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650 lines
20 KiB
650 lines
20 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 "tf_dropped_weapon.h"
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "model_types.h"
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#endif // CLIENT_DLL
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#ifdef GAME_DLL
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#include "tf_player.h"
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#include "tf_weaponbase.h"
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#include "tf_weapon_medigun.h"
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#include "tf_gamerules.h"
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#include "tf_weapon_bottle.h"
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#endif // GAME_DLL
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#ifdef GAME_DLL
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ConVar tf_dropped_weapon_lifetime( "tf_dropped_weapon_lifetime", "30", FCVAR_CHEAT );
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EXTERN_SEND_TABLE( DT_ScriptCreatedItem );
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LINK_ENTITY_TO_CLASS( tf_dropped_weapon, CTFDroppedWeapon );
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PRECACHE_REGISTER( tf_dropped_weapon );
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#else
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EXTERN_RECV_TABLE( DT_ScriptCreatedItem );
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( TFDroppedWeapon, DT_TFDroppedWeapon );
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BEGIN_NETWORK_TABLE( CTFDroppedWeapon, DT_TFDroppedWeapon )
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#if !defined( CLIENT_DLL )
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SendPropDataTable( SENDINFO_DT(m_Item), &REFERENCE_SEND_TABLE(DT_ScriptCreatedItem) ),
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SendPropFloat( SENDINFO( m_flChargeLevel ) ),
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#else
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RecvPropDataTable( RECVINFO_DT(m_Item), 0, &REFERENCE_RECV_TABLE(DT_ScriptCreatedItem) ),
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RecvPropFloat( RECVINFO( m_flChargeLevel ) ),
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#endif
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END_NETWORK_TABLE()
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IMPLEMENT_AUTO_LIST( IDroppedWeaponAutoList );
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//-----------------------------------------------------------------------------
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CTFDroppedWeapon::CTFDroppedWeapon()
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#ifdef GAME_DLL
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: m_nClip( 0 )
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, m_nAmmo( 0 )
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, m_nDetonated( 0 )
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, m_flEnergy( 0.f )
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, m_flEffectBarRegenTime( 0.f )
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#endif
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{
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#ifdef CLIENT_DLL
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m_pGlowEffect = NULL;
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m_bShouldGlowForLocalPlayer = false;
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m_flOldChargeLevel = 0.f;
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#endif // CLIENT_DLL
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m_flChargeLevel.Set( 0.f );
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}
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//-----------------------------------------------------------------------------
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CTFDroppedWeapon::~CTFDroppedWeapon()
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{
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#ifdef CLIENT_DLL
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if ( m_worldmodelStatTrakAddon )
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{
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m_worldmodelStatTrakAddon->Remove();
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}
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if ( m_effect )
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{
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ParticleProp()->StopEmission( m_effect );
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m_effect = NULL;
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}
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DestroyGlowEffect();
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#endif // CLIENT_DLL
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}
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//-----------------------------------------------------------------------------
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void CTFDroppedWeapon::Spawn()
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{
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#ifdef GAME_DLL
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SetModel( STRING( GetModelName() ) );
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SetMoveType( MOVETYPE_FLYGRAVITY );
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SetSolid( SOLID_BBOX );
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SetBlocksLOS( false );
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AddEFlags( EFL_NO_ROTORWASH_PUSH );
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// This will make them not collide with the player, but will collide
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// against other items + weapons
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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CollisionProp()->UseTriggerBounds( true, ITEM_PICKUP_BOX_BLOAT );
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// Create the object in the physics system
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int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE;
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if ( VPhysicsInitNormal( SOLID_VPHYSICS, nSolidFlags, false ) == NULL )
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{
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SetSolid( SOLID_BBOX );
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AddSolidFlags( nSolidFlags );
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// If it's not physical, drop it to the floor
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if ( UTIL_DropToFloor( this, MASK_SOLID ) == 0 )
