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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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//===========================================================================//
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#ifndef COMBATWEAPON_SHARED_H
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#define COMBATWEAPON_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "sharedInterface.h"
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#include "vphysics_interface.h"
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#include "predictable_entity.h"
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#include "soundflags.h"
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#include "weapon_parse.h"
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#include "baseviewmodel_shared.h"
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#include "weapon_proficiency.h"
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#include "utlmap.h"
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#if defined( CLIENT_DLL )
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#define CBaseCombatWeapon C_BaseCombatWeapon
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#endif
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// Hacky
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#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
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#include "econ_entity.h"
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#endif // TF_CLIENT_DLL || TF_DLL
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#if !defined( CLIENT_DLL )
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extern void OnBaseCombatWeaponCreated( CBaseCombatWeapon * );
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extern void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon * );
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void *SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID );
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#endif
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class CBasePlayer;
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class CBaseCombatCharacter;
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class IPhysicsConstraint;
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class CUserCmd;
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// How many times to display altfire hud hints (per weapon)
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#define WEAPON_ALTFIRE_HUD_HINT_COUNT 1
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#define WEAPON_RELOAD_HUD_HINT_COUNT 1
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//Start with a constraint in place (don't drop to floor)
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#define SF_WEAPON_START_CONSTRAINED (1<<0)
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#define SF_WEAPON_NO_PLAYER_PICKUP (1<<1)
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#define SF_WEAPON_NO_PHYSCANNON_PUNT (1<<2)
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//Percent
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#define CLIP_PERC_THRESHOLD 0.75f
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// Put this in your derived class definition to declare it's activity table
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// UNDONE: Cascade these?
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#define DECLARE_ACTTABLE() static acttable_t m_acttable[];\
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acttable_t *ActivityList( void );\
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int ActivityListCount( void );
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// You also need to include the activity table itself in your class' implementation:
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// e.g.
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// acttable_t CWeaponStunstick::m_acttable[] =
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// {
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// { ACT_MELEE_ATTACK1, ACT_MELEE_ATTACK_SWING, TRUE },
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// };
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//
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// The stunstick overrides the ACT_MELEE_ATTACK1 activity, replacing it with ACT_MELEE_ATTACK_SWING.
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// This animation is required for this weapon's operation.
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//
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// Put this after your derived class' definition to implement the accessors for the
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// activity table.
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// UNDONE: Cascade these?
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#define IMPLEMENT_ACTTABLE(className) \
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acttable_t *className::ActivityList( void ) { return m_acttable; } \
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int className::ActivityListCount( void ) { return ARRAYSIZE(m_acttable); } \
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typedef struct
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{
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int baseAct;
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int weaponAct;
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bool required;
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} acttable_t;
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class CHudTexture;
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class Color;
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namespace vgui2
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{
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typedef unsigned long HFont;
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}
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// -----------------------------------------
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// Vector cones
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// -----------------------------------------
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// VECTOR_CONE_PRECALCULATED - this resolves to vec3_origin, but adds some
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// context indicating that the person writing the code is not allowing
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// FireBullets() to modify the direction of the shot because the shot direction
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// being passed into the function has already been modified by another piece of
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// code and should be fired as specified. See GetActualShotTrajectory().
