
C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
if ( player &&
player->IsObserver() &&
player->GetObserverMode() == OBS_MODE_IN_EYE &&
player->GetObserverTarget() == pWeaponParentOwner &&
!input->CAM_IsThirdPerson() &&
player->GetObserverInterpState() != 1 )
{
return false; // don't draw if we're spectating the parent player owner in first-person
}
if ( IsEffectActive(EF_NODRAW) && ( pWeaponParent->m_flNextPrimaryAttack > gpGlobals->curtime || pWeaponParent->m_flNextSecondaryAttack > gpGlobals->curtime ) )
{
return false; // only respect nodraw if we also can't fire (presumably deploying)
}
return true;
}
void CBaseWeaponWorldModel::ApplyCustomMaterialsAndStickers( void )
{
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( !pWeaponParent )
return;
// inherit custom materials
if ( pWeaponParent->GetCustomMaterialCount() != GetCustomMaterialCount() )
{
ClearCustomMaterials();
for ( int i = 0; i < pWeaponParent->GetCustomMaterialCount(); i++ )
{
SetCustomMaterial( pWeaponParent->GetCustomMaterial( i ), i );
}
SetAllowFastPath( false );
}
// apply stickers
pWeaponParent->ApplyThirdPersonStickers( this );
}
#else
int CBaseWeaponWorldModel::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
CBaseCombatWeapon *pWeaponParent = m_hCombatWeaponParent->Get();
if ( pWeaponParent )
{
CBaseEntity *pIdealParent = pWeaponParent;
CBaseCombatCharacter *pWeaponParentOwner = pWeaponParent->GetOwner();
if ( pWeaponParentOwner && pWeaponParentOwner->IsPlayer() )
pIdealParent = pWeaponParentOwner;
return pIdealParent->ShouldTransmit( pInfo );
}
else
{
// invalid situation
Assert( !"Base Weapon World Model has no weapon parent" );
return FL_EDICT_ALWAYS;
}
}
int CBaseWeaponWorldModel::UpdateTransmitState( void )
{
return SetTransmitState( FL_EDICT_FULLCHECK );
}
#endif
#ifndef CLIENT_DLL
void CBaseCombatWeapon::ShowWeaponWorldModel( bool bVisible )
{
CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel();
if ( pWeaponWorldModel )
{
pWeaponWorldModel->SetOwningWeapon( this );
pWeaponWorldModel->ShowWorldModel( bVisible );
}
}
// create a new world model if it doesn't exist
CBaseWeaponWorldModel* CBaseCombatWeapon::CreateWeaponWorldModel( void )
{
MDLCACHE_CRITICAL_SECTION();
if ( !GetWeaponWorldModel() )
{
CBaseWeaponWorldModel *pWorldModel = dynamic_cast <CBaseWeaponWorldModel*> ( CreateEntityByName( "weaponworldmodel" ) );
Assert( pWorldModel );
pWorldModel->SetOwningWeapon( this );
m_hWeaponWorldModel.Set( pWorldModel );
return pWorldModel;
}
else
{
return GetWeaponWorldModel();
}
}
#else
void CBaseCombatWeapon::UpdateVisibility( void )
{
CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel();
if ( pWeaponWorldModel )
{
pWeaponWorldModel->UpdateVisibility();
}
BaseClass::UpdateVisibility();
}
#endif
CBaseCombatWeapon::CBaseCombatWeapon()
{
// Constructor must call this
// CONSTRUCT_PREDICTABLE( CBaseCombatWeapon );
// Some default values. There should be set in the particular weapon classes
m_fMinRange1 = 65;
m_fMinRange2 = 65;
m_fMaxRange1 = 1024;
m_fMaxRange2 = 1024;
m_bReloadsSingly = false;
// Defaults to zero
m_nViewModelIndex = 0;
m_bFlipViewModel = false;
#if defined( CLIENT_DLL )
m_iState = WEAPON_NOT_CARRIED;
m_iOldState = m_iState;
m_iClip1 = -1;
m_iClip2 = -1;
m_iPrimaryAmmoType = -1;
m_iSecondaryAmmoType = -1;
m_flWeaponTauntHideTimeout = 0.0f;
#endif
m_iWeaponModule = MODULAR_BODYGROUPS_DEFAULT_NONE_SET;
#if !defined( CLIENT_DLL )
m_pConstraint = NULL;
OnBaseCombatWeaponCreated( this );
#endif
m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
#if defined( TF_DLL )
UseClientSideAnimation();
#endif
m_WeaponModelClassification = WEAPON_MODEL_IS_UNCLASSIFIED;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CBaseCombatWeapon::~CBaseCombatWeapon( void )
{
#if !defined( CLIENT_DLL )
//Remove our constraint, if we have one
if ( m_pConstraint != NULL )
{
physenv->DestroyConstraint( m_pConstraint );
m_pConstraint = NULL;
}
OnBaseCombatWeaponDestroyed( this );
#endif
CBaseWeaponWorldModel *pWeaponWorldModel = GetWeaponWorldModel();
if ( pWeaponWorldModel )
{
UTIL_Remove( pWeaponWorldModel );
}
// Even though CBaseAnimating calls 'InvalidateMdlCache', it will *NOT* call
// the virtual CBaseCombatWeapon override. This is because the CBaseAnimating
// destructor is called AFTER the CBaseCombatWeapon destructor has run, by
// which time the object has reverted to the base type, so derived virtual
// overrides are no longer in effect.
// This matters because otherwise m_pWorldStudioHdr will leak memory!
InvalidateMdlCache();
}
void CBaseCombatWeapon::Activate( void )
{
BaseClass::Activate();
#ifndef CLIENT_DLL
if ( GetOwnerEntity() )
return;
if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
{
UTIL_Remove( this );
return;
}
#endif
}
void CBaseCombatWeapon::GiveDefaultAmmo( void )
{
// If I use clips, set my clips to the default
if ( UsesClipsForAmmo1() )
{
m_iClip1 = GetDefaultClip1();
}
else
{
SetPrimaryAmmoCount( GetDefaultClip1() );
m_iClip1 = WEAPON_NOCLIP;
}
if ( UsesClipsForAmmo2() )
{
m_iClip2 = GetDefaultClip2();
}
else
{
SetSecondaryAmmoCount( GetDefaultClip2() );
m_iClip2 = WEAPON_NOCLIP;
}
}
//-----------------------------------------------------------------------------
// Purpose: Set mode to world model and start falling to the ground
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Spawn( void )
{
Precache();
SetSolid( SOLID_BBOX );
m_flNextEmptySoundTime = 0.0f;
// Weapons won't show up in trace calls if they are being carried...
RemoveEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
m_iState = WEAPON_NOT_CARRIED;
SetGlobalFadeScale( 0.0f );
// Assume
m_nViewModelIndex = 0;
m_iWeaponModule = MODULAR_BODYGROUPS_DEFAULT_NONE_SET;
GiveDefaultAmmo();
VerifyAndSetContextSensitiveWeaponModel();
#if !defined( CLIENT_DLL )
if ( GetWpnData().szAIAddOn[ 0 ] != '\0' )
{
SetAIAddOn( AllocPooledString( GetWpnData().szAIAddOn ) );
}
if( IsGameConsole() )
{
AddEffects( EF_ITEM_BLINK );
}
FallInit();
SetCollisionGroup( COLLISION_GROUP_WEAPON );
m_takedamage = DAMAGE_EVENTS_ONLY;
SetBlocksLOS( false );
// Default to non-removeable, because we don't want the
// game_weapon_manager entity to remove weapons that have
// been hand-placed by level designers. We only want to remove
// weapons that have been dropped by NPC's.
SetRemoveable( false );
//SetWeaponModules();
CreateWeaponWorldModel();
#endif
// Bloat the box for player pickup
CollisionProp()->UseTriggerBounds( true, 36 );
// Use more efficient bbox culling on the client. Otherwise, it'll setup bones for most
// characters even when they're not in the frustum.
AddEffects( EF_BONEMERGE_FASTCULL );
m_iReloadHudHintCount = 0;
m_iAltFireHudHintCount = 0;
m_flHudHintMinDisplayTime = 0;
m_iReloadActivityIndex = ACT_VM_RELOAD;
m_iNumEmptyAttacks = 0;
m_iPrimaryReserveAmmoCount = 0; // amount of reserve ammo. This used to be on the player ( m_iAmmo ) but we're moving it to the weapon.
m_iSecondaryReserveAmmoCount = 0; // amount of reserve ammo. This used to be on the player ( m_iAmmo ) but we're moving it to the weapon.
