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146 lines
4.2 KiB
146 lines
4.2 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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#include "cbase.h"
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#include "c_tf_ammo_pack.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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#ifdef _DEBUG
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static ConVar tf_debug_weapontrail( "tf_debug_weapontrail", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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#endif // _DEBUG
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// Network table.
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IMPLEMENT_CLIENTCLASS_DT( C_TFAmmoPack, DT_AmmoPack, CTFAmmoPack )
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RecvPropVector( RECVINFO( m_vecInitialVelocity ) ),
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RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[0], m_angRotation[0] ) ),
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RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[1], m_angRotation[1] ) ),
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RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[2], m_angRotation[2] ) ),
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END_RECV_TABLE()
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C_TFAmmoPack::C_TFAmmoPack( void )
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{
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m_nWorldModelIndex = 0;
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}
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C_TFAmmoPack::~C_TFAmmoPack( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : flags -
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// Output : int
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//-----------------------------------------------------------------------------
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int C_TFAmmoPack::DrawModel( int flags )
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{
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#ifdef _DEBUG
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// Debug!
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if ( tf_debug_weapontrail.GetBool() )
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{
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Msg( "Ammo Pack:: Position: (%f %f %f), Velocity (%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z );
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if ( debugoverlay )
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{
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debugoverlay->AddBoxOverlay( GetAbsOrigin(), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 255, 255, 0, 32, 5.0 );
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}
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}
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#endif // _DEBUG
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return BaseClass::DrawModel( flags );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : updateType -
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//-----------------------------------------------------------------------------
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void C_TFAmmoPack::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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#ifdef _DEBUG
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// Debug!
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if ( tf_debug_weapontrail.GetBool() )
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{
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Msg( "AbsOrigin (%f %f %f), LocalOrigin(%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, GetLocalOrigin().x, GetLocalOrigin().y, GetLocalOrigin().z );
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}
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#endif // _DEBUG
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if ( updateType == DATA_UPDATE_CREATED )
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{
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#ifdef _DEBUG
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// Debug!
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if ( tf_debug_weapontrail.GetBool() )
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{
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Msg( "Origin (%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
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}
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#endif // _DEBUG
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float flChangeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
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Vector vecCurOrigin = GetLocalOrigin();
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// Now stick our initial velocity into the interpolation history
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CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
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interpolator.ClearHistory();
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interpolator.AddToHead( flChangeTime - 0.15f, &vecCurOrigin, false );
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m_nWorldModelIndex = m_nModelIndex;
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}
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}
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int C_TFAmmoPack::GetWorldModelIndex( void )
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{
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if ( m_nWorldModelIndex == 0 )
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return m_nModelIndex;
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if ( GameRules() )
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{
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const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_nWorldModelIndex ) );
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const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
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if ( pTranslatedName != pBaseName )
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{
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return modelinfo->GetModelIndex( pTranslatedName );
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}
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}
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return m_nWorldModelIndex;
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}
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void C_TFAmmoPack::ValidateModelIndex( void )
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{
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m_nModelIndex = GetWorldModelIndex();
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BaseClass::ValidateModelIndex();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : currentTime -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_TFAmmoPack::Interpolate( float currentTime )
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{
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return BaseClass::Interpolate( currentTime );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void C_TFAmmoPack::DisplayHintTo( C_BasePlayer *pPlayer )
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer(pPlayer);
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if ( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
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{
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pTFPlayer->HintMessage( HINT_ENGINEER_PICKUP_METAL );
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}
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else
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{
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pTFPlayer->HintMessage( HINT_PICKUP_AMMO );
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}
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}
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