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// NOTE: The way these are calculated is that each component == sin (degrees/2)
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#define VECTOR_CONE_PRECALCULATED vec3_origin
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#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
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#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
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#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
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#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
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#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
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#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
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#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
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#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
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#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
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#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
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#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
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#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
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//-----------------------------------------------------------------------------
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// Purpose: Base weapon class, shared on client and server
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//-----------------------------------------------------------------------------
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#if defined USES_ECON_ITEMS
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#define BASECOMBATWEAPON_DERIVED_FROM CEconEntity
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#else
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#define BASECOMBATWEAPON_DERIVED_FROM CBaseAnimating
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#endif
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//-----------------------------------------------------------------------------
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// Collect trace attacks for weapons that fire multiple projectiles per attack that also penetrate
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//-----------------------------------------------------------------------------
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class CDmgAccumulator
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{
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public:
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CDmgAccumulator( void );
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~CDmgAccumulator();
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#ifdef GAME_DLL
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virtual void Start( void ) { m_bActive = true; }
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virtual void AccumulateMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity );
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virtual void Process( void );
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private:
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CTakeDamageInfo m_updatedInfo;
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CUtlMap< int, CTakeDamageInfo > m_TargetsDmgInfo;
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#endif // GAME_DLL
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private:
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bool m_bActive;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Client side rep of CBaseTFCombatWeapon
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//-----------------------------------------------------------------------------
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// Hacky
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class CBaseCombatWeapon : public BASECOMBATWEAPON_DERIVED_FROM
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{
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public:
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DECLARE_CLASS( CBaseCombatWeapon, BASECOMBATWEAPON_DERIVED_FROM );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CBaseCombatWeapon();
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virtual ~CBaseCombatWeapon();
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virtual bool IsBaseCombatWeapon( void ) const { return true; }
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virtual CBaseCombatWeapon *MyCombatWeaponPointer( void ) { return this; }
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// A derived weapon class should return true here so that weapon sounds, etc, can
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// apply the proper filter
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virtual bool IsPredicted( void ) const { return false; }
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virtual void Spawn( void );
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virtual void Precache( void );
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void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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// Subtypes are used to manage multiple weapons of the same type on the player.
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virtual int GetSubType( void ) { return m_iSubType; }
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virtual void SetSubType( int iType ) { m_iSubType = iType; }
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virtual void Equip( CBaseCombatCharacter *pOwner );
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virtual void Drop( const Vector &vecVelocity );
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virtual int UpdateClientData( CBasePlayer *pPlayer );
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virtual bool IsAllowedToSwitch( void );
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virtual bool CanBeSelected( void );
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virtual bool VisibleInWeaponSelection( void );
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virtual bool HasAmmo( void );
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// Weapon Pickup For Player
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virtual void SetPickupTouch( void );
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virtual void DefaultTouch( CBaseEntity *pOther ); // default weapon touch
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virtual void GiveTo( CBaseEntity *pOther );
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// HUD Hints
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virtual bool ShouldDisplayAltFireHUDHint();
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virtual void DisplayAltFireHudHint();
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virtual void RescindAltFireHudHint(); ///< undisplay the hud hint and pretend it never showed.
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virtual bool ShouldDisplayReloadHUDHint();
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virtual void DisplayReloadHudHint();
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virtual void RescindReloadHudHint();
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// Weapon client handling
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virtual void SetViewModelIndex( int index = 0 );
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virtual bool SendWeaponAnim( int iActivity );
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virtual void SendViewModelAnim( int nSequence );
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float GetViewModelSequenceDuration(); // Return how long the current view model sequence is.
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bool IsViewModelSequenceFinished( void ); // Returns if the viewmodel's current animation is finished
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virtual void SetViewModel();
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virtual bool HasWeaponIdleTimeElapsed( void );
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virtual void SetWeaponIdleTime( float time );
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virtual float GetWeaponIdleTime( void );
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// Weapon selection
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virtual bool HasAnyAmmo( void ); // Returns true is weapon has ammo
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virtual bool HasPrimaryAmmo( void ); // Returns true is weapon has ammo
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virtual bool HasSecondaryAmmo( void ); // Returns true is weapon has ammo
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bool UsesPrimaryAmmo( void ); // returns true if the weapon actually uses primary ammo
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bool UsesSecondaryAmmo( void ); // returns true if the weapon actually uses secondary ammo
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void GiveDefaultAmmo( void );
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virtual bool CanHolster( void ) { return TRUE; }; // returns true if the weapon can be holstered
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virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
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virtual bool CanDeploy( void ) { return true; } // return true if the weapon's allowed to deploy
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virtual bool Deploy( void ); // returns true is deploy was successful
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual CBaseCombatWeapon *GetLastWeapon( void ) { return this; }
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virtual void SetWeaponVisible( bool visible );
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virtual bool IsWeaponVisible( void );
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virtual bool ReloadOrSwitchWeapons( void );
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virtual void OnActiveStateChanged( int iOldState ) { return; }
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virtual bool HolsterOnDetach() { return false; }
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virtual bool IsHolstered(){ return false; }
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virtual void Detach() {}
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// Weapon behaviour
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virtual void ItemPreFrame( void ); // called each frame by the player PreThink
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virtual void ItemPostFrame( void ); // called each frame by the player PostThink
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virtual void ItemBusyFrame( void ); // called each frame by the player PostThink, if the player's not ready to attack yet
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virtual void ItemHolsterFrame( void ) {}; // called each frame by the player PreThink, if the weapon is holstered
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virtual void WeaponIdle( void ); // called when no buttons pressed
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virtual void HandleFireOnEmpty(); // Called when they have the attack button down
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// but they are out of ammo. The default implementation
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// either reloads, switches weapons, or plays an empty sound.