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{
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Warning( "Item %s fell out of level at %f,%f,%f\n", GetClassname(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z);
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UTIL_Remove( this );
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return;
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}
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}
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#endif // GAME_DLL
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BaseClass::Spawn();
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#ifdef GAME_DLL
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SetContextThink( &CTFDroppedWeapon::SUB_Remove, gpGlobals->curtime + tf_dropped_weapon_lifetime.GetFloat(), "RemoveThink" );
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#endif // GAME_DLL
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}
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#ifdef CLIENT_DLL
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//-----------------------------------------------------------------------------
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void CTFDroppedWeapon::OnPreDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnPreDataChanged( updateType );
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m_flOldChargeLevel = m_flChargeLevel;
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}
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//-----------------------------------------------------------------------------
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void CTFDroppedWeapon::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( updateType == DATA_UPDATE_CREATED )
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{
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// if its startrak attach a model to it
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if ( m_Item.GetItemID() != INVALID_ITEM_ID )
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{
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int iStrangeType = -1;
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for ( int i = 0; i < GetKillEaterAttrCount(); i++ )
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{
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if ( m_Item.FindAttribute( GetKillEaterAttr_Score( i ) ) )
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{
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iStrangeType = i;
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break;
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}
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}
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// It's strange, does it have module as well?
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if ( iStrangeType != -1 )
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{
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CAttribute_String attrModule;
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static CSchemaAttributeDefHandle pAttr_module( "weapon_uses_stattrak_module" );
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if ( m_Item.FindAttribute( pAttr_module, &attrModule ) && attrModule.has_value() )
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{
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static CSchemaAttributeDefHandle pAttr_moduleScale( "weapon_stattrak_module_scale" );
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// Does it have a stat track module
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float flScale = 1.0f;
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uint32 unFloatAsUint32 = 1;
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if ( m_Item.FindAttribute( pAttr_moduleScale, &unFloatAsUint32 ) )
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{
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flScale = (float&)unFloatAsUint32;
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}
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C_BaseAnimating *pStatTrakEnt = new class C_BaseAnimating;
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if ( pStatTrakEnt && pStatTrakEnt->InitializeAsClientEntity( "models/weapons/c_models/stattrack.mdl", RENDER_GROUP_OPAQUE_ENTITY ) )
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{
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pStatTrakEnt->AddEffects( EF_BONEMERGE );
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pStatTrakEnt->AddEffects( EF_BONEMERGE_FASTCULL );
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m_worldmodelStatTrakAddon = pStatTrakEnt;
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pStatTrakEnt->SetParent( this );
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pStatTrakEnt->SetLocalOrigin( vec3_origin );
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pStatTrakEnt->UpdatePartitionListEntry();
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pStatTrakEnt->CollisionProp()->MarkPartitionHandleDirty();
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pStatTrakEnt->SetModelScale( flScale );
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pStatTrakEnt->UpdateVisibility();
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pStatTrakEnt->SetBodygroup( 1, 1 );
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pStatTrakEnt->m_nSkin = m_Item.GetTeamNumber(); // Use the "Sad" skin
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//pStatTrakEnt->SetModelScale( 2.0f );
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// //if ( !cl_righthand.GetBool() )
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// //{
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// // pStatTrakEnt->SetBodygroup( 0, 1 ); // use a special mirror-image stattrak module that appears correct for lefties
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// //}
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RemoveEffects( EF_NODRAW );
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}
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}
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}
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// Normal Attached models (ie festive lights)
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const CEconItemDefinition *pItemDef = m_Item.GetItemDefinition();
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if ( pItemDef )
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{
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// Update the state of additional model attachments
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m_vecAttachedModels.Purge();
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int iTeamNumber = m_Item.GetTeamNumber();
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int iAttachedModels = pItemDef->GetNumAttachedModels( iTeamNumber );
