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