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167 lines
4.8 KiB
167 lines
4.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client's Support "weapon"
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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 "weapon_twohandedcontainer.h"
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//-----------------------------------------------------------------------------
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// Purpose: Draws little viewmodel attachments
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::ViewModelDrawn( C_BaseViewModel *pBaseViewModel )
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{
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BaseClass::ViewModelDrawn( pBaseViewModel );
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if (pBaseViewModel->ViewModelIndex() != 0)
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{
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->ViewModelDrawn(pBaseViewModel);
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}
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}
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else
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{
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->ViewModelDrawn(pBaseViewModel);
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_WeaponTwoHandedContainer::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin,
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const QAngle& angles, int event, const char *options )
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{
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bool bRight = m_hRightWeapon->OnFireEvent( pViewModel, origin, angles, event, options );
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bool bLeft = m_hLeftWeapon->OnFireEvent( pViewModel, origin, angles, event, options );
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return ( bRight || bLeft );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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// Did we just receive a new weapon?
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bool rightchanged = m_hOldRightWeapon.Get() != m_hRightWeapon.Get() ? true : false;
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bool leftchanged = m_hOldLeftWeapon.Get() != m_hLeftWeapon.Get() ? true : false;
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if ( rightchanged || leftchanged )
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{
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/*
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// Tell weapons that they're being holstered
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if ( m_hRightWeapon != NULL && rightchanged )
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{
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m_hRightWeapon->Holster( NULL );
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}
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if ( m_hLeftWeapon != NULL && leftchanged )
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{
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m_hLeftWeapon->Holster( NULL );
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}
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*/
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HookWeaponEntities();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::HookWeaponEntities( void )
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{
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m_hOldRightWeapon = m_hRightWeapon;
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m_hOldLeftWeapon = m_hLeftWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Never draw the container
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//-----------------------------------------------------------------------------
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bool C_WeaponTwoHandedContainer::ShouldDraw( void )
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{
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: This weapon is the active weapon, and it should now draw anything
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// it wants to. This gets called every frame.
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::Redraw()
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{
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BaseClass::Redraw();
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if ( m_hRightWeapon.Get() )
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{
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m_hRightWeapon->Redraw();
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}
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if ( m_hLeftWeapon.Get() )
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{
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m_hLeftWeapon->Redraw();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw both weapon's ammo's
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::DrawAmmo()
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{
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// Just tell our active weapon to draw it's ammo, since our offhand doesn't use it
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->DrawAmmo();
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}
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if ( m_hRightWeapon.Get() )
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{
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m_hRightWeapon->DrawAmmo();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Let each weapon handle input
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::HandleInput( void )
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{
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BaseClass::HandleInput();
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->HandleInput();
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}
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->HandleInput();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Let each weapon handle input
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//-----------------------------------------------------------------------------
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void C_WeaponTwoHandedContainer::OverrideMouseInput( float *x, float *y )
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{
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BaseClass::OverrideMouseInput( x,y );
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->OverrideMouseInput( x,y );
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}
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->OverrideMouseInput( x,y );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_WeaponTwoHandedContainer::VisibleInWeaponSelection( void )
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{
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return false;
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}
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