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for ( int i = 0; i < iAttachedModels; i++ )
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{
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attachedmodel_t *pModel = pItemDef->GetAttachedModelData( iTeamNumber, i );
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int iModelIndex = modelinfo->GetModelIndex( pModel->m_pszModelName );
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if ( iModelIndex >= 0 )
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{
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AttachedModelData_t attachedModelData;
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attachedModelData.m_pModel = modelinfo->GetModel( iModelIndex );
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attachedModelData.m_iModelDisplayFlags = pModel->m_iModelDisplayFlags;
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m_vecAttachedModels.AddToTail( attachedModelData );
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}
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}
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// Festive
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{
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static CSchemaAttributeDefHandle pAttr_is_festivized( "is_festivized" );
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if ( pAttr_is_festivized && m_Item.FindAttribute( pAttr_is_festivized ) )
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{
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int iAttachedFestiveModels = pItemDef->GetNumAttachedModelsFestivized( iTeamNumber );
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if ( iAttachedFestiveModels )
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{
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for ( int i = 0; i < iAttachedFestiveModels; i++ )
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{
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attachedmodel_t *pModel = pItemDef->GetAttachedModelDataFestivized( iTeamNumber, i );
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int iModelIndex = modelinfo->GetModelIndex( pModel->m_pszModelName );
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if ( iModelIndex >= 0 )
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{
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AttachedModelData_t attachedModelData;
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attachedModelData.m_pModel = modelinfo->GetModel( iModelIndex );
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attachedModelData.m_iModelDisplayFlags = pModel->m_iModelDisplayFlags;
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m_vecAttachedModels.AddToTail( attachedModelData );
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}
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}
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}
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}
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}
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}
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SetupParticleEffect();
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}
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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if ( m_flOldChargeLevel != m_flChargeLevel )
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{
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float flRem = fmod( m_flChargeLevel, 0.1f );
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if ( flRem < 0.01f )
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{
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ParticleProp()->Create( "drain_effect", PATTACH_POINT_FOLLOW, LookupAttachment( "muzzle" ) );
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EmitSound( "Medigun.DrainCharge" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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void CTFDroppedWeapon::ModifyEmitSoundParams( EmitSound_t ¶ms )
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{
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params.m_nPitch = RemapVal( m_flChargeLevel, 0.f, 1.f, 90, 180 );
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params.m_nFlags |= SND_CHANGE_PITCH;
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}
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//-----------------------------------------------------------------------------
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bool CTFDroppedWeapon::OnInternalDrawModel( ClientModelRenderInfo_t *pInfo )
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{
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if ( !BaseClass::OnInternalDrawModel( pInfo ) )
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return false;
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// Draw Attached Models
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// Draw our attached models as well
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for ( int i = 0; i < m_vecAttachedModels.Size(); i++ )
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{
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const AttachedModelData_t& attachedModel = m_vecAttachedModels[i];
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if ( attachedModel.m_pModel && ( attachedModel.m_iModelDisplayFlags & kAttachedModelDisplayFlag_WorldModel ) )
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{
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ClientModelRenderInfo_t infoAttached = *pInfo;
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infoAttached.pRenderable = this;
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infoAttached.instance = MODEL_INSTANCE_INVALID;
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infoAttached.entity_index = this->index;
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infoAttached.pModel = attachedModel.m_pModel;
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infoAttached.pModelToWorld = &infoAttached.modelToWorld;
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// Turns the origin + angles into a matrix
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AngleMatrix( infoAttached.angles, infoAttached.origin, infoAttached.modelToWorld );
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DrawModelState_t state;
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matrix3x4_t *pBoneToWorld;
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bool bMarkAsDrawn = modelrender->DrawModelSetup( infoAttached, &state, NULL, &pBoneToWorld );
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DoInternalDrawModel( &infoAttached, ( bMarkAsDrawn && ( infoAttached.flags & STUDIO_RENDER ) ) ? &state : NULL, pBoneToWorld );
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get an econ material override for the given team.
