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230 lines
8.2 KiB
230 lines
8.2 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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//=============================================================================
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#ifndef ECON_ENTITY_H
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#define ECON_ENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ihasattributes.h"
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#include "ihasowner.h"
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#include "attribute_manager.h"
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#include "econ_item_view.h"
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#if defined( CLIENT_DLL )
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#define CEconEntity C_EconEntity
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#define CBaseAttributableItem C_BaseAttributableItem
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// Additional attachments.
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struct AttachedModelData_t
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{
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const model_t *m_pModel;
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int m_iModelDisplayFlags;
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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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class CEconEntity : public CBaseAnimating, public IHasAttributes
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{
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DECLARE_CLASS( CEconEntity, CBaseAnimating );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CEconEntity();
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~CEconEntity();
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void InitializeAttributes( void );
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void DebugDescribe( void );
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Activity TranslateViewmodelHandActivity( Activity actBase );
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virtual void UpdateOnRemove( void );
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virtual CStudioHdr * OnNewModel();
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#if !defined( CLIENT_DLL )
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virtual void GiveTo( CBaseEntity *pOther ) {}
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void OnOwnerClassChange( void );
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void UpdateModelToClass( void );
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void PlayAnimForPlaybackEvent( wearableanimplayback_t iPlayback );
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virtual int CalculateVisibleClassFor( CBaseCombatCharacter *pPlayer );
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
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void MarkAttachedEntityAsValidated() { m_bValidatedAttachedEntity = true; }
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#endif // TF_DLL || TF_CLIENT_DLL
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#else
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enum ParticleSystemState_t
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{
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PARTICLE_SYSTEM_STATE_NOT_VISIBLE,
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PARTICLE_SYSTEM_STATE_VISIBLE,
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PARTICLE_SYSTEM_STATE_VISIBLE_VM
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};
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virtual void Release();
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virtual void SetDormant( bool bDormant );
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virtual void OnPreDataChanged( DataUpdateType_t type );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual bool ShouldShowToolTip( void ) { return true; }
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virtual bool InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup );
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virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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virtual IMaterial *GetEconWeaponMaterialOverride( int iTeam ) OVERRIDE;
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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bool InternalFireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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// Custom flex controllers
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virtual bool UsesFlexDelayedWeights( void );
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
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float m_flFlexDelayTime;
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float * m_flFlexDelayedWeight;
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int m_cFlexDelayedWeight;
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// Custom particle attachments
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bool HasCustomParticleSystems( void ) const;
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void UpdateParticleSystems( void );
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virtual bool ShouldDrawParticleSystems( void );
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void SetParticleSystemsVisible( ParticleSystemState_t bVisible );
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void UpdateSingleParticleSystem( bool bVisible, const attachedparticlesystem_t *pSystem );
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virtual void UpdateAttachmentModels( void );
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virtual bool AttachmentModelsShouldBeVisible( void ) { return true; }
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void GetEconParticleSystems( CUtlVector<const attachedparticlesystem_t *> *out_pvecParticleSystems ) const;
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// Model swaping
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bool ShouldDraw( void );
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bool ShouldHideForVisionFilterFlags( void );
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virtual bool IsTransparent( void ) OVERRIDE;
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// Viewmodel overriding
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virtual bool ViewModel_IsTransparent( void );
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virtual bool ViewModel_IsUsingFBTexture( void );
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virtual bool IsOverridingViewmodel( void );
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags );
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// Attachments
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bool WantsToOverrideViewmodelAttachments( void ) { return (m_hViewmodelAttachment != NULL); }
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virtual int LookupAttachment( const char *pAttachmentName );
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virtual bool GetAttachment( const char *szName, Vector &absOrigin ) { return BaseClass::GetAttachment(szName,absOrigin); }
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virtual bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles ) { return BaseClass::GetAttachment(szName,absOrigin,absAngles); }
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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C_BaseAnimating *GetViewmodelAttachment( void ) { return m_hViewmodelAttachment.Get(); }
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virtual void ViewModelAttachmentBlending( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask ) {}
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void SetWaitingToLoad( bool bWaiting );
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virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry );
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virtual void SetMaterialOverride( int team, const char *pszMaterial );
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virtual void SetMaterialOverride( int team, CMaterialReference &ref );
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// Deal with recording
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virtual void GetToolRecordingState( KeyValues *msg );
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#endif
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public:
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// IHasAttributes
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CAttributeManager *GetAttributeManager( void ) { return &m_AttributeManager; }
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CAttributeContainer *GetAttributeContainer( void ) { return &m_AttributeManager; }
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const CAttributeContainer *GetAttributeContainer( void ) const { return &m_AttributeManager; }
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CBaseEntity *GetAttributeOwner( void ) { return GetOwnerEntity(); }
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CAttributeList *GetAttributeList( void ) { return m_AttributeManager.GetItem()->GetAttributeList(); }
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virtual void ReapplyProvision( void );
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virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState );
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protected:
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virtual Activity TranslateViewmodelHandActivityInternal( Activity actBase ) { return actBase; }
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protected:
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CNetworkVarEmbedded( CAttributeContainer, m_AttributeManager );
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#if defined(TF_DLL) || defined(TF_CLIENT_DLL)
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CNetworkVar( bool, m_bValidatedAttachedEntity );
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#endif // TF_DLL || TF_CLIENT_DLL
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#ifdef CLIENT_DLL
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bool m_bClientside;
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ParticleSystemState_t m_nParticleSystemsCreated;
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CMaterialReference m_MaterialOverrides[TEAM_VISUAL_SECTIONS];
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CHandle<C_BaseAnimating> m_hViewmodelAttachment;
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int m_iOldTeam;
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bool m_bAttachmentDirty;
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int m_nUnloadedModelIndex;
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int m_iNumOwnerValidationRetries;
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#endif
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bool m_bHasParticleSystems;
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EHANDLE m_hOldProvidee;
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#ifdef GAME_DLL
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int m_iOldOwnerClass; // Used to detect class changes on items that have per-class models
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#endif
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protected:
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#ifdef CLIENT_DLL
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public:
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CUtlVector<AttachedModelData_t> m_vecAttachedModels;
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#endif // CLIENT_DLL
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};
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#define ITEM_PICKUP_BOX_BLOAT 24
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBaseAttributableItem : public CEconEntity
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{
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DECLARE_CLASS( CBaseAttributableItem, CEconEntity );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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CBaseAttributableItem();
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};
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#if defined( CLIENT_DLL )
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#ifndef DOTA_DLL
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_ViewmodelAttachmentModel : public C_BaseAnimating, public IHasOwner
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{
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DECLARE_CLASS( C_ViewmodelAttachmentModel, C_BaseAnimating );
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public:
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void SetOuter( CEconEntity *pOuter );
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CHandle<CEconEntity> GetOuter( void ) { return m_hOuter; }
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bool InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup );
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int InternalDrawModel( int flags );
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bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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virtual CBaseEntity *GetOwnerViaInterface( void ) { return GetOuter()->GetAttributeOwner(); }
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virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld );
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virtual int GetSkin( void );
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private:
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CHandle<CEconEntity> m_hOuter;
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bool m_bAlwaysFlip;
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};
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#endif // !defined( DOTA_DLL )
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#endif // defined( CLIENT_DLL )
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#endif // ECON_ENTITY_H
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