#ifndef CLIENT_DLL
m_flLastTimeInAir = 0;
#endif
}
#ifndef CLIENT_DLL
void CBaseCombatWeapon::PhysicsSimulate( void )
{
BaseClass::PhysicsSimulate();
// remember the last time we were flying through the air
if ( GetOwner() == NULL && !(GetFlags() & FL_ONGROUND) )
{
m_flLastTimeInAir = gpGlobals->curtime;
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose: get this game's encryption key for decoding weapon kv files
// Output : virtual const unsigned char
//-----------------------------------------------------------------------------
const unsigned char *CBaseCombatWeapon::GetEncryptionKey( void )
{
return g_pGameRules->GetEncryptionKey();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Precache( void )
{
#if defined( CLIENT_DLL )
Assert( Q_strlen( GetClassname() ) > 0 );
// Msg( "Client got %s\n", GetClassname() );
#endif
m_iPrimaryAmmoType = m_iSecondaryAmmoType = -1;
// Add this weapon to the weapon registry, and get our index into it
// Get weapon data from script file
m_hWeaponFileInfo = LookupWeaponInfoSlot( GetClassname() );
if ( m_hWeaponFileInfo != GetInvalidWeaponInfoHandle() )
{
// Get the ammo indexes for the ammo's specified in the data file
if ( GetWpnData().GetPrimaryAmmo( GetEconItemView() )[0] )
{
m_iPrimaryAmmoType = GetAmmoDef()->Index( GetWpnData().GetPrimaryAmmo( GetEconItemView() ) );
if (m_iPrimaryAmmoType == -1)
{
Msg("ERROR: Weapon (%s) using undefined primary ammo type (%s)\n",GetClassname(), GetWpnData().GetPrimaryAmmo( GetEconItemView() ) );
}
}
if ( GetWpnData().szAmmo2[0] )
{
m_iSecondaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo2 );
if (m_iSecondaryAmmoType == -1)
{
Msg("ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n",GetClassname(),GetWpnData().szAmmo2);
}
}
#if defined( CLIENT_DLL )
gWR.LoadWeaponSprites( GetWeaponFileInfoHandle() );
#endif
// Precache models (preload to avoid hitch)
m_iViewModelIndex = 0;
m_iWorldModelIndex = 0;
m_iWorldDroppedModelIndex = 0;
m_iWeaponModule = MODULAR_BODYGROUPS_DEFAULT_NONE_SET;
if ( GetViewModel() && GetViewModel()[0] )
{
g_pMDLCache->DisableVCollideLoad();
m_iViewModelIndex = CBaseEntity::PrecacheModel( GetViewModel() );
g_pMDLCache->EnableVCollideLoad();
}
if ( GetWorldModel() && GetWorldModel()[0] )
{
m_iWorldModelIndex = CBaseEntity::PrecacheModel( GetWorldModel() );
}
if ( GetWorldDroppedModel() && GetWorldDroppedModel()[0] )
{
m_iWorldDroppedModelIndex = CBaseEntity::PrecacheModel( GetWorldDroppedModel() );
}
// Precache sounds, too
for ( int i = 0; i < NUM_SHOOT_SOUND_TYPES; ++i )
{
const char *shootsound = GetShootSound( i );
if ( shootsound && shootsound[0] )
{
CBaseEntity::PrecacheScriptSound( shootsound );
}
}
}
else
{
// Couldn't read data file, remove myself
Warning( "Error reading weapon data file for: %s\n", GetClassname() );
// Remove( ); //don't remove, this gets released soon!
}
const char *pszTracerName = GetTracerType();
if ( pszTracerName && pszTracerName[0] )
{
PrecacheEffect( pszTracerName );
}
PrecacheEffect( "ParticleTracer" );
PrecacheParticleSystem( "weapon_tracers" );
}
//-----------------------------------------------------------------------------
// Purpose: Get my data in the file weapon info array
//-----------------------------------------------------------------------------
const FileWeaponInfo_t &CBaseCombatWeapon::GetWpnData( void ) const
{
return *GetFileWeaponInfoFromHandle( m_hWeaponFileInfo );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const
{
return GetWpnData().GetViewModel( GetEconItemView(), (
( GetOwner() != NULL && GetOwner()->IsPlayer() ) ? GetOwner()->GetTeamNumber() : 0
) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetWorldModel( void ) const
{
return GetWpnData().GetWorldModel( GetEconItemView(), (
( GetOwner() != NULL && GetOwner()->IsPlayer() ) ? GetOwner()->GetTeamNumber() : 0
) );
}
const char *CBaseCombatWeapon::GetWorldDroppedModel( void ) const
{
const char *szWorldDroppedModel = GetWpnData().GetWorldDroppedModel( GetEconItemView(), (
( GetOwner() != NULL && GetOwner()->IsPlayer() ) ? GetOwner()->GetTeamNumber() : 0
) );
// world dropped model path is optional, but always built. Make sure the model exists before returning it.
if ( szWorldDroppedModel )
{
MDLHandle_t modelHandle = g_pMDLCache->FindMDL( szWorldDroppedModel );
if ( !g_pMDLCache->IsErrorModel( modelHandle ) )
return szWorldDroppedModel;
}
return GetWorldModel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetAnimPrefix( void ) const
{
return GetWpnData().szAnimationPrefix;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : char const
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetPrintName( void ) const
{
if ( GetEconItemView( ) )
return GetEconItemView( )->GetItemDefinition()->GetItemBaseName();
else
return GetWpnData().szPrintName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesClipsForAmmo1( void ) const
{
return ( GetMaxClip1() != WEAPON_NOCLIP );
}
bool CBaseCombatWeapon::IsMeleeWeapon() const
{
return GetWpnData().m_bMeleeWeapon;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesClipsForAmmo2( void ) const
{
return ( GetMaxClip2() != WEAPON_NOCLIP );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetWeight( void ) const
{
return GetWpnData().iWeight;
}
//-----------------------------------------------------------------------------
// Purpose: Whether this weapon can be autoswitched to when the player runs out
// of ammo in their current weapon or they pick this weapon up.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::AllowsAutoSwitchTo( void ) const
{
return GetWpnData().bAutoSwitchTo;
}
//-----------------------------------------------------------------------------
// Purpose: Whether this weapon can be autoswitched away from when the player
// runs out of ammo in this weapon or picks up another weapon or ammo.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::AllowsAutoSwitchFrom( void ) const
{
return GetWpnData().bAutoSwitchFrom;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetWeaponFlags( void ) const
{
return GetWpnData().iFlags;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetSlot( void ) const
{
return GetWpnData().iSlot;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetPosition( void ) const
{
return GetWpnData().iPosition;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetName( void ) const
{
return GetWpnData().szClassName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteActive( void ) const
{
return GetWpnData().iconActive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteInactive( void ) const
{
return GetWpnData().iconInactive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo( void ) const
{
return GetWpnData().iconAmmo;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo2( void ) const
{
return GetWpnData().iconAmmo2;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteCrosshair( void ) const
{
return GetWpnData().iconCrosshair;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteAutoaim( void ) const
{
return GetWpnData().iconAutoaim;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedCrosshair( void ) const
{
return GetWpnData().iconZoomedCrosshair;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedAutoaim( void ) const
{
return GetWpnData().iconZoomedAutoaim;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBaseCombatWeapon::GetShootSound( int iIndex ) const
{
return GetWpnData().aShootSounds[ iIndex ];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetRumbleEffect() const
{
return GetWpnData().iRumbleEffect;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseCombatCharacter *CBaseCombatWeapon::GetOwner() const
{
return ToBaseCombatCharacter( m_hOwner.Get() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : BaseCombatCharacter -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetOwner( CBaseCombatCharacter *owner )
{
if ( !owner )
{
#ifndef CLIENT_DLL
// Make sure the weapon updates its state when it's removed from the player
// We have to force an active state change, because it's being dropped and won't call UpdateClientData()
m_iState = WEAPON_NOT_CARRIED;
#endif
// make sure we clear out our HideThink if we have one pending
SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT );
}
m_hOwner = owner;
#ifndef CLIENT_DLL
DispatchUpdateTransmitState();
#else
UpdateVisibility();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Return false if this weapon won't let the player switch away from it
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsAllowedToSwitch( void )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon can be selected via the weapon selection
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::CanBeSelected( void )
{
if ( !VisibleInWeaponSelection() )
return false;
return HasAmmo();
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon has some ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasAmmo( void )
{
// Weapons with no ammo types can always be selected
if ( m_iPrimaryAmmoType == -1 && m_iSecondaryAmmoType == -1 )
return true;
if ( GetWeaponFlags() & ITEM_FLAG_SELECTONEMPTY )
return true;
CBasePlayer *player = ToBasePlayer( GetOwner() );
if ( !player )
return false;
return ( m_iClip1 > 0 || GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) || m_iClip2 > 0 || GetReserveAmmoCount( AMMO_POSITION_SECONDARY ) );
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this weapon should be seen, and hence be selectable, in the weapon selection
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::VisibleInWeaponSelection( void )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed( void )
{
if ( gpGlobals->curtime > m_flTimeWeaponIdle )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : time -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponIdleTime( float time )
{
m_flTimeWeaponIdle = time;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBaseCombatWeapon::GetWeaponIdleTime( void )
{
return m_flTimeWeaponIdle;
}
//-----------------------------------------------------------------------------
// Purpose: Drop/throw the weapon with the given velocity.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Drop( const Vector &vecVelocity )
{
#if !defined( CLIENT_DLL )
// Once somebody drops a gun, it's fair game for removal when/if
// a game_weapon_manager does a cleanup on surplus weapons in the
// world.
SetRemoveable( true );
WeaponManager_AmmoMod( this );
//If it was dropped then there's no need to respawn it.