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// Returns: NULL if there is no override.
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//-----------------------------------------------------------------------------
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IMaterial *CTFDroppedWeapon::GetEconWeaponMaterialOverride( int iTeam )
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{
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CEconItemView *pItemView = GetItem();
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if ( !pItemView )
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return NULL;
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return pItemView->GetMaterialOverride( iTeam );
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}
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//-----------------------------------------------------------------------------
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void CTFDroppedWeapon::SetupParticleEffect()
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{
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attachedparticlesystem_t *pParticleSystem = NULL;
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// do community_sparkle effect if this is a community item?
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const int iQualityParticleType = m_Item.GetQualityParticleType();
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if ( iQualityParticleType > 0 )
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{
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pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( iQualityParticleType );
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}
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if ( !pParticleSystem )
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{
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// does this hat even have a particle effect
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static CSchemaAttributeDefHandle pAttrDef_AttachParticleEffect( "attach particle effect" );
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uint32 iValue = 0;
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if ( !m_Item.FindAttribute( pAttrDef_AttachParticleEffect, &iValue ) )
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{
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return;
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}
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const float& value_as_float = (float&)iValue;
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pParticleSystem = GetItemSchema()->GetAttributeControlledParticleSystem( value_as_float );
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}
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// failed to find any particle effect
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if ( !pParticleSystem )
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{
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return;
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}
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// Team Color
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if ( GetTeamNumber() == TF_TEAM_BLUE && V_stristr( pParticleSystem->pszSystemName, "_teamcolor_red" ))
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{
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static char pBlue[256];
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V_StrSubst( pParticleSystem->pszSystemName, "_teamcolor_red", "_teamcolor_blue", pBlue, 256 );
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pParticleSystem = GetItemSchema()->FindAttributeControlledParticleSystem( pBlue );
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if ( !pParticleSystem )
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{
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return;
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}
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}
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// World model effect
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// Stop it on both the viewmodel & the world model, because it may be removed due to first/thirdperson switch
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static char pszTempName[256];
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const char* pszSystemName = pParticleSystem->pszSystemName;
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// Weapon Remap for a Base Effect to be used on a specific weapon
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if ( pParticleSystem->bUseSuffixName && m_Item.GetItemDefinition()->GetParticleSuffix() )
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{
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V_strcpy_safe( pszTempName, pszSystemName );
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V_strcat_safe( pszTempName, "_" );
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V_strcat_safe( pszTempName, m_Item.GetItemDefinition()->GetParticleSuffix() );
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pszSystemName = pszTempName;
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}
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m_effect = ParticleProp()->Create( pszSystemName, PATTACH_ABSORIGIN_FOLLOW );
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if ( m_effect )
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{
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for ( int i=0; i<ARRAYSIZE( pParticleSystem->pszControlPoints ); ++i )
