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231 lines
9.5 KiB
231 lines
9.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#include "cbase.h" |
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#include <KeyValues.h> |
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#include "tf_weapon_parse.h" |
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#include "tf_shareddefs.h" |
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#include "tf_playerclass_shared.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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FileWeaponInfo_t *CreateWeaponInfo() |
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{ |
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return new CTFWeaponInfo; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTFWeaponInfo::CTFWeaponInfo() |
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{ |
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m_WeaponData[0].Init(); |
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m_WeaponData[1].Init(); |
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m_bGrenade = false; |
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m_flDamageRadius = 0.0f; |
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m_flPrimerTime = 0.0f; |
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m_bSuppressGrenTimer = false; |
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m_bLowerWeapon = false; |
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m_bHasTeamSkins_Viewmodel = false; |
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m_bHasTeamSkins_Worldmodel = false; |
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m_szMuzzleFlashModel[0] = '\0'; |
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m_flMuzzleFlashModelDuration = 0; |
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m_szMuzzleFlashParticleEffect[0] = '\0'; |
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m_szTracerEffect[0] = '\0'; |
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m_szBrassModel[0] = '\0'; |
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m_bDoInstantEjectBrass = true; |
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m_szExplosionSound[0] = '\0'; |
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m_szExplosionEffect[0] = '\0'; |
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m_szExplosionPlayerEffect[0] = '\0'; |
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m_szExplosionWaterEffect[0] = '\0'; |
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m_iWeaponType = TF_WPN_TYPE_PRIMARY; |
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} |
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CTFWeaponInfo::~CTFWeaponInfo() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTFWeaponInfo::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) |
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{ |
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int i; |
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BaseClass::Parse( pKeyValuesData, szWeaponName ); |
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// Primary fire mode. |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nDamage = pKeyValuesData->GetInt( "Damage", 0 ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flRange = pKeyValuesData->GetFloat( "Range", 8192.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nBulletsPerShot = pKeyValuesData->GetInt( "BulletsPerShot", 0 ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flSpread = pKeyValuesData->GetFloat( "Spread", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flPunchAngle = pKeyValuesData->GetFloat( "PunchAngle", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeFireDelay = pKeyValuesData->GetFloat( "TimeFireDelay", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdle = pKeyValuesData->GetFloat( "TimeIdle", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdleEmpty = pKeyValuesData->GetFloat( "TimeIdleEmpy", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReloadStart = pKeyValuesData->GetFloat( "TimeReloadStart", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReload = pKeyValuesData->GetFloat( "TimeReload", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bDrawCrosshair = pKeyValuesData->GetInt( "DrawCrosshair", 1 ) > 0; |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iAmmoPerShot = pKeyValuesData->GetInt( "AmmoPerShot", 1 ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bUseRapidFireCrits = ( pKeyValuesData->GetInt( "UseRapidFireCrits", 0 ) != 0 ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iProjectile = TF_PROJECTILE_NONE; |
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const char *pszProjectileType = pKeyValuesData->GetString( "ProjectileType", "projectile_none" ); |
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for ( i=0;i<TF_NUM_PROJECTILES;i++ ) |
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{ |
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if ( FStrEq( pszProjectileType, g_szProjectileNames[i] ) ) |
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{ |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iProjectile = i; |
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break; |
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} |
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} |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flProjectileSpeed = pKeyValuesData->GetFloat( "ProjectileSpeed", 0.0f ); |
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m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flSmackDelay = pKeyValuesData->GetFloat( "SmackDelay", 0.2f ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flSmackDelay = pKeyValuesData->GetFloat( "Secondary_SmackDelay", 0.2f ); |
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m_bDoInstantEjectBrass = ( pKeyValuesData->GetInt( "DoInstantEjectBrass", 1 ) != 0 ); |
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const char *pszBrassModel = pKeyValuesData->GetString( "BrassModel", NULL ); |
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if ( pszBrassModel ) |
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{ |
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Q_strncpy( m_szBrassModel, pszBrassModel, sizeof( m_szBrassModel ) ); |
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} |
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// Secondary fire mode. |
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// Inherit from primary fire mode |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_nDamage = pKeyValuesData->GetInt( "Secondary_Damage", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nDamage ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flRange = pKeyValuesData->GetFloat( "Secondary_Range", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flRange ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_nBulletsPerShot = pKeyValuesData->GetInt( "Secondary_BulletsPerShot", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_nBulletsPerShot ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flSpread = pKeyValuesData->GetFloat( "Secondary_Spread", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flSpread ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flPunchAngle = pKeyValuesData->GetFloat( "Secondary_PunchAngle", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flPunchAngle ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeFireDelay = pKeyValuesData->GetFloat( "Secondary_TimeFireDelay", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeFireDelay ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeIdle = pKeyValuesData->GetFloat( "Secondary_TimeIdle", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdle ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeIdleEmpty = pKeyValuesData->GetFloat( "Secondary_TimeIdleEmpy", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeIdleEmpty ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeReloadStart = pKeyValuesData->GetFloat( "Secondary_TimeReloadStart", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReloadStart ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_flTimeReload = pKeyValuesData->GetFloat( "Secondary_TimeReload", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_flTimeReload ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_bDrawCrosshair = pKeyValuesData->GetInt( "Secondary_DrawCrosshair", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_bDrawCrosshair ) > 0; |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_iAmmoPerShot = pKeyValuesData->GetInt( "Secondary_AmmoPerShot", m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iAmmoPerShot ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_bUseRapidFireCrits = ( pKeyValuesData->GetInt( "Secondary_UseRapidFireCrits", 0 ) != 0 ); |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_iProjectile = m_WeaponData[TF_WEAPON_PRIMARY_MODE].m_iProjectile; |