AddSpawnFlags( SF_NORESPAWN );
StopAnimation();
StopFollowingEntity( );
SetMoveType( MOVETYPE_FLYGRAVITY );
// clear follow stuff, setup for collision
SetGravity(1.0);
m_iState = WEAPON_NOT_CARRIED;
RemoveEffects( EF_NODRAW );
FallInit();
SetGroundEntity( NULL );
SetThink( &CBaseCombatWeapon::SetPickupTouch );
SetTouch(NULL);
if( hl2_episodic.GetBool() )
{
RemoveSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP );
}
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj != NULL )
{
AngularImpulse angImp( 200, 200, 200 );
pObj->AddVelocity( &vecVelocity, &angImp );
}
else
{
SetAbsVelocity( vecVelocity );
}
CBaseEntity *pOwner = GetOwnerEntity();
SetNextThink( gpGlobals->curtime + 1.0f );
SetOwnerEntity( NULL );
SetOwner( NULL );
// If we're not allowing to spawn due to the gamerules,
// remove myself when I'm dropped by an NPC.
if ( pOwner && pOwner->IsNPC() )
{
if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
{
UTIL_Remove( this );
return;
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPicker -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::OnPickedUp( CBaseCombatCharacter *pNewOwner )
{
#if !defined( CLIENT_DLL )
RemoveEffects( EF_ITEM_BLINK );
if( pNewOwner->IsPlayer() )
{
m_OnPlayerPickup.FireOutput(pNewOwner, this);
// Robin: We don't want to delete weapons the player has picked up, so
// clear the name of the weapon. This prevents wildcards that are meant
// to find NPCs finding weapons dropped by the NPCs as well.
SetName( NULL_STRING );
}
else
{
m_OnNPCPickup.FireOutput(pNewOwner, this);
}
// Someone picked me up, so make it so that I can't be removed.
SetRemoveable( false );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecTracerSrc -
// &tr -
// iTracerType -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
CBaseEntity *pOwner = GetOwner();
if ( pOwner == NULL )
{
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
return;
}
const char *pszTracerName = GetTracerType();
if ( !pszTracerName )
{
pszTracerName = "weapon_tracers";
}
Vector vNewSrc = vecTracerSrc;
int iEntIndex = pOwner->entindex();
if ( g_pGameRules->IsMultiplayer() )
{
iEntIndex = entindex();
#ifdef CLIENT_DLL
C_BasePlayer *player = ToBasePlayer( pOwner );
if ( C_BasePlayer::IsLocalPlayer( player ) )
{
CBaseEntity *vm = player->GetViewModel();
if ( vm )
{
iEntIndex = vm->entindex();
}
}
#endif
}
int iAttachment = GetTracerAttachment();
UTIL_ParticleTracer( pszTracerName, vNewSrc, tr.endpos, iEntIndex, iAttachment, true );
}
void CBaseCombatWeapon::GiveTo( CBaseEntity *pOther )
{
DefaultTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose: Default Touch function for player picking up a weapon (not AI)
// Input : pOther - the entity that touched me
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DefaultTouch( CBaseEntity *pOther )
{
#if !defined( CLIENT_DLL )
// Can't pick up dissolving weapons
if ( IsDissolving() )
return;
// if it's not a player, ignore
CBasePlayer *pPlayer = ToBasePlayer(pOther);
if ( !pPlayer )
return;
if( UTIL_ItemCanBeTouchedByPlayer(this, pPlayer) )
{
// This makes sure the player could potentially take the object
// before firing the cache interaction output. That doesn't mean
// the player WILL end up taking the object, but cache interactions
// are fired as soon as you prove you have found the object, not
// when you finally acquire it.
m_OnCacheInteraction.FireOutput( pOther, this );
}
if( HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) )
return;
if (pPlayer->BumpWeapon(this))
{
OnPickedUp( pPlayer );
}
#endif
}
//---------------------------------------------------------
// It's OK for base classes to override this completely
// without calling up. (sjb)
//---------------------------------------------------------
bool CBaseCombatWeapon::ShouldDisplayAltFireHUDHint()
{
if( m_iAltFireHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT )
return false;
if( UsesSecondaryAmmo() && HasSecondaryAmmo() )
{
return true;
}
if( !UsesSecondaryAmmo() && HasPrimaryAmmo() )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DisplayAltFireHudHint()
{
#if !defined( CLIENT_DLL )
CFmtStr hint;
hint.sprintf( "#valve_hint_alt_%s", GetClassname() );
UTIL_HudHintText( GetOwner(), hint.Access() );
m_iAltFireHudHintCount++;
m_bAltFireHudHintDisplayed = true;
m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME;
#endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RescindAltFireHudHint()
{
#if !defined( CLIENT_DLL )
Assert(m_bAltFireHudHintDisplayed);
UTIL_HudHintText( GetOwner(), "" );
--m_iAltFireHudHintCount;
m_bAltFireHudHintDisplayed = false;
#endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::ShouldDisplayReloadHUDHint()
{
if( m_iReloadHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT )
return false;
CBaseCombatCharacter *pOwner = GetOwner();
if( pOwner != NULL && pOwner->IsPlayer() && UsesClipsForAmmo1() && m_iClip1 < (GetMaxClip1() / 2) )
{
// I'm owned by a player, I use clips, I have less then half a clip loaded. Now, does the player have more ammo?
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) > 0 )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::DisplayReloadHudHint()
{
#if !defined( CLIENT_DLL )
UTIL_HudHintText( GetOwner(), "valve_hint_reload" );
m_iReloadHudHintCount++;
m_bReloadHudHintDisplayed = true;
m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME;
#endif//CLIENT_DLL
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::RescindReloadHudHint()
{
#if !defined( CLIENT_DLL )
Assert(m_bReloadHudHintDisplayed);
UTIL_HudHintText( GetOwner(), "" );
--m_iReloadHudHintCount;
m_bReloadHudHintDisplayed = false;
#endif//CLIENT_DLL
}
void CBaseCombatWeapon::SetPickupTouch( void )
{
#if !defined( CLIENT_DLL )
SetTouch(&CBaseCombatWeapon::DefaultTouch);
if ( gpGlobals->maxClients > 1 )
{
if ( GetSpawnFlags() & SF_NORESPAWN )
{
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 30.0f );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Become a child of the owner (MOVETYPE_FOLLOW)
// disables collisions, touch functions, thinking
// Input : *pOwner - new owner/operator
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Equip( CBaseCombatCharacter *pOwner )
{
// Attach the weapon to an owner
SetAbsVelocity( vec3_origin );
RemoveSolidFlags( FSOLID_TRIGGER );
FollowEntity( pOwner );
SetOwner( pOwner );
SetOwnerEntity( pOwner );
// Break any constraint I might have to the world.
RemoveEffects( EF_ITEM_BLINK );
#if !defined( CLIENT_DLL )
if ( m_pConstraint != NULL )
{
RemoveSpawnFlags( SF_WEAPON_START_CONSTRAINED );
physenv->DestroyConstraint( m_pConstraint );
m_pConstraint = NULL;
}
#endif
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
SetTouch( NULL );
SetThink( NULL );
#if !defined( CLIENT_DLL )
VPhysicsDestroyObject();
#endif
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
VerifyAndSetContextSensitiveWeaponModel();
}
CStudioHdr* CBaseCombatWeapon::OnNewModel()
{
ClassifyWeaponModel();
return BaseClass::OnNewModel();
}
void CBaseCombatWeapon::ClassifyWeaponModel( void )
{
// I don't like this either, but the model's aren't tagged in content,
// nor are they tagged coming in from multiple years of legacy demos in
// their various forms. Game code pushes new models by raw path all over
// the place, and I just need a way to verify and set the model as the
// appropriate kind without doing an expensive string comparison or
// model loop up by string each time.
const char *pszModelName = NULL;
if ( GetModel() )
pszModelName = modelinfo->GetModelName(GetModel());
if ( !pszModelName || pszModelName[0] == 0 )
{
m_WeaponModelClassification = WEAPON_MODEL_IS_UNCLASSIFIED;
}
else if ( V_stristr( pszModelName, "models/weapons/v_" ) )
{
m_WeaponModelClassification = WEAPON_MODEL_IS_VIEWMODEL;
}
else if ( V_stristr( pszModelName, "models/weapons/w_" ) )
{
if ( V_stristr( pszModelName, "_dropped.mdl" ) )
{
m_WeaponModelClassification = WEAPON_MODEL_IS_DROPPEDMODEL;
}
else
{
m_WeaponModelClassification = WEAPON_MODEL_IS_WORLDMODEL;
}
}
else
{
// valid path, just didn't match anything we were looking for.
m_WeaponModelClassification = WEAPON_MODEL_IS_UNRECOGNIZED;
}
}
void CBaseCombatWeapon::VerifyAndSetContextSensitiveWeaponModel( void )
{
// Check that the weapon model is the right kind (viewmodel, worldmodel, etc )
// Using a fast, non-string comparison check. If it's the wrong type,
// set the model to the correct version, then update the record so
// future checks are fast and don't need to continuously re-set the
// model unnecessarily.
