Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's C_BaseCombatCharacter entity
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basecombatcharacter.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( CBaseCombatCharacter )
#undef CBaseCombatCharacter
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::C_BaseCombatCharacter()
{
for ( int i=0; i < m_iAmmo.Count(); i++ )
{
m_iAmmo.Set( i, 0 );
}
#ifdef GLOWS_ENABLE
m_pGlowEffect = NULL;
m_bGlowEnabled = false;
m_bOldGlowEnabled = false;
#endif // GLOWS_ENABLE
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatCharacter::~C_BaseCombatCharacter()
{
#ifdef GLOWS_ENABLE
DestroyGlowEffect();
#endif // GLOWS_ENABLE
}
/*
//-----------------------------------------------------------------------------
// Purpose: Returns the amount of ammunition of the specified type the character's carrying
//-----------------------------------------------------------------------------
int C_BaseCombatCharacter::GetAmmoCount( char *szName ) const
{
return GetAmmoCount( g_pGameRules->GetAmmoDef()->Index(szName) );
}
*/
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::OnPreDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnPreDataChanged( updateType );
#ifdef GLOWS_ENABLE
m_bOldGlowEnabled = m_bGlowEnabled;
#endif // GLOWS_ENABLE
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
#ifdef GLOWS_ENABLE
if ( m_bOldGlowEnabled != m_bGlowEnabled )
{
UpdateGlowEffect();
}
#endif // GLOWS_ENABLE
}
//-----------------------------------------------------------------------------
// Purpose: Overload our muzzle flash and send it to any actively held weapon
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::DoMuzzleFlash()
{
// Our weapon takes our muzzle flash command
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->DoMuzzleFlash();
//NOTENOTE: We do not chain to the base here
}
else
{
BaseClass::DoMuzzleFlash();
}
}
#ifdef GLOWS_ENABLE
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::GetGlowEffectColor( float *r, float *g, float *b )
{
*r = 0.76f;
*g = 0.76f;
*b = 0.76f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::UpdateGlowEffect( void )
{
// destroy the existing effect
if ( m_pGlowEffect )
{
DestroyGlowEffect();
}
// create a new effect
if ( m_bGlowEnabled )
{
float r, g, b;
GetGlowEffectColor( &r, &g, &b );
m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatCharacter::DestroyGlowEffect( void )
{
if ( m_pGlowEffect )
{
delete m_pGlowEffect;
m_pGlowEffect = NULL;
}
}
#endif // GLOWS_ENABLE
IMPLEMENT_CLIENTCLASS(C_BaseCombatCharacter, DT_BaseCombatCharacter, CBaseCombatCharacter);
// Only send active weapon index to local player
BEGIN_RECV_TABLE_NOBASE( C_BaseCombatCharacter, DT_BCCLocalPlayerExclusive )
RecvPropTime( RECVINFO( m_flNextAttack ) ),
END_RECV_TABLE();
BEGIN_RECV_TABLE(C_BaseCombatCharacter, DT_BaseCombatCharacter)
RecvPropDataTable( "bcc_localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_BCCLocalPlayerExclusive) ),
RecvPropEHandle( RECVINFO( m_hActiveWeapon ) ),
RecvPropArray3( RECVINFO_ARRAY(m_hMyWeapons), RecvPropEHandle( RECVINFO( m_hMyWeapons[0] ) ) ),
#ifdef GLOWS_ENABLE
RecvPropBool( RECVINFO( m_bGlowEnabled ) ),
#endif // GLOWS_ENABLE
#ifdef INVASION_CLIENT_DLL
RecvPropInt( RECVINFO( m_iPowerups ) ),
#endif
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_BaseCombatCharacter )
DEFINE_PRED_ARRAY( m_iAmmo, FIELD_INTEGER, MAX_AMMO_TYPES, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flNextAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hActiveWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_ARRAY( m_hMyWeapons, FIELD_EHANDLE, MAX_WEAPONS, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()