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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 "ammodef.h"
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#include "hl2mp_gamerules.h"
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#ifdef CLIENT_DLL
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extern IVModelInfoClient* modelinfo;
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#else
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extern IVModelInfo* modelinfo;
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#endif
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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_hl2mp_player.h"
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#include "hud_crosshair.h"
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#else
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#include "hl2mp_player.h"
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#include "vphysics/constraints.h"
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#endif
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#include "weapon_hl2mpbase.h"
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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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static const char * s_WeaponAliasInfo[] =
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{
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"none", // WEAPON_NONE = 0,
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//Melee
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"shotgun", //WEAPON_AMERKNIFE,
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NULL, // end of list marker
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};
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// ----------------------------------------------------------------------------- //
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// CWeaponHL2MPBase tables.
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// ----------------------------------------------------------------------------- //
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHL2MPBase, DT_WeaponHL2MPBase )
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BEGIN_NETWORK_TABLE( CWeaponHL2MPBase, DT_WeaponHL2MPBase )
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#ifdef CLIENT_DLL
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#else
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// world weapon models have no aminations
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// SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ),
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// SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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// SendPropExclude( "DT_LocalActiveWeaponData", "m_flTimeWeaponIdle" ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponHL2MPBase )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_hl2mp_base, CWeaponHL2MPBase );
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#ifdef GAME_DLL
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BEGIN_DATADESC( CWeaponHL2MPBase )
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END_DATADESC()
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#endif
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// ----------------------------------------------------------------------------- //
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// CWeaponHL2MPBase implementation.
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// ----------------------------------------------------------------------------- //
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CWeaponHL2MPBase::CWeaponHL2MPBase()
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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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m_flNextResetCheckTime = 0.0f;
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}
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bool CWeaponHL2MPBase::IsPredicted() const
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{
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return true;
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}
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void CWeaponHL2MPBase::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ )
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{
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#ifdef CLIENT_DLL
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// If we have some sounds from the weapon classname.txt file, play a random one of them
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const char *shootsound = GetWpnData().aShootSounds[ sound_type ];
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if ( !shootsound || !shootsound[0] )
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return;
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CBroadcastRecipientFilter filter; // this is client side only
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if ( !te->CanPredict() )
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return;
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CBaseEntity::EmitSound( filter, GetPlayerOwner()->entindex(), shootsound, &GetPlayerOwner()->GetAbsOrigin() );
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#else
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BaseClass::WeaponSound( sound_type, soundtime );
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#endif
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}
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CBasePlayer* CWeaponHL2MPBase::GetPlayerOwner() const
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{
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return dynamic_cast< CBasePlayer* >( GetOwner() );
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}
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CHL2MP_Player* CWeaponHL2MPBase::GetHL2MPPlayerOwner() const
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{
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return dynamic_cast< CHL2MP_Player* >( GetOwner() );
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}
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#ifdef CLIENT_DLL
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void CWeaponHL2MPBase::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( GetPredictable() && !ShouldPredict() )
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ShutdownPredictable();
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}
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bool CWeaponHL2MPBase::ShouldPredict()
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{
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if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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#else
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void CWeaponHL2MPBase::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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}
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void CWeaponHL2MPBase::Materialize( void )
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{
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if ( IsEffectActive( EF_NODRAW ) )
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{
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// changing from invisible state to visible.
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EmitSound( "AlyxEmp.Charge" );
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RemoveEffects( EF_NODRAW );
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DoMuzzleFlash();
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}
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if ( HasSpawnFlags( SF_NORESPAWN ) == false )
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{
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VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
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SetMoveType( MOVETYPE_VPHYSICS );
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HL2MPRules()->AddLevelDesignerPlacedObject( this );
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}
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if ( HasSpawnFlags( SF_NORESPAWN ) == false )
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{
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if ( GetOriginalSpawnOrigin() == vec3_origin )
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{
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m_vOriginalSpawnOrigin = GetAbsOrigin();
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m_vOriginalSpawnAngles = GetAbsAngles();
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}
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}
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SetPickupTouch();
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SetThink (NULL);
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}
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int CWeaponHL2MPBase::ObjectCaps()
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{
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return BaseClass::ObjectCaps() & ~FCAP_IMPULSE_USE;
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}
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#endif
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void CWeaponHL2MPBase::FallInit( void )
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{
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#ifndef CLIENT_DLL
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SetModel( GetWorldModel() );
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VPhysicsDestroyObject();
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if ( HasSpawnFlags( SF_NORESPAWN ) == false )
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{
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_TRIGGER );
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UTIL_DropToFloor( this, MASK_SOLID );
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}
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else
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{
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if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
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{
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SetMoveType( MOVETYPE_NONE );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_TRIGGER );
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}
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else
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{
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#if !defined( CLIENT_DLL )
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// Constrained start?