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virtual bool ShouldBlockPrimaryFire() { return false; }
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#ifdef CLIENT_DLL
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virtual void CreateMove( float flInputSampleTime, CUserCmd *pCmd, const QAngle &vecOldViewAngles ) {}
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virtual int CalcOverrideModelIndex() OVERRIDE;
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#endif
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virtual bool IsWeaponZoomed() { return false; } // Is this weapon in its 'zoomed in' mode?
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// Reloading
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virtual void CheckReload( void );
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virtual void FinishReload( void );
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virtual void AbortReload( void );
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virtual bool Reload( void );
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bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
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bool ReloadsSingly( void ) const;
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virtual bool AutoFiresFullClip( void ) { return false; }
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virtual bool CanOverload( void ) { return false; }
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virtual void UpdateAutoFire( void );
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// Weapon firing
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virtual void PrimaryAttack( void ); // do "+ATTACK"
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virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
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// Firing animations
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virtual Activity GetPrimaryAttackActivity( void );
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virtual Activity GetSecondaryAttackActivity( void );
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virtual Activity GetDrawActivity( void );
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virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
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// Bullet launch information
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virtual int GetBulletType( void );
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virtual const Vector& GetBulletSpread( void );
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virtual Vector GetBulletSpread( WeaponProficiency_t proficiency ) { return GetBulletSpread(); }
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virtual float GetSpreadBias( WeaponProficiency_t proficiency ) { return 1.0; }
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virtual float GetFireRate( void );
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virtual int GetMinBurst() { return 1; }
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virtual int GetMaxBurst() { return 1; }
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virtual float GetMinRestTime() { return 0.3; }
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virtual float GetMaxRestTime() { return 0.6; }
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virtual int GetRandomBurst() { return random->RandomInt( GetMinBurst(), GetMaxBurst() ); }
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virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
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virtual void StopWeaponSound( WeaponSound_t sound_type );
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virtual const WeaponProficiencyInfo_t *GetProficiencyValues();
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// Autoaim
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virtual float GetMaxAutoAimDeflection() { return 0.99f; }
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virtual float WeaponAutoAimScale() { return 1.0f; } // allows a weapon to influence the perceived size of the target's autoaim radius.
