You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
216 lines
6.5 KiB
216 lines
6.5 KiB
![]()
4 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "basetfplayer_shared.h"
|
||
|
#include "basetfcombatweapon_shared.h"
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
#include "hud.h"
|
||
|
#include <vgui_controls/Controls.h>
|
||
|
#include <vgui/ISurface.h>
|
||
|
#endif
|
||
|
|
||
|
#include "weapon_objectselection.h"
|
||
|
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
#include "weapon_builder.h"
|
||
|
#endif
|
||
|
|
||
|
// memdbgon must be the last include file in a .cpp file!!!
|
||
|
#include "tier0/memdbgon.h"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_objectselection, CWeaponObjectSelection );
|
||
|
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_objectselection );
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CWeaponObjectSelection )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponObjectSelection, DT_WeaponObjectSelection )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CWeaponObjectSelection, DT_WeaponObjectSelection )
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
SendPropInt( SENDINFO( m_iObjectType ), 8, SPROP_UNSIGNED ),
|
||
|
#else
|
||
|
RecvPropInt( RECVINFO( m_iObjectType ) ),
|
||
|
#endif
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CWeaponObjectSelection::CWeaponObjectSelection()
|
||
|
{
|
||
|
#if defined( CLIENT_DLL )
|
||
|
m_bNeedSpriteSetup = true;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Deploy the builder weapon instead of this weapon, and tell it to switch to this object.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponObjectSelection::CanDeploy( void )
|
||
|
{
|
||
|
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
|
||
|
if (!pPlayer)
|
||
|
return false;
|
||
|
|
||
|
#if !defined(CLIENT_DLL)
|
||
|
// Select a state for the builder weapon
|
||
|
CWeaponBuilder *pBuilder = pPlayer->GetWeaponBuilder();
|
||
|
if ( pBuilder )
|
||
|
{
|
||
|
pBuilder->SetCurrentObject( m_iObjectType );
|
||
|
pPlayer->Weapon_Switch( pBuilder );
|
||
|
pPlayer->SetNextAttack( gpGlobals->curtime );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Never deploy this weapon
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CWeaponObjectSelection::SetType( int iType )
|
||
|
{
|
||
|
m_iObjectType = iType;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Setup the weapon selection sprite we should use for this weapon
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponObjectSelection::SetupObjectSelectionSprite( void )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
// Use the sprite details from the text file, with a custom sprite
|
||
|
char *iconTexture = GetObjectInfo( m_iObjectType )->m_pIconActive;
|
||
|
if ( iconTexture && iconTexture[ 0 ] )
|
||
|
{
|
||
|
m_pSelectionTexture = gHUD.GetIcon( iconTexture );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pSelectionTexture = NULL;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return true if this weapon has some ammo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CWeaponObjectSelection::HasAmmo( void )
|
||
|
{
|
||
|
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return false;
|
||
|
|
||
|
int iCost = CalculateObjectCost( m_iObjectType, pOwner->GetNumObjects(m_iObjectType), pOwner->GetTeamNumber() );
|
||
|
return ( pOwner->GetBankResources() >= iCost );
|
||
|
}
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponObjectSelection::PreDataUpdate( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::PreDataUpdate(updateType);
|
||
|
|
||
|
m_iOldObjectType = m_iObjectType;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : updateType -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponObjectSelection::PostDataUpdate( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::PostDataUpdate( updateType );
|
||
|
|
||
|
// Note, can't do this in OnDataChanged since you can get multiple
|
||
|
// predataupdates/postdataupdates in one frame but only one OnDataChanged just before
|
||
|
// rendering
|
||
|
if ( m_iOldObjectType != m_iObjectType )
|
||
|
{
|
||
|
m_bNeedSpriteSetup = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CWeaponObjectSelection::OnDataChanged( DataUpdateType_t updateType )
|
||
|
{
|
||
|
BaseClass::OnDataChanged(updateType);
|
||
|
|
||
|
// If our type has changed or we've never been set up, then
|
||
|
// setup our object selection sprite
|
||
|
if ( m_bNeedSpriteSetup)
|
||
|
{
|
||
|
m_bNeedSpriteSetup = false;
|
||
|
SetupObjectSelectionSprite();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CWeaponObjectSelection::GetSubType( void )
|
||
|
{
|
||
|
#if !defined( CLIENT_DLL )
|
||
|
return BaseClass::GetSubType();
|
||
|
#else
|
||
|
// We don't network down the subtype, so use out object type
|
||
|
return m_iObjectType;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CWeaponObjectSelection::GetSlot( void ) const
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_SelectionSlot;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CWeaponObjectSelection::GetPosition( void ) const
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_SelectionPosition;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : char const
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CWeaponObjectSelection::GetPrintName( void ) const
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_pStatusName;
|
||
|
}
|
||
|
|
||
|
#if defined( CLIENT_DLL )
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHudTexture const * CWeaponObjectSelection::GetSpriteActive( void ) const
|
||
|
{
|
||
|
return m_pSelectionTexture;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHudTexture const * CWeaponObjectSelection::GetSpriteInactive( void ) const
|
||
|
{
|
||
|
return m_pSelectionTexture;
|
||
|
}
|
||
|
|
||
|
#endif
|