SanyaSho 2 years ago
parent
commit
29080d7649
  1. 31
      game/shared/hl2mp/weapon_hl2mpbase.cpp
  2. 5
      game/shared/hl2mp/weapon_hl2mpbase.h

31
game/shared/hl2mp/weapon_hl2mpbase.cpp

@ -261,14 +261,41 @@ void CWeaponHL2MPBase::FallInit( void ) @@ -261,14 +261,41 @@ void CWeaponHL2MPBase::FallInit( void )
}
SetPickupTouch();
SetThink( &CBaseCombatWeapon::FallThink );
SetThink( &CWeaponHL2MPBase::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
}
#ifdef GAME_DLL
void CWeaponHL2MPBase::FallThink( void )
{
// Prevent the common HL2DM weapon respawn bug from happening
// When a weapon is spawned, the following chain of events occurs:
// - Spawn() is called (duh), which then calls FallInit()
// - FallInit() is called, and prepares the weapon's 'Think' function (CBaseCombatWeapon::FallThink())
// - FallThink() is called, and performs several checks before deciding whether the weapon should Materialize()
// - Materialize() is called (the HL2DM version above), which sets the weapon's respawn location.
// The problem occurs when a weapon isn't placed properly by a level designer.
// If the weapon is unable to move from its location (e.g. if its bounding box is halfway inside a wall), Materialize() never gets called.
// Since Materialize() never gets called, the weapon's respawn location is never set, so if a person picks it up, it respawns forever at
// 0 0 0 on the map (infinite loop of fall, wait, respawn, not nice at all for performance and bandwidth!)
if( hasSpawnFlags( SF_NORESPAWN ) == false )
{
if( GetOriginalSpawnOrigin() == vec3_origin )
{
m_vOriginalSpawnOrigin = GetAbsOrigin();
m_vOriginalSpawnAngles = GetAbsAngles();
}
}
return BaseClass::FallThink();
}
#endif
const CHL2MPSWeaponInfo &CWeaponHL2MPBase::GetHL2MPWpnData() const
{
const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();

5
game/shared/hl2mp/weapon_hl2mpbase.h

@ -40,11 +40,12 @@ public: @@ -40,11 +40,12 @@ public:
#ifdef GAME_DLL
DECLARE_DATADESC();
void SendReloadSoundEvent( void );
void Materialize( void );
virtual int ObjectCaps( void );
virtual int ObjectCaps( void );
virtual void FallThink( void );
#endif
// All predicted weapons need to implement and return true

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