WeaponModelClassification_t tClassification = GetWeaponModelClassification();
#ifdef CLIENT_DLL
if ( tClassification == WEAPON_MODEL_IS_UNCLASSIFIED )
{
if ( GetOwner() )
{
SetModel( GetWorldModel() );
}
else
{
SetModel( GetWorldDroppedModel() );
}
}
else if ( tClassification == WEAPON_MODEL_IS_VIEWMODEL )
{
if ( !GetOwner() )
{
SetModel( GetWorldDroppedModel() );
}
else if ( GetOwner()->ShouldDraw() )
{
SetModel( GetWorldModel() );
}
}
#else
if ( tClassification != WEAPON_MODEL_IS_VIEWMODEL && GetOwner() )
{
SetModel( GetViewModel() );
}
else if ( tClassification == WEAPON_MODEL_IS_UNCLASSIFIED || (tClassification == WEAPON_MODEL_IS_VIEWMODEL && !GetOwner()) )
{
SetModel( GetWorldDroppedModel() );
}
#endif
}
WeaponModelClassification_t CBaseCombatWeapon::GetWeaponModelClassification( void )
{
if ( m_WeaponModelClassification == WEAPON_MODEL_IS_UNCLASSIFIED )
{
ClassifyWeaponModel();
}
return m_WeaponModelClassification;
}
void CBaseCombatWeapon::SetActivity( Activity act, float duration )
{
int sequence = SelectWeightedSequence( act );
// FORCE IDLE on sequences we don't have (which should be many)
if ( sequence == ACTIVITY_NOT_AVAILABLE )
sequence = SelectWeightedSequence( ACT_VM_IDLE );
if ( sequence != ACTIVITY_NOT_AVAILABLE )
{
SetSequence( sequence );
SetActivity( act );
SetCycle( 0 );
ResetSequenceInfo( );
if ( duration > 0 )
{
// FIXME: does this even make sense in non-shoot animations?
m_flPlaybackRate = SequenceDuration( sequence ) / duration;
m_flPlaybackRate = fpmin( m_flPlaybackRate, 12.0f); // FIXME; magic number!, network encoding range
Assert( IsFinite( m_flPlaybackRate ) );
}
else
{
m_flPlaybackRate = 1.0;
}
}
}
//====================================================================================
// WEAPON CLIENT HANDLING
//====================================================================================
int CBaseCombatWeapon::UpdateClientData( CBasePlayer *pPlayer )
{
int iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
if ( pPlayer->GetActiveWeapon() == this || IsAlwaysActive() )
{
iNewState = WEAPON_IS_ACTIVE;
}
else
{
iNewState = WEAPON_IS_CARRIED_BY_PLAYER;
}
if ( m_iState != iNewState )
{
m_iState = iNewState;
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetViewModelIndex( int index )
{
Assert( index >= 0 && index < MAX_VIEWMODELS );
m_nViewModelIndex = index;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iActivity -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SendViewModelAnim( int nSequence )
{
#if defined( CLIENT_DLL )
if ( !IsPredicted() )
return;
#endif
if ( nSequence < 0 )
return;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm == NULL )
return;
SetViewModel();
Assert( vm->ViewModelIndex() == m_nViewModelIndex );
vm->SendViewModelMatchingSequence( nSequence );
}
float CBaseCombatWeapon::GetViewModelSequenceDuration()
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
{
Assert( false );
return 0;
}
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm == NULL )
{
Assert( false );
return 0;
}
SetViewModel();
Assert( vm->ViewModelIndex() == m_nViewModelIndex );
return vm->SequenceDuration();
}
bool CBaseCombatWeapon::IsViewModelSequenceFinished( void )
{
// These are not valid activities and always complete immediately
if ( GetActivity() == ACT_RESET || GetActivity() == ACT_INVALID )
return true;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
{
Assert( false );
return false;
}
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm == NULL )
{
Assert( false );
return false;
}
return vm->IsSequenceFinished();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetViewModel()
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner == NULL )
return;
CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm == NULL )
return;
Assert( vm->ViewModelIndex() == m_nViewModelIndex );
vm->SetWeaponModel( GetViewModel( m_nViewModelIndex ), this );
//#ifndef CLIENT_DLL
// SetWeaponModules();
//#endif
}
//-----------------------------------------------------------------------------
// Purpose: Set the desired activity for the weapon and its viewmodel counterpart
// Input : iActivity - activity to play
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::SendWeaponAnim( int iActivity )
{
//For now, just set the ideal activity and be done with it
return SetIdealActivity( (Activity) iActivity );
}
//====================================================================================
// WEAPON SELECTION
//====================================================================================
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasAnyAmmo( void )
{
// If I don't use ammo of any kind, I can always fire
if ( !UsesPrimaryAmmo() && !UsesSecondaryAmmo() )
return true;
// Otherwise, I need ammo of either type
return ( HasPrimaryAmmo() || HasSecondaryAmmo() );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasPrimaryAmmo( void )
{
// If I use a clip, and have some ammo in it, then I have ammo
if ( UsesClipsForAmmo1() )
{
if ( m_iClip1 > 0 )
return true;
}
// Otherwise, I have ammo if I have some in my ammo counts
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) > 0 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the weapon currently has ammo or doesn't need ammo
// Output :
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::HasSecondaryAmmo( void )
{
// If I use a clip, and have some ammo in it, then I have ammo
if ( UsesClipsForAmmo2() )
{
if ( m_iClip2 > 0 )
return true;
}
// Otherwise, I have ammo if I have some in my ammo counts
if ( GetReserveAmmoCount( AMMO_POSITION_SECONDARY ) > 0 )
return true;
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the weapon actually uses primary ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesPrimaryAmmo( void )
{
if ( m_iPrimaryAmmoType < 0 )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the weapon actually uses secondary ammo
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::UsesSecondaryAmmo( void )
{
if ( m_iSecondaryAmmoType < 0 )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Show/hide weapon and corresponding view model if any
// Input : visible -
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::SetWeaponVisible( bool visible )
{
CBaseViewModel *vm = NULL;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
vm = pOwner->GetViewModel( m_nViewModelIndex );
}
if ( pOwner )
{
AddEffects( EF_NODRAW ); // The combatweapon hides when held by a player. The weaponworldmodel renders instead.
}
else
{
if ( visible )
{
RemoveEffects( EF_NODRAW );
}
else
{
AddEffects( EF_NODRAW );
}
}
// viewmodel
if ( vm )
{
if ( visible )
{
vm->RemoveEffects( EF_NODRAW );
}
else
{
vm->AddEffects( EF_NODRAW );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsWeaponVisible( void )
{
CBaseViewModel *vm = NULL;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
vm = pOwner->GetViewModel( m_nViewModelIndex );
if ( vm )
{
#ifdef CLIENT_DLL
return !vm->IsDormant() && !vm->IsEffectActive(EF_NODRAW);
#else
return ( !vm->IsEffectActive(EF_NODRAW) );
#endif
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: If the current weapon has more ammo, reload it. Otherwise, switch
// to the next best weapon we've got. Returns true if it took any action.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::ReloadOrSwitchWeapons( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
Assert( pOwner );
m_bFireOnEmpty = false;
// If we don't have any ammo, switch to the next best weapon
if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime )
{
// weapon isn't useable, switch.
if ( ( (GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) == false ) && ( g_pGameRules->SwitchToNextBestWeapon( pOwner, this ) ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime + 0.3;
return true;
}
}
else
{
// Weapon is useable. Reload if empty and weapon has waited as long as it has to after firing
if ( UsesClipsForAmmo1() &&
(m_iClip1 == 0) &&
(GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) == false &&
m_flNextPrimaryAttack < gpGlobals->curtime &&
m_flNextSecondaryAttack < gpGlobals->curtime )
{
// if we're successfully reloading, we're done
if ( Reload() )
{
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *szViewModel -
// *szWeaponModel -
// iActivity -
// *szAnimExt -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt )
{
// Msg( "deploy %s at %f\n", GetClassname(), gpGlobals->curtime );
// Weapons that don't autoswitch away when they run out of ammo
// can still be deployed when they have no ammo.
if ( !HasAnyAmmo() && AllowsAutoSwitchFrom() )
return false;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( pOwner )
{
// Dead men deploy no weapons
if ( pOwner->IsAlive() == false )
return false;
pOwner->SetAnimationExtension( szAnimExt );
SetViewModel();
SendWeaponAnim( iActivity );
pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() );
}
// Can't shoot again until we've finished deploying
m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration();
m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration();
m_flHudHintMinDisplayTime = 0;
m_bAltFireHudHintDisplayed = false;
m_bReloadHudHintDisplayed = false;
m_flHudHintPollTime = gpGlobals->curtime + 5.0f;
SetWeaponVisible( true );
/*
This code is disabled for now, because moving through the weapons in the carousel
selects and deploys each weapon as you pass it. (sjb)
*/
SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Deploy( )
{
MDLCACHE_CRITICAL_SECTION();
#if !defined( CLIENT_DLL )
CreateWeaponWorldModel();
ShowWeaponWorldModel( false ); // don't show right away, wait for the deploy anim to unhide it
#endif
return DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() );
}
Activity CBaseCombatWeapon::GetDrawActivity( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 && LookupActivity( "ACT_VM_EMPTY_DRAW" ) > 0 )
{
return ACT_VM_EMPTY_DRAW;
}
}
return ACT_VM_DRAW;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo )
{
MDLCACHE_CRITICAL_SECTION();
#if !defined( CLIENT_DLL )
ShowWeaponWorldModel( false );
//if ( pSwitchingTo )
// pSwitchingTo->ShowWeaponWorldModel( false ); // redundant - new weapon hides on its own deploy
#endif
// cancel any reload in progress.
m_bInReload = false;
// kill any think functions
SetThink(NULL);
// Send holster animation
SendWeaponAnim( ACT_VM_HOLSTER );
// Some weapon's don't have holster anims yet, so detect that
float flSequenceDuration = 0;
if ( GetActivity() == ACT_VM_HOLSTER )
{
flSequenceDuration = SequenceDuration();
}
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
pOwner->SetNextAttack( gpGlobals->curtime + flSequenceDuration );
}
// If we don't have a holster anim, hide immediately to avoid timing issues
if ( !flSequenceDuration )
{
SetWeaponVisible( false );
}
else
{
// Hide the weapon when the holster animation's finished
SetContextThink( &CBaseCombatWeapon::HideThink, gpGlobals->curtime + flSequenceDuration, HIDEWEAPON_THINK_CONTEXT );
}
// if we were displaying a hud hint, squelch it.
if (m_flHudHintMinDisplayTime && gpGlobals->curtime < m_flHudHintMinDisplayTime)
{
if( m_bAltFireHudHintDisplayed )
RescindAltFireHudHint();
if( m_bReloadHudHintDisplayed )
RescindReloadHudHint();
}
return true;
}
#ifdef CLIENT_DLL
void CBaseCombatWeapon::BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const
{
// The default behavior pushes it out by BONEMERGE_FASTCULL_BBOX_EXPAND in all directions, but we can do better
// since we know the weapon will never point behind him.
localMaxs.x += 20; // Leaves some space in front for long weapons.
localMins.y -= 20; // Fatten it to his left and right since he can rotate that way.
localMaxs.y += 20;
localMaxs.z += 15; // Leave some space at the top.