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// TF Sprinting functions
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virtual bool StartSprinting( void ) { return false; };
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virtual bool StopSprinting( void ) { return false; };
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// TF Injury functions
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virtual float GetDamage( float flDistance, int iLocation ) { return 0.0; };
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virtual void SetActivity( Activity act, float duration );
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inline void SetActivity( Activity eActivity ) { m_Activity = eActivity; }
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inline Activity GetActivity( void ) { return m_Activity; }
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virtual void AddViewKick( void ); // Add in the view kick for the weapon
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virtual char *GetDeathNoticeName( void ); // Get the string to print death notices with
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CBaseCombatCharacter *GetOwner() const;
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void SetOwner( CBaseCombatCharacter *owner );
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virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
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virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles ) {};
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virtual float CalcViewmodelBob( void ) { return 0.0f; };
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// Returns information about the various control panels
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
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virtual bool ShouldShowControlPanels( void ) { return true; }
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void Lock( float lockTime, CBaseEntity *pLocker );
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bool IsLocked( CBaseEntity *pAsker );
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//All weapons can be picked up by NPCs by default
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virtual bool CanBePickedUpByNPCs( void ) { return true; }
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virtual int GetSkinOverride() const { return -1; }
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public:
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// Weapon info accessors for data in the weapon's data file
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const FileWeaponInfo_t &GetWpnData( void ) const;
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virtual const char *GetViewModel( int viewmodelindex = 0 ) const;
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virtual const char *GetWorldModel( void ) const;
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virtual const char *GetAnimPrefix( void ) const;
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virtual int GetMaxClip1( void ) const;
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virtual int GetMaxClip2( void ) const;
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virtual int GetDefaultClip1( void ) const;
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virtual int GetDefaultClip2( void ) const;
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virtual int GetWeight( void ) const;
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virtual bool AllowsAutoSwitchTo( void ) const;
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virtual bool AllowsAutoSwitchFrom( void ) const;
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virtual int GetWeaponFlags( void ) const;
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virtual int GetSlot( void ) const;
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virtual int GetPosition( void ) const;
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virtual char const *GetName( void ) const;
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virtual char const *GetPrintName( void ) const;
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virtual char const *GetShootSound( int iIndex ) const;
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virtual int GetRumbleEffect() const;
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virtual bool UsesClipsForAmmo1( void ) const;
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virtual bool UsesClipsForAmmo2( void ) const;
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bool IsMeleeWeapon() const;
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// derive this function if you mod uses encrypted weapon info files
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virtual const unsigned char *GetEncryptionKey( void );
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virtual int GetPrimaryAmmoType( void ) const { return m_iPrimaryAmmoType; }
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virtual int GetSecondaryAmmoType( void ) const { return m_iSecondaryAmmoType; }
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virtual int Clip1() { return m_iClip1; }
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virtual int Clip2() { return m_iClip2; }
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// Ammo quantity queries for weapons that do not use clips. These are only
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// used to determine how much ammo is in a weapon that does not have an owner.
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// That is, a weapon that's on the ground for the player to get ammo out of.
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int GetPrimaryAmmoCount() { return m_iPrimaryAmmoCount; }
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void SetPrimaryAmmoCount( int count ) { m_iPrimaryAmmoCount = count; }
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int GetSecondaryAmmoCount() { return m_iSecondaryAmmoCount; }
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void SetSecondaryAmmoCount( int count ) { m_iSecondaryAmmoCount = count; }
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virtual CHudTexture const *GetSpriteActive( void ) const;
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virtual CHudTexture const *GetSpriteInactive( void ) const;
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virtual CHudTexture const *GetSpriteAmmo( void ) const;
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virtual CHudTexture const *GetSpriteAmmo2( void ) const;
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virtual CHudTexture const *GetSpriteCrosshair( void ) const;
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virtual CHudTexture const *GetSpriteAutoaim( void ) const;
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virtual CHudTexture const *GetSpriteZoomedCrosshair( void ) const;
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virtual CHudTexture const *GetSpriteZoomedAutoaim( void ) const;
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virtual Activity ActivityOverride( Activity baseAct, bool *pRequired );
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virtual acttable_t* ActivityList( void ) { return NULL; }
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virtual int ActivityListCount( void ) { return 0; }
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virtual void Activate( void );
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virtual bool ShouldUseLargeViewModelVROverride() { return false; }
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public:
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// Server Only Methods
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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virtual void FallInit( void ); // prepare to fall to the ground
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virtual void FallThink( void ); // make the weapon fall to the ground after spawning
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// Weapon spawning
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bool IsConstrained() { return m_pConstraint != NULL; }
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bool IsInBadPosition ( void ); // Is weapon in bad position to pickup?
