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395 lines
11 KiB
395 lines
11 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Support weapon and weapons contained within it |
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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_twohandedcontainer.h" |
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#include "baseviewmodel_shared.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CWeaponTwoHandedContainer::CWeaponTwoHandedContainer() |
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{ |
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m_hRightWeapon = NULL; |
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m_hLeftWeapon = NULL; |
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SetPredictionEligible( true ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CWeaponTwoHandedContainer::~CWeaponTwoHandedContainer() |
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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 CWeaponTwoHandedContainer::Spawn( void ) |
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{ |
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BaseClass::Spawn(); |
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} |
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#ifdef CLIENT_DLL |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponTwoHandedContainer::GetViewmodelBoneControllers( CBaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]) |
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{ |
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C_BasePlayer *player = ToBasePlayer( GetOwner() ); |
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Assert( player ); |
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if ( !player ) |
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return; |
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// Find the weapon that matches the viewmodel |
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if ( m_hLeftWeapon != NULL && player->GetViewModel(0) == pViewModel ) |
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{ |
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m_hLeftWeapon->GetViewmodelBoneControllers( pViewModel, controllers); |
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} |
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else if ( m_hRightWeapon != NULL && player->GetViewModel(1) == pViewModel ) |
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{ |
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m_hRightWeapon->GetViewmodelBoneControllers( pViewModel, controllers); |
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} |
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} |
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#else // CLIENT_DLL |
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void CWeaponTwoHandedContainer::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ) |
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{ |
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// Skip this work if we're already marked for transmission. |
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if ( pInfo->m_pTransmitEdict->Get( entindex() ) ) |
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return; |
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// Send our left and right weapons. |
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if ( m_hLeftWeapon ) |
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m_hLeftWeapon->SetTransmit( pInfo, bAlways ); |
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if ( m_hRightWeapon ) |
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m_hRightWeapon->SetTransmit( pInfo, bAlways ); |
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BaseClass::SetTransmit( pInfo, bAlways ); |
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} |
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#endif |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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const char *CWeaponTwoHandedContainer::GetViewModel( int viewmodelindex /*=0*/ ) |
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{ |
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if ( m_hLeftWeapon != NULL && m_hRightWeapon != NULL ) |
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{ |
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if ( viewmodelindex == 0 ) |
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{ |
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return m_hLeftWeapon->GetViewModel(); |
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} |
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else |
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{ |
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return m_hRightWeapon->GetViewModel(); |
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} |
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} |
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return BaseClass::GetViewModel( viewmodelindex ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the string to print death notices with |
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//----------------------------------------------------------------------------- |
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char *CWeaponTwoHandedContainer::GetDeathNoticeName( void ) |
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{ |
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// If we have a weapon in our left slot, return it. Otherwise, return this weapon. |
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if ( m_hLeftWeapon ) |
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return m_hLeftWeapon->GetDeathNoticeName(); |
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return BaseClass::GetDeathNoticeName(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CWeaponTwoHandedContainer::ItemPostFrame( void ) |
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{ |
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// HACK HACK: Do nonshield first in case it disallows ItemPostFrame on shield |
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if ( m_hLeftWeapon != NULL ) |
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{ |
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// REMOVE WHEN ALL WEAPONS ARE PREDICTED! |
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#if defined( CLIENT_DLL ) |
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if ( m_hLeftWeapon->IsPredicted() ) |
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#endif |
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m_hLeftWeapon->ItemPostFrame(); |
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} |
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if ( m_hRightWeapon != NULL && m_hRightWeapon->IsPredicted() ) |
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{ |
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// REMOVE WHEN ALL WEAPONS ARE PREDICTED! |
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#if defined( CLIENT_DLL ) |
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if ( m_hRightWeapon->IsPredicted() ) |
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#endif |
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m_hRightWeapon->ItemPostFrame(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet |
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//----------------------------------------------------------------------------- |
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void CWeaponTwoHandedContainer::ItemBusyFrame( void ) |
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{ |
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// HACK HACK: Do nonshield first in case it disallows ItemPostFrame on shield |
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if ( m_hLeftWeapon != NULL ) |
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{ |
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m_hLeftWeapon->ItemBusyFrame(); |
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} |