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{
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const char *pszAttachmentName = pParticleSystem->pszControlPoints[i];
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if ( pszAttachmentName && pszAttachmentName[0] != '\0' )
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{
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ParticleProp()->AddControlPoint( m_effect, i, this, PATTACH_POINT_FOLLOW, pParticleSystem->pszControlPoints[i] );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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void CTFDroppedWeapon::ClientThink()
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{
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C_TFPlayer *pTFPlayer = C_TFPlayer::GetLocalTFPlayer();
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bool bShouldGlowForLocalPlayer = pTFPlayer && pTFPlayer->IsAlive() && pTFPlayer->CanPickupDroppedWeapon( this ) && pTFPlayer->IsLineOfSightClear( this );
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if ( bShouldGlowForLocalPlayer )
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{
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// ignore the item that the player's equipped
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int iLoadoutSlot = 0;
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CTFItemDefinition *pItemDef = m_Item.GetStaticData();
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if ( pItemDef )
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{
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int iClass = pTFPlayer->GetPlayerClass()->GetClassIndex();
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iLoadoutSlot = pItemDef->GetLoadoutSlot( iClass );
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||
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CTFWeaponBase *pWeapon = dynamic_cast< CTFWeaponBase* >( pTFPlayer->GetEntityForLoadoutSlot( iLoadoutSlot ) );
|
||
|
if ( pWeapon && *pWeapon->GetAttributeContainer()->GetItem() == m_Item )
|
||
|
{
|
||
|
bShouldGlowForLocalPlayer = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_bShouldGlowForLocalPlayer != bShouldGlowForLocalPlayer )
|
||
|
{
|
||
|
m_bShouldGlowForLocalPlayer = bShouldGlowForLocalPlayer;
|
||
|
UpdateGlowEffect();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDroppedWeapon::UpdateGlowEffect( void )
|
||
|
{
|
||
|
// destroy the existing effect
|
||
|
if ( m_pGlowEffect )
|
||
|
{
|
||
|
DestroyGlowEffect();
|
||
|
}
|
||
|
|
||
|
// create a new effect if we have a cart
|
||
|
if ( m_bShouldGlowForLocalPlayer )
|
||
|
{
|
||
|
Vector color = Vector( 0.745f, 0.773f, 0.157f );
|
||
|
m_pGlowEffect = new CGlowObject( this, color, 1.0, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDroppedWeapon::DestroyGlowEffect( void )
|
||
|
{
|
||
|
if ( m_pGlowEffect )
|
||
|
{
|
||
|
delete m_pGlowEffect;
|
||
|
m_pGlowEffect = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFDroppedWeapon::IsVisibleToTargetID( void ) const
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pLocalPlayer )
|
||
|
return false;
|
||
|
return pLocalPlayer->CanPickupDroppedWeapon( this );
|
||
|
}
|
||
|
|
||
|
#endif // CLIENT_DLL
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
#define MAX_DROPPED_WEAPON_COUNT 32
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CTFDroppedWeapon *CTFDroppedWeapon::Create( CTFPlayer *pLastOwner, const Vector &vecOrigin, const QAngle &vecAngles, const char *pszModelName, const CEconItemView *pItem )
|
||
|
{
|
||
|
// don't drop weapon in MVM
|
||
|
if ( TFGameRules()->IsMannVsMachineMode() )
|
||
|
return NULL;
|
||
|
|
||
|
int nNumRemoved = 0;
|
||
|
|
||
|
// make sure we clean up the same item that was dropped before dropping a new one
|
||
|
for ( int i=0; i<CTFDroppedWeapon::AutoList().Count(); ++i )
|
||
|
{
|
||
|
CTFDroppedWeapon *pDroppedWeapon = static_cast< CTFDroppedWeapon* >( CTFDroppedWeapon::AutoList()[i] );
|
||
|
if ( pDroppedWeapon->m_Item.GetItemID() == pItem->GetItemID() && pDroppedWeapon->m_Item.GetItemDefIndex() == pItem->GetItemDefIndex() && pDroppedWeapon->m_hPlayer.Get() == pLastOwner )
|
||
|
{
|
||
|
UTIL_Remove( pDroppedWeapon );
|
||
|
nNumRemoved++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if we're still going over max dropped weapon count, remove more items
|
||
|
int nNumToRemove = CTFDroppedWeapon::AutoList().Count() - nNumRemoved - MAX_DROPPED_WEAPON_COUNT;
|
||
|
for ( int i=0; i<CTFDroppedWeapon::AutoList().Count() && nNumToRemove > 0; ++i )
|
||
|
{
|
||
|
CTFDroppedWeapon *pDroppedWeapon = static_cast< CTFDroppedWeapon* >( CTFDroppedWeapon::AutoList()[i] );
|
||
|
|
||
|
// skip item that we already marked for deletion
|
||
|
if ( pDroppedWeapon->IsMarkedForDeletion() )
|
||
|
continue;
|
||
|
|
||
|
UTIL_Remove( pDroppedWeapon );
|
||
|
nNumToRemove--;
|
||
|
}
|
||
|
|
||
|
CTFDroppedWeapon *pDroppedWeapon = static_cast<CTFDroppedWeapon*>( CBaseAnimating::CreateNoSpawn( "tf_dropped_weapon", vecOrigin, vecAngles ) );
|
||
|
if ( pDroppedWeapon )
|
||
|
{
|
||
|
pDroppedWeapon->SetModelName( AllocPooledString( pszModelName ) );
|
||
|
pDroppedWeapon->SetItem( pItem );
|
||
|
DispatchSpawn( pDroppedWeapon );
|
||
|
}
|
||
|
|
||
|
return pDroppedWeapon;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDroppedWeapon::InitDroppedWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon, bool bSwap, bool bIsSuicide /*= false*/ )
|
||
|
{
|
||
|
m_hPlayer = pPlayer;
|
||
|
|
||
|
// Calculate the initial impulse on the weapon.