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bool RepositionWeapon ( void ); // Attempts to reposition the weapon in a location where it can be
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virtual void Materialize( void ); // make a weapon visible and tangible
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void AttemptToMaterialize( void ); // see if the game rules will let the weapon become visible and tangible
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virtual void CheckRespawn( void ); // see if this weapon should respawn after being picked up
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CBaseEntity *Respawn ( void ); // copy a weapon
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static int GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs );
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// Weapon dropping / destruction
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virtual void Delete( void );
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void DestroyItem( void );
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virtual void Kill( void );
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virtual int CapabilitiesGet( void ) { return 0; }
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virtual int ObjectCaps( void );
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bool IsRemoveable() { return m_bRemoveable; }
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void SetRemoveable( bool bRemoveable ) { m_bRemoveable = bRemoveable; }
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// Returns bits for weapon conditions
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virtual bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
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virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
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virtual int WeaponRangeAttack2Condition( float flDot, float flDist );
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virtual int WeaponMeleeAttack1Condition( float flDot, float flDist );
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virtual int WeaponMeleeAttack2Condition( float flDot, float flDist );
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virtual void Operator_FrameUpdate( CBaseCombatCharacter *pOperator );
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virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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virtual void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary ) { return; }
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// NOTE: This should never be called when a character is operating the weapon. Animation events should be
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// routed through the character, and then back into CharacterAnimEvent()
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void HandleAnimEvent( animevent_t *pEvent );
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virtual int UpdateTransmitState( void );
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void InputHideWeapon( inputdata_t &inputdata );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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virtual CDmgAccumulator *GetDmgAccumulator( void ) { return NULL; }
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// Client only methods
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|
#else
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virtual void BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const;
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
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|
{
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|
|
#if defined USES_ECON_ITEMS
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|
return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
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|
#else
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|
return false;
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|
#endif
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|
}
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// Should this object cast shadows?
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|
|
virtual ShadowType_t ShadowCastType();
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|
virtual void SetDormant( bool bDormant );
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|
virtual void OnDataChanged( DataUpdateType_t updateType );
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|
virtual void OnRestore();
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|
virtual void RestartParticleEffect( void ) {}
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|
|
virtual void Redraw(void);
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|
virtual void ViewModelDrawn( CBaseViewModel *pViewModel );
|
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|
|
// Get the position that bullets are seen coming out. Note: the returned values are different
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|
|
// for first person and third person.
|
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|
|
bool GetShootPosition( Vector &vOrigin, QAngle &vAngles );
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|
|
virtual void DrawCrosshair( void );
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|
virtual bool ShouldDrawCrosshair( void ) { return true; }
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|
// Weapon state checking
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|
|
virtual bool IsCarriedByLocalPlayer( void );
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|
|
virtual bool ShouldDrawUsingViewModel( void );
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|
|
virtual bool IsActiveByLocalPlayer( void );
|
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|
|
bool IsBeingCarried() const;
|
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|
|
// Is the carrier alive?