}
#else
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::InputHideWeapon( inputdata_t &inputdata )
{
// Only hide if we're still the active weapon. If we're not the active weapon
if ( GetOwner() && GetOwner()->GetActiveWeapon() == this )
{
SetWeaponVisible( false );
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::HideThink( void )
{
// Only hide if we're still the active weapon. If we're not the active weapon
if ( GetOwner() && GetOwner()->GetActiveWeapon() == this )
{
SetWeaponVisible( false );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ItemPreFrame( void )
{
MaintainIdealActivity();
#ifndef CLIENT_DLL
#ifndef HL2_EPISODIC
if ( IsGameConsole() )
#endif
{
// If we haven't displayed the hint enough times yet, it's time to try to
// display the hint, and the player is not standing still, try to show a hud hint.
// If the player IS standing still, assume they could change away from this weapon at
// any second.
if( (!m_bAltFireHudHintDisplayed || !m_bReloadHudHintDisplayed) && gpGlobals->curtime > m_flHudHintMinDisplayTime && gpGlobals->curtime > m_flHudHintPollTime && GetOwner() && GetOwner()->IsPlayer() )
{
CBasePlayer *pPlayer = (CBasePlayer*)(GetOwner());
if( pPlayer && pPlayer->GetStickDist() > 0.0f )
{
// If the player is moving, they're unlikely to switch away from the current weapon
// the moment this weapon displays its HUD hint.
if( ShouldDisplayReloadHUDHint() )
{
DisplayReloadHudHint();
}
else if( ShouldDisplayAltFireHUDHint() )
{
DisplayAltFireHudHint();
}
}
else
{
m_flHudHintPollTime = gpGlobals->curtime + 2.0f;
}
}
}
#endif
}
//====================================================================================
// WEAPON BEHAVIOUR
//====================================================================================
void CBaseCombatWeapon::ItemPostFrame( void )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
//Track the duration of the fire
//FIXME: Check for IN_ATTACK2 as well?
//FIXME: What if we're calling ItemBusyFrame?
m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f;
if ( UsesClipsForAmmo1() )
{
CheckReload();
}
bool bFired = false;
// Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
if (UsesSecondaryAmmo() && GetReserveAmmoCount( AMMO_POSITION_SECONDARY ) <= 0 )
{
if (m_flNextEmptySoundTime < gpGlobals->curtime)
{
WeaponSound(EMPTY);
m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
}
else if (pOwner->GetWaterLevel() == WL_Eyes && m_bAltFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
// stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007
#if !defined(CLIENT_DLL)
if( !IsGameConsole() || !ClassMatches("weapon_crossbow") )
#endif
{
bFired = ShouldBlockPrimaryFire();
}
SecondaryAttack();
// Secondary ammo doesn't have a reload animation
if ( UsesClipsForAmmo2() )
{
// reload clip2 if empty
if (m_iClip2 < 1)
{
GiveReserveAmmo( AMMO_POSITION_SECONDARY, -1 );
m_iClip2 = m_iClip2 + 1;
}
}
}
}
if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
// Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() &&
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 )) )
{
HandleFireOnEmpty();
}
else if (pOwner->GetWaterLevel() == WL_Eyes && m_bFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
// first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) || ( pOwner->m_afButtonReleased & IN_ZOOM ) )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon( true );
#endif
}
}
// -----------------------
// Reload pressed / Clip Empty
// -----------------------
if ( (pOwner->m_nButtons & IN_RELOAD) && UsesClipsForAmmo1() && !m_bInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
m_fFireDuration = 0.0f;
}
// -----------------------
// No buttons down
// -----------------------
if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || ( pOwner->m_nButtons & IN_ZOOM) || ( CanReload() && pOwner->m_nButtons & IN_RELOAD )))
{
// no fire buttons down or reloading
if ( ( m_bInReload == false ) && !ReloadOrSwitchWeapons() )
{
WeaponIdle();
}
}
}
void CBaseCombatWeapon::HandleFireOnEmpty()
{
// If we're already firing on empty, reload if we can
if ( m_bFireOnEmpty )
{
ReloadOrSwitchWeapons();
m_fFireDuration = 0.0f;
}
else
{
if (m_flNextEmptySoundTime < gpGlobals->curtime)
{
WeaponSound(EMPTY);
m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
m_bFireOnEmpty = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::ItemBusyFrame( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting bullet type
// Input :
// Output :
//-----------------------------------------------------------------------------
int CBaseCombatWeapon::GetBulletType( void )
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting spread
// Input :
// Output :
//-----------------------------------------------------------------------------
const Vector& CBaseCombatWeapon::GetBulletSpread( void )
{
static Vector cone = VECTOR_CONE_15DEGREES;
return cone;
}
//-----------------------------------------------------------------------------
const WeaponProficiencyInfo_t *CBaseCombatWeapon::GetProficiencyValues()
{
static WeaponProficiencyInfo_t defaultWeaponProficiencyTable[] =
{
{ 1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, 1.0 },
};
COMPILE_TIME_ASSERT( ARRAYSIZE(defaultWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1);
return defaultWeaponProficiencyTable;
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for getting firerate
// Input :
// Output :
//-----------------------------------------------------------------------------
float CBaseCombatWeapon::GetFireRate( void )
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Base class default for playing shoot sound
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ )
{
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = GetShootSound( sound_type );
if ( !shootsound || !shootsound[0] )
return;
CSoundParameters params;
if ( !GetParametersForSound( shootsound, params, NULL ) )
return;
if ( params.play_to_owner_only )
{
// Am I only to play to my owner?
if ( GetOwner() && GetOwner()->IsPlayer() )
{
CSingleUserRecipientFilter filter( ToBasePlayer( GetOwner() ) );
if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() )
{
filter.UsePredictionRules();
}
EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime );
}
}
else
{
// Play weapon sound from the owner
if ( GetOwner() )
{
CBroadcastRecipientFilter filter;
EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime );
#if !defined( CLIENT_DLL )
if( sound_type == EMPTY )
{
CSoundEnt::InsertSound( SOUND_COMBAT, GetOwner()->GetAbsOrigin(), SOUNDENT_VOLUME_EMPTY, 0.2, GetOwner() );
}
#endif
}
// If no owner play from the weapon (this is used for thrown items)
else
{
CBroadcastRecipientFilter filter;
EmitSound( filter, entindex(), shootsound, NULL, soundtime );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Stop a sound played by this weapon.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::StopWeaponSound( WeaponSound_t sound_type )
{
//if ( IsPredicted() )
// return;
// If we have some sounds from the weapon classname.txt file, play a random one of them
const char *shootsound = GetShootSound( sound_type );
if ( !shootsound || !shootsound[0] )
return;
CSoundParameters params;
if ( !GetParametersForSound( shootsound, params, NULL ) )
return;
// Am I only to play to my owner?
if ( params.play_to_owner_only )
{
if ( GetOwner() )
{
StopSound( GetOwner()->entindex(), shootsound );
}
}
else
{
// Play weapon sound from the owner
if ( GetOwner() )
{
StopSound( GetOwner()->entindex(), shootsound );
}
// If no owner play from the weapon (this is used for thrown items)
else
{
StopSound( entindex(), shootsound );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (!pOwner)
return false;
// If I don't have any spare ammo, I can't reload
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 )
return false;
bool bReload = false;
// 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, GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) );
if ( primary != 0 )
{
bReload = true;
}
}
if ( UsesClipsForAmmo2() )
{
// need to reload secondary clip?
