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396 lines
11 KiB
396 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Support weapon and weapons contained within it
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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 "basetfplayer_shared.h"
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#include "weapon_twohandedcontainer.h"
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#include "baseviewmodel_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponTwoHandedContainer::CWeaponTwoHandedContainer()
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{
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m_hRightWeapon = NULL;
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m_hLeftWeapon = NULL;
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SetPredictionEligible( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CWeaponTwoHandedContainer::~CWeaponTwoHandedContainer()
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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 CWeaponTwoHandedContainer::Spawn( void )
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{
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BaseClass::Spawn();
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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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void CWeaponTwoHandedContainer::GetViewmodelBoneControllers( CBaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS])
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{
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C_BasePlayer *player = ToBasePlayer( GetOwner() );
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Assert( player );
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if ( !player )
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return;
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// Find the weapon that matches the viewmodel
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if ( m_hLeftWeapon != NULL && player->GetViewModel(0) == pViewModel )
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{
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m_hLeftWeapon->GetViewmodelBoneControllers( pViewModel, controllers);
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}
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else if ( m_hRightWeapon != NULL && player->GetViewModel(1) == pViewModel )
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{
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m_hRightWeapon->GetViewmodelBoneControllers( pViewModel, controllers);
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}
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}
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#else // CLIENT_DLL
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void CWeaponTwoHandedContainer::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
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{
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// Skip this work if we're already marked for transmission.
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if ( pInfo->m_pTransmitEdict->Get( entindex() ) )
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return;
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// Send our left and right weapons.
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if ( m_hLeftWeapon )
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m_hLeftWeapon->SetTransmit( pInfo, bAlways );
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if ( m_hRightWeapon )
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m_hRightWeapon->SetTransmit( pInfo, bAlways );
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BaseClass::SetTransmit( pInfo, bAlways );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *CWeaponTwoHandedContainer::GetViewModel( int viewmodelindex /*=0*/ )
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{
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if ( m_hLeftWeapon != NULL && m_hRightWeapon != NULL )
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{
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if ( viewmodelindex == 0 )
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{
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return m_hLeftWeapon->GetViewModel();
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}
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else
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{
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return m_hRightWeapon->GetViewModel();
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}
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}
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return BaseClass::GetViewModel( viewmodelindex );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the string to print death notices with
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//-----------------------------------------------------------------------------
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char *CWeaponTwoHandedContainer::GetDeathNoticeName( void )
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{
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// If we have a weapon in our left slot, return it. Otherwise, return this weapon.
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if ( m_hLeftWeapon )
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return m_hLeftWeapon->GetDeathNoticeName();
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return BaseClass::GetDeathNoticeName();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponTwoHandedContainer::ItemPostFrame( void )
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{
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// HACK HACK: Do nonshield first in case it disallows ItemPostFrame on shield
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if ( m_hLeftWeapon != NULL )
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{
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// REMOVE WHEN ALL WEAPONS ARE PREDICTED!
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#if defined( CLIENT_DLL )
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if ( m_hLeftWeapon->IsPredicted() )
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#endif
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m_hLeftWeapon->ItemPostFrame();
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}
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if ( m_hRightWeapon != NULL && m_hRightWeapon->IsPredicted() )
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{
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// REMOVE WHEN ALL WEAPONS ARE PREDICTED!
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#if defined( CLIENT_DLL )
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if ( m_hRightWeapon->IsPredicted() )
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#endif
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m_hRightWeapon->ItemPostFrame();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet
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//-----------------------------------------------------------------------------
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void CWeaponTwoHandedContainer::ItemBusyFrame( void )
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{
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// HACK HACK: Do nonshield first in case it disallows ItemPostFrame on shield
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if ( m_hLeftWeapon != NULL )
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{
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m_hLeftWeapon->ItemBusyFrame();
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}
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if ( m_hRightWeapon != NULL )
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{
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m_hRightWeapon->ItemBusyFrame();
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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 CWeaponTwoHandedContainer::SetWeapons( CBaseTFCombatWeapon *left, CBaseTFCombatWeapon *right )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// Do we have a different left weapon?
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if ( m_hLeftWeapon.Get() && m_hLeftWeapon != left )
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{
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// Holster our old one
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m_hLeftWeapon->Holster();
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m_hLeftWeapon = NULL;
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}
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// Do we have a different right weapon?