|
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|
|
bool IsCarrierAlive() const;
|
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|
|
// Returns the aiment render origin + angles
|
|
|
|
virtual int DrawModel( int flags );
|
|
|
|
virtual bool ShouldDraw( void );
|
|
|
|
virtual bool ShouldDrawPickup( void );
|
|
|
|
virtual void HandleInput( void ) { return; };
|
|
|
|
virtual void OverrideMouseInput( float *x, float *y ) { return; };
|
|
|
|
virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) { return 1; }
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|
|
virtual bool AddLookShift( void ) { return true; };
|
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|
|
virtual void GetViewmodelBoneControllers(C_BaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]) { return; }
|
|
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|
|
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
|
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|
|
WEAPON_FILE_INFO_HANDLE GetWeaponFileInfoHandle() { return m_hWeaponFileInfo; }
|
|
|
|
|
|
|
|
virtual int GetWorldModelIndex( void );
|
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|
|
virtual void GetToolRecordingState( KeyValues *msg );
|
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|
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|
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|
|
virtual void GetWeaponCrosshairScale( float &flScale ) { flScale = 1.f; }
|
|
|
|
|
|
|
|
#if !defined USES_ECON_ITEMS
|
|
|
|
// Viewmodel overriding
|
|
|
|
virtual bool ViewModel_IsTransparent( void ) { return IsTransparent(); }
|
|
|
|
virtual bool ViewModel_IsUsingFBTexture( void ) { return UsesPowerOfTwoFrameBufferTexture(); }
|
|
|
|
virtual bool IsOverridingViewmodel( void ) { return false; };
|
|
|
|
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
|
|
|
|
bool WantsToOverrideViewmodelAttachments( void ) { return false; }
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#endif // End client-only methods
|
|
|
|
|
|
|
|
virtual bool CanLower( void ) { return false; }
|
|
|
|
virtual bool Ready( void ) { return false; }
|
|
|
|
virtual bool Lower( void ) { return false; }
|
|
|
|
|
|
|
|
virtual void HideThink( void );
|
|
|
|
virtual bool CanReload( void );
|
|
|
|
|
|
|
|
private:
|
|
|
|
typedef CHandle< CBaseCombatCharacter > CBaseCombatCharacterHandle;
|
|
|
|
CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
|
|
|
|
|
|
|
|
protected:
|
|
|
|
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
|
|
|
|
// Regulate crit frequency to reduce client-side seed hacking
|
|
|
|
void AddToCritBucket( float flAmount );
|
|
|
|
void RemoveFromCritBucket( float flAmount ) { m_flCritTokenBucket -= flAmount; }
|
|
|
|
bool IsAllowedToWithdrawFromCritBucket( float flDamage );
|
|
|
|
|
|
|
|
float m_flCritTokenBucket;
|
|
|
|
int m_nCritChecks;
|
|
|
|
int m_nCritSeedRequests;
|
|
|
|
#endif // TF
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
// Networked fields
|
|
|
|
CNetworkVar( int, m_nViewModelIndex );
|
|
|
|
|
|
|
|
// Weapon firing
|
|
|
|
CNetworkVar( float, m_flNextPrimaryAttack ); // soonest time ItemPostFrame will call PrimaryAttack
|
|
|
|
CNetworkVar( float, m_flNextSecondaryAttack ); // soonest time ItemPostFrame will call SecondaryAttack
|
|
|
|
CNetworkVar( float, m_flTimeWeaponIdle ); // soonest time ItemPostFrame will call WeaponIdle
|
|
|
|
// Weapon state
|
|
|
|
bool m_bInReload; // Are we in the middle of a reload;
|
|
|
|
bool m_bFireOnEmpty; // True when the gun is empty and the player is still holding down the attack key(s)
|
|
|
|
bool m_bFiringWholeClip; // Are we in the middle of firing the whole clip;
|
|
|
|
// Weapon art
|
|
|
|
CNetworkVar( int, m_iViewModelIndex );
|
|
|
|
CNetworkVar( int, m_iWorldModelIndex );
|
|
|
|
// Sounds
|
|
|
|
float m_flNextEmptySoundTime; // delay on empty sound playing
|
|
|
|
|
|
|
|
Activity GetIdealActivity( void ) { return m_IdealActivity; }
|
|
|
|
int GetIdealSequence( void ) { return m_nIdealSequence; }
|
|
|
|
|
|
|
|
bool SetIdealActivity( Activity ideal );
|
|
|
|
void MaintainIdealActivity( void );
|
|
|
|
|
|
|
|
private:
|
|
|
|
Activity m_Activity;
|
|
|
|
int m_nIdealSequence;
|
|
|
|
Activity m_IdealActivity;
|
|
|
|
|
|
|
|
bool m_bRemoveable;
|
|
|
|
|
|
|
|
int m_iPrimaryAmmoCount;
|
|
|
|
int m_iSecondaryAmmoCount;
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
IMPLEMENT_NETWORK_VAR_FOR_DERIVED( m_nNextThinkTick );
|
|
|
|
|
|
|
|
int WeaponState() const { return m_iState; }
|
|
|
|
|
|
|
|
// Weapon data
|
|
|
|
CNetworkVar( int, m_iState ); // See WEAPON_* definition
|
|
|
|
string_t m_iszName; // Classname of this weapon.