int secondary = MIN(iClipSize2 - m_iClip2, GetReserveAmmoCount( AMMO_POSITION_SECONDARY ) );
if ( secondary != 0 )
{
bReload = true;
}
}
if ( !bReload )
return false;
#ifdef CLIENT_DLL
// Play reload
WeaponSound( RELOAD );
#endif
SendWeaponAnim( iActivity );
// Play the player's reload animation
if ( pOwner->IsPlayer() )
{
( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD );
}
MDLCACHE_CRITICAL_SECTION();
float flSequenceEndTime = gpGlobals->curtime + SequenceDuration();
pOwner->SetNextAttack( flSequenceEndTime );
m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime;
m_bInReload = true;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::Reload( void )
{
return DefaultReload( GetMaxClip1(), GetMaxClip2(), m_iReloadActivityIndex );
}
//=========================================================
void CBaseCombatWeapon::WeaponIdle( void )
{
//Idle again if we've finished
if ( HasWeaponIdleTimeElapsed() )
{
SendWeaponAnim( ACT_VM_IDLE );
}
}
//=========================================================
Activity CBaseCombatWeapon::GetPrimaryAttackActivity( void )
{
return ACT_VM_PRIMARYATTACK;
}
//=========================================================
Activity CBaseCombatWeapon::GetSecondaryAttackActivity( void )
{
return ACT_VM_SECONDARYATTACK;
}
//-----------------------------------------------------------------------------
// Purpose: Adds in view kick and weapon accuracy degradation effect
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AddViewKick( void )
{
//NOTENOTE: By default, weapon will not kick up (defined per weapon)
}
//-----------------------------------------------------------------------------
// Purpose: Get the string to print death notices with
//-----------------------------------------------------------------------------
char *CBaseCombatWeapon::GetDeathNoticeName( void )
{
#if !defined( CLIENT_DLL )
return (char*)STRING( m_iszName );
#else
return "GetDeathNoticeName not implemented on client yet";
#endif
}
//====================================================================================
// WEAPON RELOAD TYPES
//====================================================================================
void CBaseCombatWeapon::CheckReload( void )
{
if ( m_bReloadsSingly )
{
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if ( !pOwner )
return;
if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
if ( pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2 | IN_ZOOM ) && m_iClip1 > 0 )
{
m_bInReload = false;
return;
}
// If out of ammo end reload
if ( GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <=0 )
{
FinishReload();
return;
}
// If clip not full reload again
else if (m_iClip1 < GetMaxClip1())
{
// Add them to the clip
m_iClip1 += 1;
GiveReserveAmmo( AMMO_POSITION_PRIMARY, - 1 );
Reload();
return;
}
// Clip full, stop reloading
else
{
FinishReload();
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
return;
}
}
}
else
{
if ( (m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
FinishReload();
m_flNextPrimaryAttack = gpGlobals->curtime;
m_flNextSecondaryAttack = gpGlobals->curtime;
m_bInReload = false;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Reload has finished.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::FinishReload( void )
{
CBaseCombatCharacter *pOwner = GetOwner();
if (pOwner)
{
// If I use primary clips, reload primary
if ( UsesClipsForAmmo1() )
{
int primary = MIN( GetMaxClip1() - m_iClip1, GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) );
m_iClip1 += primary;
GiveReserveAmmo( AMMO_POSITION_PRIMARY, -primary );
}
// If I use secondary clips, reload secondary
if ( UsesClipsForAmmo2() )
{
int secondary = MIN( GetMaxClip2() - m_iClip2, GetReserveAmmoCount( AMMO_POSITION_SECONDARY ) );
m_iClip2 += secondary;
GiveReserveAmmo( AMMO_POSITION_SECONDARY, -secondary );
}
if ( m_bReloadsSingly )
{
m_bInReload = false;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Abort any reload we have in progress
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::AbortReload( void )
{
#ifdef CLIENT_DLL
StopWeaponSound( RELOAD );
#endif
m_bInReload = false;
}
//-----------------------------------------------------------------------------
// Purpose: Primary fire button attack
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::PrimaryAttack( void )
{
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
m_iNumEmptyAttacks++;
Reload();
return;
}
// Only the player fires this way so we can cast
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if (!pPlayer)
{
return;
}
pPlayer->DoMuzzleFlash();
SendWeaponAnim( GetPrimaryAttackActivity() );
// player "shoot" animation
pPlayer->SetAnimation( PLAYER_ATTACK1 );
FireBulletsInfo_t info;
info.m_vecSrc = pPlayer->Weapon_ShootPosition( );
info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT );
float flFishtail = GetAccuracyFishtail();
if ( flFishtail != 0.0f )
{
QAngle angShootAngles;
VectorAngles( info.m_vecDirShooting, angShootAngles );
angShootAngles.y += flFishtail;
AngleVectors( angShootAngles, &info.m_vecDirShooting );
}
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
info.m_iShots = 0;
float fireRate = GetFireRate();
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE, m_flNextPrimaryAttack);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
info.m_iShots++;
if ( !fireRate )
break;
}
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() )
{
info.m_iShots = MIN( info.m_iShots, m_iClip1.Get() );
m_iClip1 -= info.m_iShots;
}
else
{
info.m_iShots = MIN( info.m_iShots, GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) );
GiveReserveAmmo( AMMO_POSITION_PRIMARY, -info.m_iShots );
}
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 2;
#if !defined( CLIENT_DLL )
// Fire the bullets
info.m_vecSpread = pPlayer->GetAttackSpread( this );
#else
//!!!HACKHACK - what does the client want this function for?
info.m_vecSpread = pPlayer->GetActiveWeapon()->GetBulletSpread();
#endif // CLIENT_DLL
pPlayer->FireBullets( info );
if (!m_iClip1 && GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) <= 0 )
{
// HEV suit - indicate out of ammo condition
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
}
//Add our view kick in
AddViewKick();
}
void CBaseCombatWeapon::BaseForceFire( CBaseCombatCharacter *pOperator, CBaseEntity *pTarget )
{
// Ensure we have enough rounds in the clip
m_iClip1++;
// If my clip is empty (and I use clips) start reload
if ( UsesClipsForAmmo1() && !m_iClip1 )
{
Reload();
return;
}
pOperator->DoMuzzleFlash();
SendWeaponAnim( GetPrimaryAttackActivity() );
// player "shoot" animation
//pOperator->SetAnimation( PLAYER_ATTACK1 );
FireBulletsInfo_t info;
QAngle angShootDir;
GetAttachment( LookupAttachment( "muzzle" ), info.m_vecSrc, angShootDir );
if ( pTarget )
{
info.m_vecDirShooting = pTarget->WorldSpaceCenter() - info.m_vecSrc;
VectorNormalize( info.m_vecDirShooting );
}
else
{
AngleVectors( angShootDir, &info.m_vecDirShooting );
}
// To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems,
// especially if the weapon we're firing has a really fast rate of fire.
info.m_iShots = 0;
float fireRate = GetFireRate();
while ( m_flNextPrimaryAttack <= gpGlobals->curtime )
{
// MUST call sound before removing a round from the clip of a CMachineGun
WeaponSound(SINGLE, m_flNextPrimaryAttack);
m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate;
info.m_iShots++;
if ( !fireRate )
break;
}
// Make sure we don't fire more than the amount in the clip
if ( UsesClipsForAmmo1() )
{
info.m_iShots = Min( info.m_iShots, m_iClip1.Get() );
m_iClip1 -= info.m_iShots;
}
else
{
info.m_iShots = Min( info.m_iShots, GetReserveAmmoCount( AMMO_POSITION_PRIMARY ) );
GiveReserveAmmo( AMMO_POSITION_PRIMARY, -info.m_iShots );
}
info.m_flDistance = MAX_TRACE_LENGTH;
info.m_iAmmoType = m_iPrimaryAmmoType;
info.m_iTracerFreq = 2;
#if !defined( CLIENT_DLL )
// Fire the bullets
info.m_vecSpread = pOperator->GetAttackSpread( this );
#else
//!!!HACKHACK - what does the client want this function for?
info.m_vecSpread = GetBulletSpread();
#endif // CLIENT_DLL
pOperator->FireBullets( info );
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame to check if the weapon is going through transition animations
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::MaintainIdealActivity( void )
{
// Must be transitioning
if ( GetActivity() != ACT_TRANSITION )
return;
// Must not be at our ideal already
if ( ( GetActivity() == m_IdealActivity ) && ( GetSequence() == m_nIdealSequence ) )
return;
// Must be finished with the current animation
if ( IsViewModelSequenceFinished() == false )
return;
// Move to the next animation towards our ideal
SendWeaponAnim( m_IdealActivity );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the ideal activity for the weapon to be in, allowing for transitional animations in between
// Input : ideal - activity to end up at, ideally
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::SetIdealActivity( Activity ideal )
{
MDLCACHE_CRITICAL_SECTION();
int idealSequence = SelectWeightedSequence( ideal );
if ( idealSequence == -1 )
return false;
//Take the new activity
m_IdealActivity = ideal;
m_nIdealSequence = idealSequence;
//Find the next sequence in the potential chain of sequences leading to our ideal one
int nextSequence = FindTransitionSequence( GetSequence(), m_nIdealSequence, NULL );
// Don't use transitions when we're deploying
if ( ideal != ACT_VM_DRAW && ideal != ACT_VM_EMPTY_DRAW && IsWeaponVisible() && nextSequence != m_nIdealSequence )
{
//Set our activity to the next transitional animation
SetActivity( ACT_TRANSITION );
SetSequence( nextSequence );
SendViewModelAnim( nextSequence );
}
else
{
//Set our activity to the ideal
SetActivity( m_IdealActivity );
SetSequence( m_nIdealSequence );
SendViewModelAnim( m_nIdealSequence );
}
//Set the next time the weapon will idle
SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() );
return true;
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName )
{
pPanelName = NULL;
}
//-----------------------------------------------------------------------------
// Returns information about the various control panels
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName )
{
pPanelName = "vgui_screen";
}
//-----------------------------------------------------------------------------
// Locking a weapon is an exclusive action. If you lock a weapon, that means
// you are preventing others from doing so for themselves.