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pszProjectileType = pKeyValuesData->GetString( "Secondary_ProjectileType", "projectile_none" ); |
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for ( i=0;i<TF_NUM_PROJECTILES;i++ ) |
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{ |
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if ( FStrEq( pszProjectileType, g_szProjectileNames[i] ) ) |
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{ |
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m_WeaponData[TF_WEAPON_SECONDARY_MODE].m_iProjectile = i; |
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break; |
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} |
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} |
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const char *pszWeaponType = pKeyValuesData->GetString( "WeaponType" ); |
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if ( !Q_strcmp( pszWeaponType, "primary" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_PRIMARY; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "secondary" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_SECONDARY; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "melee" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_MELEE; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "grenade" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_GRENADE; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "building" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_BUILDING; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "pda" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_PDA; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "item1" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_ITEM1; |
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} |
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else if ( !Q_strcmp( pszWeaponType, "item2" ) ) |
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{ |
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m_iWeaponType = TF_WPN_TYPE_ITEM2; |
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} |
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// Grenade data. |
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m_bGrenade = ( pKeyValuesData->GetInt( "Grenade", 0 ) != 0 ); |
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m_flDamageRadius = pKeyValuesData->GetFloat( "DamageRadius", 0.0f ); |
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m_flPrimerTime = pKeyValuesData->GetFloat( "PrimerTime", 0.0f ); |
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m_bSuppressGrenTimer = ( pKeyValuesData->GetInt( "PlayGrenTimer", 1 ) <= 0 ); |
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m_bLowerWeapon = ( pKeyValuesData->GetInt( "LowerMainWeapon", 0 ) != 0 ); |
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m_bHasTeamSkins_Viewmodel = ( pKeyValuesData->GetInt( "HasTeamSkins_Viewmodel", 0 ) != 0 ); |
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m_bHasTeamSkins_Worldmodel = ( pKeyValuesData->GetInt( "HasTeamSkins_Worldmodel", 0 ) != 0 ); |
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// Model muzzleflash |
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const char *pszMuzzleFlashModel = pKeyValuesData->GetString( "MuzzleFlashModel", NULL ); |
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if ( pszMuzzleFlashModel ) |
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{ |
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Q_strncpy( m_szMuzzleFlashModel, pszMuzzleFlashModel, sizeof( m_szMuzzleFlashModel ) ); |
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} |
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m_flMuzzleFlashModelDuration = pKeyValuesData->GetFloat( "MuzzleFlashModelDuration", 0.2 ); |
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const char *pszMuzzleFlashParticleEffect = pKeyValuesData->GetString( "MuzzleFlashParticleEffect", NULL ); |
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if ( pszMuzzleFlashParticleEffect ) |
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{ |
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Q_strncpy( m_szMuzzleFlashParticleEffect, pszMuzzleFlashParticleEffect, sizeof( m_szMuzzleFlashParticleEffect ) ); |
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} |
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// Tracer particle effect |
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const char *pszTracerEffect = pKeyValuesData->GetString( "TracerEffect", NULL ); |
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if ( pszTracerEffect ) |
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{ |
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Q_strncpy( m_szTracerEffect, pszTracerEffect, sizeof( m_szTracerEffect ) ); |
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} |
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// Explosion effects (used for grenades) |
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const char *pszSound = pKeyValuesData->GetString( "ExplosionSound", NULL ); |
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if ( pszSound ) |
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{ |
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Q_strncpy( m_szExplosionSound, pszSound, sizeof( m_szExplosionSound ) ); |
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} |
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const char *pszEffect = pKeyValuesData->GetString( "ExplosionEffect", NULL ); |
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if ( pszEffect ) |
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{ |
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Q_strncpy( m_szExplosionEffect, pszEffect, sizeof( m_szExplosionEffect ) ); |
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} |
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pszEffect = pKeyValuesData->GetString( "ExplosionPlayerEffect", NULL ); |
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if ( pszEffect ) |
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{ |
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Q_strncpy( m_szExplosionPlayerEffect, pszEffect, sizeof( m_szExplosionPlayerEffect ) ); |
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} |
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pszEffect = pKeyValuesData->GetString( "ExplosionWaterEffect", NULL ); |
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if ( pszEffect ) |
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{ |
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Q_strncpy( m_szExplosionWaterEffect, pszEffect, sizeof( m_szExplosionWaterEffect ) ); |
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} |
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m_bDontDrop = ( pKeyValuesData->GetInt( "DontDrop", 0 ) > 0 ); |
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}
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