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96 lines
3.0 KiB
96 lines
3.0 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Client's C_BaseCombatCharacter entity |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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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 "c_basecombatcharacter.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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#if defined( CBaseCombatCharacter ) |
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#undef CBaseCombatCharacter |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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C_BaseCombatCharacter::C_BaseCombatCharacter() |
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{ |
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for ( int i=0; i < m_iAmmo.Count(); i++ ) |
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m_iAmmo.Set( i, 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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C_BaseCombatCharacter::~C_BaseCombatCharacter() |
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{ |
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} |
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/* |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the amount of ammunition of the specified type the character's carrying |
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//----------------------------------------------------------------------------- |
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int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const |
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{ |
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return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) ); |
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} |
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*/ |
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//----------------------------------------------------------------------------- |
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// Purpose: Overload our muzzle flash and send it to any actively held weapon |
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//----------------------------------------------------------------------------- |
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void C_BaseCombatCharacter::DoMuzzleFlash() |
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{ |
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// Our weapon takes our muzzle flash command |
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C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); |
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if ( pWeapon ) |
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{ |
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pWeapon->DoMuzzleFlash(); |
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//NOTENOTE: We do not chain to the base here |
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} |
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else |
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{ |
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BaseClass::DoMuzzleFlash(); |
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} |
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} |
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IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter); |
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// Only send active weapon index to local player |
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BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive ) |
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RecvPropTime( RECVINFO( m_flNextAttack ) ), |
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RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ), |
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END_RECV_TABLE(); |
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BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter) |
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RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ), |
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RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ), |
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END_RECV_TABLE() |
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BEGIN_PREDICTION_DATA( C_BaseCombatCharacter ) |
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DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ), |
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END_PREDICTION_DATA()
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