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 "basetfplayer_shared.h"
#include "weapon_basecombatobject.h"
//====================================================================================================
// BASE COMBAT OBJECT WEAPON
//====================================================================================================
LINK_ENTITY_TO_CLASS( weapon_basecombatobject, CWeaponBaseCombatObject );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponBaseCombatObject, DT_WeaponBaseCombatObject )
BEGIN_NETWORK_TABLE( CWeaponBaseCombatObject, DT_WeaponBaseCombatObject )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponBaseCombatObject )
/*
DEFINE_PRED_ARRAY( m_szObjectName, FIELD_CHARACTER, sizeof( m_szObjectName ) ),
DEFINE_PRED_FIELD( m_vecBuildMins, FIELD_VECTOR, 0 ),
DEFINE_PRED_FIELD( m_vecBuildMaxs, FIELD_VECTOR, 0 ),
*/
END_PREDICTION_DATA()
CWeaponBaseCombatObject::CWeaponBaseCombatObject()
{
}
//-----------------------------------------------------------------------------
// Purpose: Place the combat object
//-----------------------------------------------------------------------------
void CWeaponBaseCombatObject::PrimaryAttack( void )
{
CBaseTFPlayer *pPlayer = dynamic_cast<CBaseTFPlayer*>((CBaseEntity*)GetOwner());
if ( !pPlayer )
return;
if ( pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0 )
return;
m_flNextPrimaryAttack = gpGlobals->curtime + GetFireRate();
Vector vecPlaceOrigin;
QAngle angPlaceAngles;
if ( GetPlacePosition( pPlayer, &vecPlaceOrigin, &angPlaceAngles ) == false )
{
WeaponSound( WPN_DOUBLE );
return;
}
// Place the combat object
PlaceCombatObject( pPlayer, vecPlaceOrigin, angPlaceAngles );
WeaponSound( SINGLE );
pPlayer->RemoveAmmo( 1, m_iPrimaryAmmoType );
// If I'm now out of ammo, switch away
if ( !HasPrimaryAmmo() )
{
pPlayer->SelectLastItem();
}
}
//-----------------------------------------------------------------------------
// Purpose: Return true if we found a valid placement point
//-----------------------------------------------------------------------------
bool CWeaponBaseCombatObject::GetPlacePosition( CBaseTFPlayer *pBuilder, Vector *vecPlaceOrigin, QAngle *angPlaceAngles )
{
Vector vecForward;
QAngle vecAngles = vec3_angle;
vecAngles.y = pBuilder->EyeAngles().y;
AngleVectors( vecAngles, &vecForward, NULL, NULL);
*vecPlaceOrigin = pBuilder->WorldSpaceCenter() + (vecForward * ((m_vecBuildMaxs.x - m_vecBuildMins.x) + 32));
if ( UTIL_PointContents( *vecPlaceOrigin ) != CONTENTS_EMPTY )
return false;
// Room to fit?
trace_t tr;
UTIL_TraceHull( *vecPlaceOrigin, *vecPlaceOrigin + Vector(0,0,-64), m_vecBuildMins, m_vecBuildMaxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( tr.allsolid || tr.startsolid )
return false;
if ( tr.fraction == 1.0 )
return false;
*vecPlaceOrigin = tr.endpos;
//VectorAngles( tr.plane.normal, *angPlaceAngles );
*angPlaceAngles = QAngle(0,0,0);
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Put the combat object for this weapon on the specified point
//-----------------------------------------------------------------------------
void CWeaponBaseCombatObject::PlaceCombatObject( CBaseTFPlayer *pBuilder, Vector vecOrigin, QAngle angles )
{
#if !defined( CLIENT_DLL )
Assert( m_szObjectName != NULL );
CBaseEntity *pEntity = CreateEntityByName( m_szObjectName );
pEntity->SetLocalAngles( angles );
pEntity->Spawn();
pEntity->Teleport( &vecOrigin, &angles, &vec3_origin );
// If it's an object, set it's builder & team
CBaseObject *pObject = dynamic_cast< CBaseObject * >( pEntity );
if ( pObject )
{
pObject->SetBuilder( pBuilder );
pObject->ChangeTeam( pBuilder->GetTeamNumber() );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CWeaponBaseCombatObject::GetFireRate( void )
{
return 0.5;
}