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Lock( float lockTime, CBaseEntity *pLocker )
{
m_flUnlockTime = gpGlobals->curtime + lockTime;
m_hLocker.Set( pLocker );
}
//-----------------------------------------------------------------------------
// If I'm still locked for a period of time, tell everyone except the person
// that locked me that I'm not available.
//-----------------------------------------------------------------------------
bool CBaseCombatWeapon::IsLocked( CBaseEntity *pAsker )
{
return ( m_flUnlockTime > gpGlobals->curtime && m_hLocker != pAsker );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
Activity CBaseCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired )
{
acttable_t *pTable = ActivityList();
int actCount = ActivityListCount();
for ( int i = 0; i < actCount; i++, pTable++ )
{
if ( baseAct == pTable->baseAct )
{
if (pRequired)
{
*pRequired = pTable->required;
}
return (Activity)pTable->weaponAct;
}
}
return baseAct;
}
class CWeaponList : public CAutoGameSystem
{
public:
CWeaponList( char const *name ) : CAutoGameSystem( name )
{
}
virtual void LevelShutdownPostEntity()
{
m_list.Purge();
}
void AddWeapon( CBaseCombatWeapon *pWeapon )
{
m_list.AddToTail( pWeapon );
}
void RemoveWeapon( CBaseCombatWeapon *pWeapon )
{
m_list.FindAndRemove( pWeapon );
}
CUtlLinkedList< CBaseCombatWeapon * > m_list;
};
CWeaponList g_WeaponList( "CWeaponList" );
#ifndef CLIENT_DLL
void OnBaseCombatWeaponCreated( CBaseCombatWeapon *pWeapon )
{
g_WeaponList.AddWeapon( pWeapon );
}
void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon *pWeapon )
{
g_WeaponList.RemoveWeapon( pWeapon );
}
#endif
#ifdef CLIENT_DLL
CUtlLinkedList< CBaseCombatWeapon * >& CBaseCombatWeapon::GetWeaponList( void )
{
return g_WeaponList.m_list;
}
#else
int CBaseCombatWeapon::GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs )
{
// linear search all weapons
int count = 0;
int index = g_WeaponList.m_list.Head();
while ( index != g_WeaponList.m_list.InvalidIndex() )
{
CBaseCombatWeapon *pWeapon = g_WeaponList.m_list[index];
// skip any held weapon
if ( !pWeapon->GetOwner() )
{
// restrict to mins/maxs
if ( IsPointInBox( pWeapon->GetAbsOrigin(), mins, maxs ) )
{
if ( count < listMax )
{
pList[count] = pWeapon;
count++;
}
}
}
index = g_WeaponList.m_list.Next( index );
}
return count;
}
#endif
#if defined( CLIENT_DLL )
BEGIN_PREDICTION_DATA( CBaseCombatWeapon )
DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_NOERRORCHECK ),
// Networked
DEFINE_PRED_FIELD( m_hOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
// DEFINE_FIELD( m_hWeaponFileInfo, FIELD_SHORT ),
DEFINE_PRED_FIELD( m_iState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_iWorldModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD( m_iWorldDroppedModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ),
DEFINE_PRED_FIELD_TOL( m_flNextPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flNextSecondaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD_TOL( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ),
DEFINE_PRED_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iClip1, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iClip2, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iWeaponModule, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iPrimaryReserveAmmoCount, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iSecondaryReserveAmmoCount, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_iNumEmptyAttacks, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
// Not networked
DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_FLOAT ),
DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_iszName, FIELD_INTEGER ),
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ),
DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ),
DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ),
DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ),
DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ),
DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ),
//DEFINE_PHYSPTR( m_pConstraint ),
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_OnPlayerPickup, COutputEvent ),
// DEFINE_FIELD( m_pConstraint, FIELD_INTEGER ),
END_PREDICTION_DATA()
#endif // ! CLIENT_DLL
// Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client
IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
#if !defined( CLIENT_DLL )
//-----------------------------------------------------------------------------
// Purpose: Save Data for Base Weapon object
//-----------------------------------------------------------------------------//
BEGIN_DATADESC( CBaseCombatWeapon )
DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ),
DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ),
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ),
DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_iState, FIELD_INTEGER ),
DEFINE_FIELD( m_iszName, FIELD_STRING ),
DEFINE_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER ),
DEFINE_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER ),
DEFINE_FIELD( m_iClip1, FIELD_INTEGER ),
DEFINE_FIELD( m_iClip2, FIELD_INTEGER ),
DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ),
DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ),
DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ),
DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ),
DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ),
DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ),
DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ),
DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ),
DEFINE_FIELD( m_iWeaponModule, FIELD_INTEGER ),
// don't save these, init to 0 and regenerate
// DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_TIME ),
// DEFINE_FIELD( m_Activity, FIELD_INTEGER ),
DEFINE_FIELD( m_nIdealSequence, FIELD_INTEGER ),
DEFINE_FIELD( m_IdealActivity, FIELD_INTEGER ),
DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ),
DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iSubType, FIELD_INTEGER ),
DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flUnlockTime, FIELD_TIME ),
DEFINE_FIELD( m_hLocker, FIELD_EHANDLE ),
// DEFINE_FIELD( m_iViewModelIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_iWorldModelIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_hWeaponFileInfo, ???? ),
DEFINE_PHYSPTR( m_pConstraint ),
DEFINE_FIELD( m_iReloadHudHintCount, FIELD_INTEGER ),
DEFINE_FIELD( m_iAltFireHudHintCount, FIELD_INTEGER ),
DEFINE_FIELD( m_bReloadHudHintDisplayed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAltFireHudHintDisplayed, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flHudHintPollTime, FIELD_TIME ),
DEFINE_FIELD( m_flHudHintMinDisplayTime, FIELD_TIME ),
// Just to quiet classcheck.. this field exists only on the client
// DEFINE_FIELD( m_iOldState, FIELD_INTEGER ),
// DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ),
// Function pointers
DEFINE_ENTITYFUNC( DefaultTouch ),
DEFINE_THINKFUNC( FallThink ),
DEFINE_THINKFUNC( Materialize ),
DEFINE_THINKFUNC( AttemptToMaterialize ),
DEFINE_THINKFUNC( DestroyItem ),
DEFINE_THINKFUNC( SetPickupTouch ),
DEFINE_THINKFUNC( HideThink ),
DEFINE_INPUTFUNC( FIELD_VOID, "HideWeapon", InputHideWeapon ),
// Outputs
DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse"),
DEFINE_OUTPUT( m_OnPlayerPickup, "OnPlayerPickup"),
DEFINE_OUTPUT( m_OnNPCPickup, "OnNPCPickup"),
DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose: Only send to local player if this weapon is the active weapon
// Input : *pStruct -
// *pVarData -
// *pRecipients -
// objectID -
// Output : void*
//-----------------------------------------------------------------------------
void* SendProxy_SendActiveLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if ( pWeapon )
{
// Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ )
{
pRecipients->SetOnly( pPlayer->GetClientIndex() );
return (void*)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalWeaponDataTable );
//-----------------------------------------------------------------------------
// Purpose: Only send the LocalWeaponData to the player carrying the weapon
//-----------------------------------------------------------------------------
void* SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
// Get the weapon entity
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if ( pWeapon )
{
// Only send this chunk of data to the player carrying this weapon
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
if ( pPlayer )
{
pRecipients->SetOnly( pPlayer->GetClientIndex() );
return (void*)pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendLocalWeaponDataTable );
//-----------------------------------------------------------------------------
// Purpose: Only send to non-local players
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
pRecipients->SetAllRecipients();
CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData;
if ( pWeapon )
{
CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() );
if ( pPlayer )
{
pRecipients->ClearRecipient( pPlayer->GetClientIndex() );
return ( void * )pVarData;
}
}
return NULL;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalWeaponDataTable );
#endif
#if PREDICTION_ERROR_CHECK_LEVEL > 1
#define SendPropTime SendPropFloat
#define RecvPropTime RecvPropFloat
#endif
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalActiveWeaponData )
#if !defined( CLIENT_DLL )
SendPropTime( SENDINFO( m_flNextPrimaryAttack ) ),
SendPropTime( SENDINFO( m_flNextSecondaryAttack ) ),
SendPropInt( SENDINFO( m_nNextThinkTick ) ),
SendPropTime( SENDINFO( m_flTimeWeaponIdle ) ),
#if defined( TF_DLL )
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
#endif
#else
RecvPropTime( RECVINFO( m_flNextPrimaryAttack ) ),
RecvPropTime( RECVINFO( m_flNextSecondaryAttack ) ),
RecvPropInt( RECVINFO( m_nNextThinkTick ) ),
RecvPropTime( RECVINFO( m_flTimeWeaponIdle ) ),
#endif
END_NETWORK_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Propagation data for weapons. Only sent when a player's holding it.