|
||
|
Vector vecImpulse( 0.0f, 0.0f, 0.0f );
|
||
|
float flImpulseScale = 0.f;
|
||
|
if ( bSwap && pPlayer )
|
||
|
{
|
||
|
Vector vecForward, vecUp;
|
||
|
AngleVectors( pPlayer->EyeAngles(), &vecForward, NULL, &vecUp );
|
||
|
vecImpulse += Vector(0,0,1.5); //vecUp * 0.5f;
|
||
|
vecImpulse += vecForward * 1.0f;
|
||
|
flImpulseScale = 250.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vecRight, vecUp;
|
||
|
AngleVectors( EyeAngles(), NULL, &vecRight, &vecUp );
|
||
|
vecImpulse += vecUp * random->RandomFloat( -0.25, 0.25 );
|
||
|
vecImpulse += vecRight * random->RandomFloat( -0.25, 0.25 );
|
||
|
flImpulseScale = random->RandomFloat( 100.f, 150.f );
|
||
|
}
|
||
|
VectorNormalize( vecImpulse );
|
||
|
vecImpulse *= flImpulseScale;
|
||
|
vecImpulse += GetAbsVelocity();
|
||
|
|
||
|
if ( VPhysicsGetObject() )
|
||
|
{
|
||
|
// We can probably remove this when the mass on the weapons is correct!
|
||
|
VPhysicsGetObject()->SetMass( 25.0f );
|
||
|
AngularImpulse angImpulse( 0, random->RandomFloat( 0, 100 ), 0 );
|
||
|
VPhysicsGetObject()->SetVelocityInstantaneous( &vecImpulse, &angImpulse );
|
||
|
}
|
||
|
|
||
|
m_nSkin = pWeapon->GetSkin();
|
||
|
|
||
|
m_nClip = pWeapon->IsEnergyWeapon() ? pWeapon->GetMaxClip1() : pWeapon->Clip1();
|
||
|
m_nAmmo = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
|
||
|
m_flEnergy = pWeapon->Energy_GetEnergy();
|
||
|
m_flNextPrimaryAttack = pWeapon->m_flNextPrimaryAttack;
|
||
|
m_flNextSecondaryAttack = pWeapon->m_flNextSecondaryAttack;
|
||
|
|
||
|
if ( bIsSuicide )
|
||
|
{
|
||
|
m_flChargeLevel = 0.f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CWeaponMedigun *pMedigun = dynamic_cast< CWeaponMedigun* >( pWeapon );
|
||
|
if ( pMedigun )
|
||
|
{
|
||
|
m_flChargeLevel.Set( pMedigun->GetChargeLevel() );
|
||
|
if ( m_flChargeLevel > 0.f )
|
||
|
{
|
||
|
SetContextThink( &CTFDroppedWeapon::ChargeLevelDegradeThink, gpGlobals->curtime + 0.1f, "ChargeLevelDegradeThink" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CTFStickBomb *pStickBomb = dynamic_cast< CTFStickBomb* >( pWeapon );
|
||
|
if ( pStickBomb )
|
||
|
{
|
||
|
m_nDetonated = pStickBomb->GetDetonated();
|
||
|
}
|
||
|
|
||
|
// Capture bar regen (Jarate, base ball)
|
||
|
m_flEffectBarRegenTime = pWeapon->m_flEffectBarRegenTime;
|
||
|
|
||
|