|
|
|
|
CNetworkVar( int, m_iPrimaryAmmoType ); // "primary" ammo index into the ammo info array
|
|
|
|
CNetworkVar( int, m_iSecondaryAmmoType ); // "secondary" ammo index into the ammo info array
|
|
|
|
CNetworkVar( int, m_iClip1 ); // number of shots left in the primary weapon clip, -1 it not used
|
|
|
|
CNetworkVar( int, m_iClip2 ); // number of shots left in the secondary weapon clip, -1 it not used
|
|
|
|
bool m_bFiresUnderwater; // true if this weapon can fire underwater
|
|
|
|
bool m_bAltFiresUnderwater; // true if this weapon can fire underwater
|
|
|
|
float m_fMinRange1; // What's the closest this weapon can be used?
|
|
|
|
float m_fMinRange2; // What's the closest this weapon can be used?
|
|
|
|
float m_fMaxRange1; // What's the furthest this weapon can be used?
|
|
|
|
float m_fMaxRange2; // What's the furthest this weapon can be used?
|
|
|
|
bool m_bReloadsSingly; // True if this weapon reloads 1 round at a time
|
|
|
|
float m_fFireDuration; // The amount of time that the weapon has sustained firing
|
|
|
|
int m_iSubType;
|
|
|
|
|
|
|
|
float m_flUnlockTime;
|
|
|
|
EHANDLE m_hLocker; // Who locked this weapon.
|
|
|
|
|
|
|
|
CNetworkVar( bool, m_bFlipViewModel );
|
|
|
|
|
|
|
|
IPhysicsConstraint *GetConstraint() { return m_pConstraint; }
|
|
|
|
|
|
|
|
private:
|
|
|
|
WEAPON_FILE_INFO_HANDLE m_hWeaponFileInfo;
|
|
|
|
IPhysicsConstraint *m_pConstraint;
|
|
|
|
|
|
|
|
int m_iAltFireHudHintCount; // How many times has this weapon displayed its alt-fire HUD hint?
|
|
|
|
int m_iReloadHudHintCount; // How many times has this weapon displayed its reload HUD hint?
|
|
|
|
bool m_bAltFireHudHintDisplayed; // Have we displayed an alt-fire HUD hint since this weapon was deployed?
|
|
|
|
bool m_bReloadHudHintDisplayed; // Have we displayed a reload HUD hint since this weapon was deployed?
|
|
|
|
float m_flHudHintPollTime; // When to poll the weapon again for whether it should display a hud hint.
|
|
|
|
float m_flHudHintMinDisplayTime; // if the hint is squelched before this, reset my counter so we'll display it again.
|
|
|
|
|
|
|
|
// Server only
|
|
|
|
#if !defined( CLIENT_DLL )
|
|
|
|
|
|
|
|
// Outputs
|
|
|
|
protected:
|
|
|
|
COutputEvent m_OnPlayerUse; // Fired when the player uses the weapon.
|
|
|
|
COutputEvent m_OnPlayerPickup; // Fired when the player picks up the weapon.
|
|
|
|
COutputEvent m_OnNPCPickup; // Fired when an NPC picks up the weapon.
|
|
|
|
COutputEvent m_OnCacheInteraction; // For awarding lambda cache achievements in HL2 on 360. See .FGD file for details
|
|
|
|
|
|
|
|
#else // Client .dll only
|
|
|
|
bool m_bJustRestored;
|
|
|
|
|
|
|
|
// Allow weapons resource to access m_hWeaponFileInfo directly
|
|
|
|
friend class WeaponsResource;
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int m_iOldState;
|
|
|
|
|
|
|
|
#endif // End Client .dll only
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif // COMBATWEAPON_SHARED_H
|