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 "in_buttons.h"
#include "takedamageinfo.h"
#include "weapon_tfcbase.h"
#include "ammodef.h"
#include "tfc_gamerules.h"
extern IVModelInfo* modelinfo;
#if defined( CLIENT_DLL )
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
#include "c_tfc_player.h"
#include "hud_crosshair.h"
#else
#include "tfc_player.h"
#endif
// ----------------------------------------------------------------------------- //
// Global functions.
// ----------------------------------------------------------------------------- //
bool IsAmmoType( int iAmmoType, const char *pAmmoName )
{
return GetAmmoDef()->Index( pAmmoName ) == iAmmoType;
}
// ----------------------------------------------------------------------------- //
// CWeaponTFCBase tables.
// ----------------------------------------------------------------------------- //
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTFCBase, DT_WeaponTFCBase )
BEGIN_NETWORK_TABLE( CWeaponTFCBase, DT_WeaponTFCBase )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponTFCBase )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( weapon_tfc_base, CWeaponTFCBase );
#ifdef GAME_DLL
BEGIN_DATADESC( CWeaponTFCBase )
DEFINE_FUNCTION( FallThink )
END_DATADESC()
#endif
#ifdef CLIENT_DLL
ConVar cl_crosshaircolor( "cl_crosshaircolor", "0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_dynamiccrosshair( "cl_dynamiccrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_scalecrosshair( "cl_scalecrosshair", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
ConVar cl_crosshairalpha( "cl_crosshairalpha", "200", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
int g_iScopeTextureID = 0;
int g_iScopeDustTextureID = 0;
#endif
// ----------------------------------------------------------------------------- //
// CWeaponTFCBase implementation.
// ----------------------------------------------------------------------------- //
CWeaponTFCBase::CWeaponTFCBase()
{
SetPredictionEligible( true );
AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
}
bool CWeaponTFCBase::IsPredicted() const
{
return true;
}
CTFCPlayer* CWeaponTFCBase::GetPlayerOwner() const
{
return dynamic_cast< CTFCPlayer* >( GetOwner() );
}
const CTFCWeaponInfo &CWeaponTFCBase::GetTFCWpnData() const
{
const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
const CTFCWeaponInfo *pTFCInfo;
#ifdef _DEBUG
pTFCInfo = dynamic_cast< const CTFCWeaponInfo* >( pWeaponInfo );
Assert( pTFCInfo );
#else
pTFCInfo = static_cast< const CTFCWeaponInfo* >( pWeaponInfo );
#endif
return *pTFCInfo;
}
TFCWeaponID CWeaponTFCBase::GetWeaponID( void ) const
{
Assert( false ); return WEAPON_NONE;
}
bool CWeaponTFCBase::IsA( TFCWeaponID id ) const
{
return GetWeaponID() == id;
}
bool CWeaponTFCBase::IsSilenced( void ) const
{
return false;
}
void CWeaponTFCBase::Precache( void )
{
BaseClass::Precache();
}
#ifdef CLIENT_DLL
#else // CLIENT_DLL
void CWeaponTFCBase::Spawn()
{
BaseClass::Spawn();
// Set this here to allow players to shoot dropped weapons
SetCollisionGroup( COLLISION_GROUP_WEAPON );
// Move it up a little bit, otherwise it'll be at the guy's feet, and its sound origin
// will be in the ground so its EmitSound calls won't do anything.
SetLocalOrigin( Vector( 0, 0, 5 ) );
}
bool CWeaponTFCBase::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
if ( BaseClass::DefaultReload( iClipSize1, iClipSize2, iActivity ) )
{
SendReloadSoundEvent();
return true;
}
else
{
return false;
}
}
void CWeaponTFCBase::SendReloadSoundEvent()
{
CBasePlayer *pPlayer = GetPlayerOwner();
assert( pPlayer );
if ( !pPlayer )
return;
// Send a message to any clients that have this entity to play the reload.
CPASFilter filter( pPlayer->GetAbsOrigin() );
filter.RemoveRecipient( pPlayer );
UserMessageBegin( filter, "ReloadEffect" );
WRITE_SHORT( pPlayer->entindex() );
MessageEnd();
}
Vector CWeaponTFCBase::GetSoundEmissionOrigin() const
{
CBasePlayer *pPlayer = GetPlayerOwner();
if ( pPlayer )
return pPlayer->WorldSpaceCenter();
else
return WorldSpaceCenter();
}
#endif