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:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "weapon_ifmbase.h"
#if defined( CLIENT_DLL )
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
#include "hud_crosshair.h"
#endif
//-----------------------------------------------------------------------------
// CWeaponIFMBase tables.
//-----------------------------------------------------------------------------
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBase, DT_WeaponIFMBase )
BEGIN_NETWORK_TABLE( CWeaponIFMBase, DT_WeaponIFMBase )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponIFMBase )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_ifm_base, CWeaponIFMBase );
#ifdef GAME_DLL
BEGIN_DATADESC( CWeaponIFMBase )
END_DATADESC()
#endif
//-----------------------------------------------------------------------------
// CWeaponIFMBase implementation.
//-----------------------------------------------------------------------------
CWeaponIFMBase::CWeaponIFMBase()
{
SetPredictionEligible( true );
AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
}
bool CWeaponIFMBase::IsPredicted() const
{
return true;
}
#ifdef CLIENT_DLL
void CWeaponIFMBase::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( GetPredictable() && !ShouldPredict() )
{
ShutdownPredictable();
}
}
bool CWeaponIFMBase::ShouldPredict()
{
if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
return true;
return BaseClass::ShouldPredict();
}
#else
void CWeaponIFMBase::Spawn()
{
BaseClass::Spawn();
// Set this here to allow players to shoot dropped weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON );
}
#endif
/*
void CWeaponIFMBase::FallInit( void )
{
#ifndef CLIENT_DLL
SetModel( GetWorldModel() );
VPhysicsDestroyObject();
if ( HasSpawnFlags( SF_NORESPAWN ) == false )
{
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER );
UTIL_DropToFloor( this, MASK_SOLID );
}
else
{
if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
{
SetMoveType( MOVETYPE_NONE );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_TRIGGER );
}
}
SetPickupTouch();
SetThink( &CBaseCombatWeapon::FallThink );
SetNextThink( gpGlobals->curtime + 0.1f );
#endif
}
*/