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111 lines
3.0 KiB
111 lines
3.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================//
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#include "cbase.h"
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#include "tf_item.h"
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#include "tf_shareddefs.h"
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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// NVNT haptics system interface
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#include "haptics/ihaptics.h"
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#else
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#include "tf_player.h"
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( TFItem, DT_TFItem )
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BEGIN_NETWORK_TABLE( CTFItem, DT_TFItem )
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose: Identifier.
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//-----------------------------------------------------------------------------
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unsigned int CTFItem::GetItemID( void ) const
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{
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return TF_ITEM_UNDEFINED;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFItem::PickUp( CTFPlayer *pPlayer, bool bInvisible )
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{
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// SetParent with attachment point - look it up later if need be!
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SetOwnerEntity( pPlayer );
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SetParent( pPlayer );
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SetLocalOrigin( vec3_origin );
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SetLocalAngles( vec3_angle );
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// Make invisible?
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if ( bInvisible )
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{
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AddEffects( EF_NODRAW );
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}
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// Add the item to the player's item inventory.
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pPlayer->SetItem( this );
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// NVNT if this is the client dll and the owner is the local
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// player notify the haptics system.
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#ifdef CLIENT_DLL
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if(pPlayer->IsLocalPlayer())
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haptics->ProcessHapticEvent(2,"Game","ctf_item_start");
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFItem::Drop( CTFPlayer *pPlayer, bool bVisible, bool bThrown /*= false*/, bool bMessage /*= true*/ )
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{
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// Remove the item from the player's item inventory.
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pPlayer->SetItem( NULL );
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// Make visible?
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if ( bVisible )
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{
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RemoveEffects( EF_NODRAW );
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}
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// NVNT if this is the client dll and the owner is the local
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// player notify the haptics system we are dropping this item.
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#ifdef CLIENT_DLL
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if(pPlayer->IsLocalPlayer())
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haptics->ProcessHapticEvent(2,"Game","ctf_item_stop");
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#endif
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// Clear the parent.
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SetParent( NULL );
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SetOwnerEntity( NULL );
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFItem::ShouldDraw()
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{
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// If I'm carrying the flag in 1st person, don't draw it
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if ( ToTFPlayer(GetMoveParent())->InFirstPersonView() )
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return false;
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return BaseClass::ShouldDraw();
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}
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//-----------------------------------------------------------------------------
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// Should this object cast shadows?
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//-----------------------------------------------------------------------------
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ShadowType_t CTFItem::ShadowCastType()
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{
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if ( ToTFPlayer(GetMoveParent())->ShouldDrawThisPlayer() )
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{
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// Using the viewmodel.
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return SHADOWS_NONE;
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}
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return BaseClass::ShadowCastType();
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}
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#endif
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