//-----------------------------------------------------------------------------
BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalWeaponData )
#if !defined( CLIENT_DLL )
SendPropInt( SENDINFO(m_iPrimaryAmmoType ), 8 ),
SendPropInt( SENDINFO(m_iSecondaryAmmoType ), 8 ),
SendPropInt( SENDINFO( m_nViewModelIndex ), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bFlipViewModel ) ),
SendPropInt( SENDINFO( m_iWeaponOrigin ) ),
SendPropInt( SENDINFO(m_iWeaponModule), 8),
#if defined( TF_DLL )
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
#endif
#else
RecvPropInt( RECVINFO(m_iPrimaryAmmoType )),
RecvPropInt( RECVINFO(m_iSecondaryAmmoType )),
RecvPropInt( RECVINFO( m_nViewModelIndex ) ),
RecvPropBool( RECVINFO( m_bFlipViewModel ) ),
RecvPropInt( RECVINFO( m_iWeaponOrigin ) ),
RecvPropInt( RECVINFO(m_iWeaponModule)),
#endif
END_NETWORK_TABLE()
#if defined( CLIENT_DLL )
void RecvProxy_State( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
*(int *)pOut = pData->m_Value.m_Int;
( (C_BaseEntity*) pStruct )->UpdateVisibility();
}
#endif
BEGIN_NETWORK_TABLE(CBaseCombatWeapon, DT_BaseCombatWeapon)
#if !defined( CLIENT_DLL )
SendPropDataTable("LocalWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalWeaponData), SendProxy_SendLocalWeaponDataTable ),
SendPropDataTable("LocalActiveWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponData), SendProxy_SendActiveLocalWeaponDataTable ),
SendPropModelIndex( SENDINFO(m_iViewModelIndex) ),
SendPropModelIndex( SENDINFO(m_iWorldModelIndex) ),
SendPropModelIndex( SENDINFO(m_iWorldDroppedModelIndex) ),
SendPropInt( SENDINFO( m_iState ), 2, SPROP_UNSIGNED ),
SendPropEHandle( SENDINFO(m_hOwner) ),
SendPropIntWithMinusOneFlag( SENDINFO(m_iClip1 ), 8 ),
SendPropIntWithMinusOneFlag( SENDINFO(m_iClip2 ), 8 ),
SendPropInt( SENDINFO( m_iPrimaryReserveAmmoCount ), 10),
SendPropInt( SENDINFO( m_iSecondaryReserveAmmoCount), 10),
SendPropEHandle( SENDINFO(m_hWeaponWorldModel) ),
SendPropInt( SENDINFO( m_iNumEmptyAttacks ), 8 ),
#else
RecvPropDataTable("LocalWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalWeaponData)),
RecvPropDataTable("LocalActiveWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponData)),
RecvPropInt( RECVINFO(m_iViewModelIndex)),
RecvPropInt( RECVINFO(m_iWorldModelIndex)),
RecvPropInt( RECVINFO(m_iWorldDroppedModelIndex)),
RecvPropInt( RECVINFO( m_iState ), 0, RecvProxy_State ),
RecvPropEHandle( RECVINFO(m_hOwner ) ),
RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip1 )),
RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip2 )),
RecvPropInt( RECVINFO( m_iPrimaryReserveAmmoCount)),
RecvPropInt( RECVINFO( m_iSecondaryReserveAmmoCount)),
RecvPropEHandle( RECVINFO(m_hWeaponWorldModel) ),
RecvPropInt( RECVINFO( m_iNumEmptyAttacks )),
#endif
END_NETWORK_TABLE()
// float CBaseCombatWeapon::GetAttributeFloat( const char* szAttribClassName ) const
// {
// return GetWpnData().GetAttributeFloat( szAttribClassName, GetEconItemView() );
// }
//
// int CBaseCombatWeapon::GetAttributeInt( const char* szAttribClassName ) const
// {
// return GetWpnData().GetAttributeInt( szAttribClassName, GetEconItemView() );
// }
//
// bool CBaseCombatWeapon::GetAttributeBool( const char* szAttribClassName ) const
// {
// return GetWpnData().GetAttributeBool( szAttribClassName, GetEconItemView() );
// }
const CEconItemView* CBaseCombatWeapon::GetEconItemView( void ) const
{
return nullptr;
}
CEconItemView* CBaseCombatWeapon::GetEconItemView( void )
{
return nullptr;
}
int CBaseCombatWeapon::GetReserveAmmoCount( AmmoPosition_t nAmmoPosition, CBaseCombatCharacter * pForcedOwner/* = NULL*/ )
{
// LEGACY SUPPORT HERE
// Except for exhaustible weapons ( i.e. grenades ) we now store ammo on the weapon and not the player
bool bForceSetAmmoOnPlayer = pForcedOwner ? true : false;
CBaseCombatCharacter * pPlayer = pForcedOwner ? pForcedOwner : GetOwner();
if ( pPlayer )
{
int nAmmoType = -1;
switch ( nAmmoPosition )
{
case AMMO_POSITION_PRIMARY: nAmmoType = GetPrimaryAmmoType(); break;
case AMMO_POSITION_SECONDARY: nAmmoType = GetSecondaryAmmoType(); break;
}
if ( nAmmoType > -1 )
{
if ( pPlayer->GetAmmoCount( nAmmoType ) || bForceSetAmmoOnPlayer )
return pPlayer->GetAmmoCount( nAmmoType );
}
}
// /LEGACY
switch( nAmmoPosition )
{
case AMMO_POSITION_PRIMARY: return m_iPrimaryReserveAmmoCount;
case AMMO_POSITION_SECONDARY: return m_iSecondaryReserveAmmoCount;
default: return -1;
}
}
int CBaseCombatWeapon::SetReserveAmmoCount( AmmoPosition_t nAmmoPosition, int nCount, bool bSuppressSound /* = false */, CBaseCombatCharacter * pForcedOwner/* = NULL*/ )
{
int iAdd = 0;
// LEGACY SUPPORT HERE
// Except for exhaustible weapons ( i.e. grenades ) we now store ammo on the weapon and not the player
bool bForceSetAmmoOnPlayer = pForcedOwner ? true : false;
CBaseCombatCharacter * pPlayer = pForcedOwner ? pForcedOwner : GetOwner();
if ( pPlayer )
{
int nAmmoType = -1;
switch ( nAmmoPosition )
{
case AMMO_POSITION_PRIMARY: nAmmoType = GetPrimaryAmmoType(); break;
case AMMO_POSITION_SECONDARY: nAmmoType = GetSecondaryAmmoType(); break;
}
if ( nAmmoType > -1 )
{
// use player ammo if a player entity was passed in or if there already is ammo in this position
if ( pPlayer->GetAmmoCount( nAmmoType ) || bForceSetAmmoOnPlayer )
{
int iMax = GetAmmoDef()->MaxCarry( nAmmoType, pPlayer );
iAdd = MIN( nCount, iMax - pPlayer->GetAmmoCount( nAmmoType ) );
int iTotal = MIN( nCount, iMax );
pPlayer->SetAmmoCount( iTotal, nAmmoType );
return iAdd;
}
}
}
// /LEGACY
iAdd = MIN( nCount, GetReserveAmmoMax( nAmmoPosition ) - GetReserveAmmoCount( nAmmoPosition ) );
switch( nAmmoPosition )
{
case AMMO_POSITION_PRIMARY: m_iPrimaryReserveAmmoCount = MIN( nCount, GetReserveAmmoMax( AMMO_POSITION_PRIMARY ) ); break;
case AMMO_POSITION_SECONDARY: m_iSecondaryReserveAmmoCount = MIN( nCount, GetReserveAmmoMax( AMMO_POSITION_SECONDARY ) ); break;
default: return 0;
}
// Ammo pickup sound
if ( !bSuppressSound )
{
EmitSound( "BaseCombatCharacter.AmmoPickup" );
}
return iAdd;
}
int CBaseCombatWeapon::GiveReserveAmmo( AmmoPosition_t nAmmoPosition, int nCount, bool bSuppressSound /* = false */, CBaseCombatCharacter * pForcedOwner/* = NULL*/ )
{
if ( nCount <= 0 )
{
extern ConVar sv_infinite_ammo;
if ( sv_infinite_ammo.GetInt() == 2 ) // infinite total ammo but magazine reloads are still required.
return 0;
// supress ammo pickup sound when we're depleting ammo
bSuppressSound = true;
}
return SetReserveAmmoCount( nAmmoPosition, GetReserveAmmoCount( nAmmoPosition, pForcedOwner ) + nCount, bSuppressSound, pForcedOwner );
}
int CBaseCombatWeapon::GetReserveAmmoMax( AmmoPosition_t nAmmoPosition ) const
{
// LEGACY SUPPORT HERE
// Except for exhaustible weapons ( i.e. grenades ) we now store ammo on the weapon and not the player
CBaseCombatCharacter * pPlayer = GetOwner();
if ( pPlayer )
{
int nAmmoType = -1;
switch ( nAmmoPosition )
{
case AMMO_POSITION_PRIMARY: nAmmoType = GetPrimaryAmmoType(); break;
case AMMO_POSITION_SECONDARY: nAmmoType = GetSecondaryAmmoType(); break;
}
if ( nAmmoType > -1 )
{
// use player ammo if there already is ammo in this position
if ( pPlayer->GetAmmoCount( nAmmoType ) )
{
return GetAmmoDef()->MaxCarry( nAmmoType, pPlayer );
}
}
}
switch( nAmmoPosition )
{
case AMMO_POSITION_PRIMARY: return GetWpnData().GetPrimaryReserveAmmoMax( GetEconItemView() );
case AMMO_POSITION_SECONDARY: return GetWpnData().GetSecondaryReserveAmmoMax( GetEconItemView() );
default: Assert(0); return 0;
}
}