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.
136 lines
3.2 KiB
136 lines
3.2 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#include "cbase.h"
|
||
|
#include "hl1mp_basecombatweapon_shared.h"
|
||
|
|
||
|
#include "effect_dispatch_data.h"
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "c_te_effect_dispatch.h"
|
||
|
#else
|
||
|
#include "te_effect_dispatch.h"
|
||
|
#endif
|
||
|
|
||
|
#include "hl1_player_shared.h"
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( basehl1mpcombatweapon, CBaseHL1MPCombatWeapon );
|
||
|
|
||
|
IMPLEMENT_NETWORKCLASS_ALIASED( BaseHL1MPCombatWeapon , DT_BaseHL1MPCombatWeapon )
|
||
|
|
||
|
BEGIN_NETWORK_TABLE( CBaseHL1MPCombatWeapon , DT_BaseHL1MPCombatWeapon )
|
||
|
END_NETWORK_TABLE()
|
||
|
|
||
|
BEGIN_PREDICTION_DATA( CBaseHL1MPCombatWeapon )
|
||
|
END_PREDICTION_DATA()
|
||
|
|
||
|
|
||
|
CBaseHL1MPCombatWeapon::CBaseHL1MPCombatWeapon()
|
||
|
{
|
||
|
SetPredictionEligible( true );
|
||
|
AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseHL1MPCombatWeapon::EjectShell( CBaseEntity *pPlayer, int iType )
|
||
|
{
|
||
|
QAngle angShellAngles = pPlayer->GetAbsAngles();
|
||
|
|
||
|
Vector vecForward, vecRight, vecUp;
|
||
|
AngleVectors( angShellAngles, &vecForward, &vecRight, &vecUp );
|
||
|
|
||
|
Vector vecShellPosition = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset();
|
||
|
switch ( iType )
|
||
|
{
|
||
|
case 0:
|
||
|
default:
|
||
|
vecShellPosition += vecRight * 4;
|
||
|
vecShellPosition += vecUp * -12;
|
||
|
vecShellPosition += vecForward * 20;
|
||
|
break;
|
||
|
case 1:
|
||
|
vecShellPosition += vecRight * 6;
|
||
|
vecShellPosition += vecUp * -12;
|
||
|
vecShellPosition += vecForward * 32;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
Vector vecShellVelocity = vec3_origin; // pPlayer->GetAbsVelocity();
|
||
|
vecShellVelocity += vecRight * random->RandomFloat( 50, 70 );
|
||
|
vecShellVelocity += vecUp * random->RandomFloat( 100, 150 );
|
||
|
vecShellVelocity += vecForward * 25;
|
||
|
|
||
|
angShellAngles.x = 0;
|
||
|
angShellAngles.z = 0;
|
||
|
|
||
|
CEffectData data;
|
||
|
data.m_vStart = vecShellVelocity;
|
||
|
data.m_vOrigin = vecShellPosition;
|
||
|
data.m_vAngles = angShellAngles;
|
||
|
data.m_fFlags = iType;
|
||
|
|
||
|
DispatchEffect( "HL1ShellEject", data );
|
||
|
}
|
||
|
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
|
||
|
void CBaseHL1MPCombatWeapon::OnDataChanged( DataUpdateType_t type )
|
||
|
{
|
||
|
BaseClass::OnDataChanged( type );
|
||
|
|
||
|
if ( GetPredictable() && !ShouldPredict() )
|
||
|
ShutdownPredictable();
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CBaseHL1MPCombatWeapon::ShouldPredict()
|
||
|
{
|
||
|
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
|
||
|
return true;
|
||
|
|
||
|
return BaseClass::ShouldPredict();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseHL1MPCombatWeapon::ApplyBoneMatrixTransform( matrix3x4_t& transform )
|
||
|
{
|
||
|
BaseClass::ApplyBoneMatrixTransform( transform );
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
bool CBaseHL1MPCombatWeapon::IsPredicted() const
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
CBasePlayer* CBaseHL1MPCombatWeapon::GetPlayerOwner() const
|
||
|
{
|
||
|
return dynamic_cast< CBasePlayer* >( GetOwner() );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CBaseHL1MPCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ )
|
||
|
{
|
||
|
#ifdef CLIENT_DLL
|
||
|
// If we have some sounds from the weapon classname.txt file, play a random one of them
|
||
|
const char *shootsound = GetWpnData().aShootSounds[ sound_type ];
|
||
|
if ( !shootsound || !shootsound[0] )
|
||
|
return;
|
||
|
|
||
|
CBroadcastRecipientFilter filter; // this is client side only
|
||
|
if ( !te->CanPredict() )
|
||
|
return;
|
||
|
|
||
|
CBaseEntity::EmitSound( filter, GetPlayerOwner()->entindex(), shootsound, &GetPlayerOwner()->GetAbsOrigin() );
|
||
|
#else
|
||
|
BaseClass::WeaponSound( sound_type, soundtime );
|
||
|
#endif
|
||
|
}
|