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if ( HasSpawnFlags( SF_WEAPON_START_CONSTRAINED ) )
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{
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//Constrain the weapon in place
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IPhysicsObject *pReferenceObject, *pAttachedObject;
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pReferenceObject = g_PhysWorldObject;
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pAttachedObject = VPhysicsGetObject();
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if ( pReferenceObject && pAttachedObject )
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{
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constraint_fixedparams_t fixed;
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fixed.Defaults();
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fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject );
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fixed.constraint.forceLimit = lbs2kg( 10000 );
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fixed.constraint.torqueLimit = lbs2kg( 10000 );
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IPhysicsConstraint *pConstraint = GetConstraint();
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pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );
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pConstraint->SetGameData( (void *) this );
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}
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}
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#endif //CLIENT_DLL
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}
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}
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SetPickupTouch();
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SetThink( &CWeaponHL2MPBase::FallThink );
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SetNextThink( gpGlobals->curtime + 0.1f );
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#endif
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}
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#ifdef GAME_DLL
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void CWeaponHL2MPBase::FallThink( void )
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{
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// Prevent the common HL2DM weapon respawn bug from happening
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// When a weapon is spawned, the following chain of events occurs:
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// - Spawn() is called (duh), which then calls FallInit()
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// - FallInit() is called, and prepares the weapon's 'Think' function (CBaseCombatWeapon::FallThink())
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// - FallThink() is called, and performs several checks before deciding whether the weapon should Materialize()
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// - Materialize() is called (the HL2DM version above), which sets the weapon's respawn location.
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// The problem occurs when a weapon isn't placed properly by a level designer.
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// If the weapon is unable to move from its location (e.g. if its bounding box is halfway inside a wall), Materialize() never gets called.
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// Since Materialize() never gets called, the weapon's respawn location is never set, so if a person picks it up, it respawns forever at
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// 0 0 0 on the map (infinite loop of fall, wait, respawn, not nice at all for performance and bandwidth!)
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if( HasSpawnFlags( SF_NORESPAWN ) == false )
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{
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if( GetOriginalSpawnOrigin() == vec3_origin )
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{
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m_vOriginalSpawnOrigin = GetAbsOrigin();
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m_vOriginalSpawnAngles = GetAbsAngles();
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}
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}
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return BaseClass::FallThink();
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}
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#endif
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const CHL2MPSWeaponInfo &CWeaponHL2MPBase::GetHL2MPWpnData() const
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{
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const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
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const CHL2MPSWeaponInfo *pHL2MPInfo;
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#ifdef _DEBUG
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pHL2MPInfo = dynamic_cast< const CHL2MPSWeaponInfo* >( pWeaponInfo );
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Assert( pHL2MPInfo );
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#else
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pHL2MPInfo = static_cast< const CHL2MPSWeaponInfo* >( pWeaponInfo );
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#endif
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return *pHL2MPInfo;
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}
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void CWeaponHL2MPBase::FireBullets( const FireBulletsInfo_t &info )
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{
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FireBulletsInfo_t modinfo = info;
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modinfo.m_iPlayerDamage = GetHL2MPWpnData().m_iPlayerDamage;
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BaseClass::FireBullets( modinfo );
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}
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#if defined( CLIENT_DLL )
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#include "c_te_effect_dispatch.h"
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#define NUM_MUZZLE_FLASH_TYPES 4
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bool CWeaponHL2MPBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
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{
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return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
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}
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void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip )
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{
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QAngle final = in + punch;
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//Clip each component
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for ( int i = 0; i < 3; i++ )
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{
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if ( final[i] > clip[i] )
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{
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final[i] = clip[i];
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}
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else if ( final[i] < -clip[i] )
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{
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final[i] = -clip[i];
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}
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//Return the result
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in[i] = final[i] - punch[i];
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}
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}
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#endif
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