//DevMsg( "Dropped weapon with: clip[%d] ammo[%d] energy[%f]\n", m_nClip, m_nAmmo, m_flEnergy );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDroppedWeapon::InitPickedUpWeapon( CTFPlayer *pPlayer, CTFWeaponBase *pWeapon )
|
||
|
{
|
||
|
// clear the context think
|
||
|
SetContextThink( NULL, 0, "ChargeLevelDegradeThink" );
|
||
|
|
||
|
// preserve the ammo
|
||
|
int nCurrentMetal = pPlayer->GetAmmoCount( TF_AMMO_METAL );
|
||
|
pWeapon->m_iClip1 = m_nClip;
|
||
|
if ( pWeapon->GetPrimaryAmmoType() != -1 )
|
||
|
{
|
||
|
pPlayer->SetAmmoCount( m_nAmmo, pWeapon->GetPrimaryAmmoType() );
|
||
|
}
|
||
|
// SetAmmoCount can override metal for some weapon
|
||
|
// Make sure engineer don't gain metal by picking up weapon
|
||
|
pPlayer->SetAmmoCount( nCurrentMetal, TF_AMMO_METAL );
|
||
|
pWeapon->Energy_SetEnergy( m_flEnergy );
|
||
|
|
||
|
CWeaponMedigun *pMedigun = dynamic_cast< CWeaponMedigun* >( pWeapon );
|
||
|
if ( pMedigun )
|
||
|
{
|
||
|
pMedigun->SetChargeLevel( m_flChargeLevel );
|
||
|
}
|
||
|
|
||
|
CTFStickBomb *pStickBomb = dynamic_cast< CTFStickBomb* >( pWeapon );
|
||
|
if ( pStickBomb )
|
||
|
{
|
||
|
pStickBomb->SetDetonated( m_nDetonated );
|
||
|
}
|
||
|
|
||
|
// stomp the team color
|
||
|
if ( pWeapon->GetAttributeContainer() && pWeapon->GetAttributeContainer()->GetItem() )
|
||
|
{
|
||
|
pWeapon->GetAttributeContainer()->GetItem()->SetTeamNumber( GetItem()->GetTeamNumber() );
|
||
|
}
|
||
|
|
||
|
pWeapon->m_flEffectBarRegenTime = m_flEffectBarRegenTime;
|
||
|
pWeapon->m_flNextPrimaryAttack = m_flNextPrimaryAttack;
|
||
|
pWeapon->m_flNextSecondaryAttack = m_flNextSecondaryAttack;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDroppedWeapon::ChargeLevelDegradeThink()
|
||
|
{
|
||
|
m_flChargeLevel.Set( m_flChargeLevel - 0.01f );
|
||
|
|
||
|
if ( m_flChargeLevel < 0.f )
|
||
|
{
|
||
|
m_flChargeLevel.Set( 0.f );
|
||
|
SetContextThink( NULL, 0, "ChargeLevelDegradeThink" );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SetContextThink( &CTFDroppedWeapon::ChargeLevelDegradeThink, gpGlobals->curtime + 0.1f, "ChargeLevelDegradeThink" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFDroppedWeapon::SetItem( const CEconItemView *pItem )
|
||
|
{
|
||
|
if ( pItem )
|
||
|
m_Item.CopyFrom( *pItem );
|
||
|
}
|
||
|
#endif // GAME_DLL
|