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194 lines
4.3 KiB
194 lines
4.3 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "in_buttons.h"
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#include "takedamageinfo.h"
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#include "weapon_tfcbase.h"
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#include "ammodef.h"
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#include "tfc_gamerules.h"
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extern IVModelInfo* modelinfo;
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#if defined( CLIENT_DLL )
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#include "vgui/ISurface.h"
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#include "vgui_controls/Controls.h"
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#include "c_tfc_player.h"
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#include "hud_crosshair.h"
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#else
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#include "tfc_player.h"
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#endif
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// ----------------------------------------------------------------------------- //
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// Global functions.
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// ----------------------------------------------------------------------------- //
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bool IsAmmoType( int iAmmoType, const char *pAmmoName )
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{
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return GetAmmoDef()->Index( pAmmoName ) == iAmmoType;
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}
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// ----------------------------------------------------------------------------- //
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// CWeaponTFCBase tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTFCBase, DT_WeaponTFCBase )
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BEGIN_NETWORK_TABLE( CWeaponTFCBase, DT_WeaponTFCBase )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponTFCBase )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_tfc_base, CWeaponTFCBase );
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#ifdef GAME_DLL
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BEGIN_DATADESC( CWeaponTFCBase )
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DEFINE_FUNCTION( FallThink )
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END_DATADESC()
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#endif
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#ifdef CLIENT_DLL
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ConVar cl_crosshaircolor( "cl_crosshaircolor", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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ConVar cl_dynamiccrosshair( "cl_dynamiccrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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ConVar cl_scalecrosshair( "cl_scalecrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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ConVar cl_crosshairalpha( "cl_crosshairalpha", "200", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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int g_iScopeTextureID = 0;
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int g_iScopeDustTextureID = 0;
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#endif
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// ----------------------------------------------------------------------------- //
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// CWeaponTFCBase implementation.
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// ----------------------------------------------------------------------------- //
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CWeaponTFCBase::CWeaponTFCBase()
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{
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SetPredictionEligible( true );
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AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
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}
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bool CWeaponTFCBase::IsPredicted() const
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{
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return true;
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}
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CTFCPlayer* CWeaponTFCBase::GetPlayerOwner() const
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{
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return dynamic_cast< CTFCPlayer* >( GetOwner() );
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}
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const CTFCWeaponInfo &CWeaponTFCBase::GetTFCWpnData() const
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{
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const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
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const CTFCWeaponInfo *pTFCInfo;
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#ifdef _DEBUG
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pTFCInfo = dynamic_cast< const CTFCWeaponInfo* >( pWeaponInfo );
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Assert( pTFCInfo );
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#else
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pTFCInfo = static_cast< const CTFCWeaponInfo* >( pWeaponInfo );
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#endif
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return *pTFCInfo;
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}
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TFCWeaponID CWeaponTFCBase::GetWeaponID( void ) const
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{
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Assert( false ); return WEAPON_NONE;
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}
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bool CWeaponTFCBase::IsA( TFCWeaponID id ) const
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{
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return GetWeaponID() == id;
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}
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bool CWeaponTFCBase::IsSilenced( void ) const
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{
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return false;
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}
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void CWeaponTFCBase::Precache( void )
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{
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BaseClass::Precache();
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}
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#ifdef CLIENT_DLL
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#else // CLIENT_DLL
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void CWeaponTFCBase::Spawn()
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{
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BaseClass::Spawn();
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// Set this here to allow players to shoot dropped weapons
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SetCollisionGroup( COLLISION_GROUP_WEAPON );
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// Move it up a little bit, otherwise it'll be at the guy's feet, and its sound origin
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// will be in the ground so its EmitSound calls won't do anything.
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SetLocalOrigin( Vector( 0, 0, 5 ) );
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}
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bool CWeaponTFCBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
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{
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if ( BaseClass::DefaultReload( iClipSize1, iClipSize2, iActivity ) )
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{
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SendReloadSoundEvent();
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return true;
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}
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else
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{
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return false;
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}
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}
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void CWeaponTFCBase::SendReloadSoundEvent()
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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assert( pPlayer );
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if ( !pPlayer )
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return;
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// Send a message to any clients that have this entity to play the reload.
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CPASFilter filter( pPlayer->GetAbsOrigin() );
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filter.RemoveRecipient( pPlayer );
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UserMessageBegin( filter, "ReloadEffect" );
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WRITE_SHORT( pPlayer->entindex() );
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MessageEnd();
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}
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Vector CWeaponTFCBase::GetSoundEmissionOrigin() const
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{
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CBasePlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer )
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return pPlayer->WorldSpaceCenter();
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else
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return WorldSpaceCenter();
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}
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#endif
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