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if ( m_hRightWeapon.Get() && m_hRightWeapon != right )
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{
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// Holster our old one
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m_hRightWeapon->Holster();
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m_hRightWeapon = NULL;
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}
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// Make new weapons if we need to
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if ( !m_hLeftWeapon )
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{
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m_hLeftWeapon = left;
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->SetOwner( pOwner );
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m_hLeftWeapon->Deploy();
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m_hLeftWeapon->SetViewModelIndex( 0 );
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//m_hLeftWeapon->SendWeaponAnim( ACT_IDLE );
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}
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}
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if ( !m_hRightWeapon )
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{
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m_hRightWeapon = right;
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->SetOwner( pOwner );
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m_hRightWeapon->Deploy();
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m_hRightWeapon->SetViewModelIndex( 1 );
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//m_hRightWeapon->SendWeaponAnim( ACT_IDLE );
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UnhideSecondViewmodel();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Unhide the second viewmodel, in case we're switching from a single weapon
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//-----------------------------------------------------------------------------
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void CWeaponTwoHandedContainer::UnhideSecondViewmodel( void )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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if ( pOwner )
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{
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CBaseViewModel *pVM = pOwner->GetViewModel(1);
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if ( pVM )
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{
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pVM->RemoveEffects( EF_NODRAW );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Abort any reload we have in progress
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//-----------------------------------------------------------------------------
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void CWeaponTwoHandedContainer::AbortReload( void )
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{
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BaseClass::AbortReload();
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->AbortReload();
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}
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->AbortReload();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the left weapon has any ammo
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//-----------------------------------------------------------------------------
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bool CWeaponTwoHandedContainer::HasAnyAmmo( void )
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{
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if ( m_hLeftWeapon )
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return m_hLeftWeapon->HasAnyAmmo();
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return BaseClass::HasAnyAmmo();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deploy and start thinking
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//-----------------------------------------------------------------------------
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bool CWeaponTwoHandedContainer::Deploy( void )
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{
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if ( !BaseClass::Deploy() )
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return false;
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->Deploy();
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}
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->Deploy();
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UnhideSecondViewmodel();
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseCombatWeapon *CWeaponTwoHandedContainer::GetLastWeapon( void )
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{
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if ( m_hLeftWeapon )
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return m_hLeftWeapon->GetLastWeapon();
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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float CWeaponTwoHandedContainer::GetDefaultAnimSpeed( void )
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{
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if ( m_hLeftWeapon )
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return m_hLeftWeapon->GetDefaultAnimSpeed();
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return 1.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop thinking and holster
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//-----------------------------------------------------------------------------
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bool CWeaponTwoHandedContainer::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
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// If I'm holstering a weapon for another weapon that supports two-handed, just switch them out
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CBaseTFCombatWeapon *pWeapon = (CBaseTFCombatWeapon *)pSwitchingTo;
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if ( pWeapon && pWeapon->SupportsTwoHanded() )
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{
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// For now, holster the left weapon and switch it.
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// In the future, we might want weapons to say which side they'd like to be on
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SetWeapons( pWeapon, m_hRightWeapon );
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// We might need to force the new weapon to be in the right animation
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if ( 0 ) //if ( m_hRightWeapon.Get() && m_hRightWeapon->IsReflectingAnimations() )
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{
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pWeapon->SendWeaponAnim( m_hRightWeapon->GetLastReflectedActivity() );
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}
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UnhideSecondViewmodel();
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return false;
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}
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if ( m_hLeftWeapon )
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{
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m_hLeftWeapon->Holster(pSwitchingTo);
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}
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if ( m_hRightWeapon )
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{
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m_hRightWeapon->Holster(pSwitchingTo);
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}
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// We're changing to a single weapon, so hide the second viewmodel
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if ( pOwner )
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{
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CBaseViewModel *pVM = pOwner->GetViewModel(1);
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if ( pVM )
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{
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pVM->AddEffects( EF_NODRAW );
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}
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}
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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the correct weight of our active weapon
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//-----------------------------------------------------------------------------
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int CWeaponTwoHandedContainer::GetWeight( void )
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{
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if ( !m_hLeftWeapon )
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return BaseClass::GetWeight();
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return m_hLeftWeapon->GetWpnData().iWeight;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBaseTFCombatWeapon
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//-----------------------------------------------------------------------------
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CBaseTFCombatWeapon *CWeaponTwoHandedContainer::GetLeftWeapon( void )
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{
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return m_hLeftWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBaseTFCombatWeapon
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//-----------------------------------------------------------------------------
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CBaseTFCombatWeapon *CWeaponTwoHandedContainer::GetRightWeapon( void )
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{
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return m_hRightWeapon;
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}
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LINK_ENTITY_TO_CLASS( weapon_twohandedcontainer, CWeaponTwoHandedContainer );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTwoHandedContainer , DT_WeaponTwoHandedContainer )
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BEGIN_NETWORK_TABLE( CWeaponTwoHandedContainer , DT_WeaponTwoHandedContainer )
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#if !defined( CLIENT_DLL )
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SendPropEHandle( SENDINFO(m_hRightWeapon) ),
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SendPropEHandle( SENDINFO(m_hLeftWeapon) ),
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#else
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RecvPropEHandle( RECVINFO(m_hRightWeapon ) ),
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RecvPropEHandle( RECVINFO(m_hLeftWeapon ) ),
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#endif
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponTwoHandedContainer )
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DEFINE_PRED_FIELD( m_hRightWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_hLeftWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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#if defined( CLIENT_DLL )
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// DEFINE_FIELD( m_hOldRightWeapon, FIELD_EHANDLE ),
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// DEFINE_FIELD( m_hOldLeftWeapon, FIELD_EHANDLE ),
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#endif
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END_PREDICTION_DATA()
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PRECACHE_WEAPON_REGISTER(weapon_twohandedcontainer);
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