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if ( m_hRightWeapon != NULL ) |
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{ |
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m_hRightWeapon->ItemBusyFrame(); |
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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 CWeaponTwoHandedContainer::SetWeapons( CBaseTFCombatWeapon *left, CBaseTFCombatWeapon *right ) |
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{ |
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); |
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if ( !pOwner ) |
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return; |
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// Do we have a different left weapon? |
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if ( m_hLeftWeapon.Get() && m_hLeftWeapon != left ) |
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{ |
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// Holster our old one |
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m_hLeftWeapon->Holster(); |
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m_hLeftWeapon = NULL; |
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} |
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// Do we have a different right weapon? |
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if ( m_hRightWeapon.Get() && m_hRightWeapon != right ) |
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{ |
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// Holster our old one |
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m_hRightWeapon->Holster(); |
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m_hRightWeapon = NULL; |
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} |
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// Make new weapons if we need to |
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if ( !m_hLeftWeapon ) |
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{ |
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m_hLeftWeapon = left; |
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if ( m_hLeftWeapon ) |
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{ |
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m_hLeftWeapon->SetOwner( pOwner ); |
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m_hLeftWeapon->Deploy(); |
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m_hLeftWeapon->SetViewModelIndex( 0 ); |
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//m_hLeftWeapon->SendWeaponAnim( ACT_IDLE ); |
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} |
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} |
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if ( !m_hRightWeapon ) |
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{ |
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m_hRightWeapon = right; |
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if ( m_hRightWeapon ) |
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{ |
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m_hRightWeapon->SetOwner( pOwner ); |
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m_hRightWeapon->Deploy(); |
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m_hRightWeapon->SetViewModelIndex( 1 ); |
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//m_hRightWeapon->SendWeaponAnim( ACT_IDLE ); |
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UnhideSecondViewmodel(); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Unhide the second viewmodel, in case we're switching from a single weapon |
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//----------------------------------------------------------------------------- |
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void CWeaponTwoHandedContainer::UnhideSecondViewmodel( void ) |
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{ |
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); |
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if ( pOwner ) |
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{ |
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CBaseViewModel *pVM = pOwner->GetViewModel(1); |
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if ( pVM ) |
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{ |
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pVM->RemoveEffects( EF_NODRAW ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Abort any reload we have in progress |
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//----------------------------------------------------------------------------- |
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void CWeaponTwoHandedContainer::AbortReload( void ) |
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{ |
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BaseClass::AbortReload(); |
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if ( m_hLeftWeapon ) |
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{ |
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m_hLeftWeapon->AbortReload(); |
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} |
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if ( m_hRightWeapon ) |
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{ |
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m_hRightWeapon->AbortReload(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true if the left weapon has any ammo |
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//----------------------------------------------------------------------------- |
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bool CWeaponTwoHandedContainer::HasAnyAmmo( void ) |
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{ |
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if ( m_hLeftWeapon ) |
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return m_hLeftWeapon->HasAnyAmmo(); |
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return BaseClass::HasAnyAmmo(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Deploy and start thinking |
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//----------------------------------------------------------------------------- |
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bool CWeaponTwoHandedContainer::Deploy( void ) |
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{ |
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if ( !BaseClass::Deploy() ) |
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return false; |
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if ( m_hLeftWeapon ) |
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{ |
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m_hLeftWeapon->Deploy(); |
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} |
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if ( m_hRightWeapon ) |
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{ |
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m_hRightWeapon->Deploy(); |
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UnhideSecondViewmodel(); |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CBaseCombatWeapon *CWeaponTwoHandedContainer::GetLastWeapon( void ) |
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{ |
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if ( m_hLeftWeapon ) |
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return m_hLeftWeapon->GetLastWeapon(); |
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return NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float CWeaponTwoHandedContainer::GetDefaultAnimSpeed( void ) |
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{ |
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if ( m_hLeftWeapon ) |
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return m_hLeftWeapon->GetDefaultAnimSpeed(); |
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return 1.0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Stop thinking and holster |
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//----------------------------------------------------------------------------- |
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bool CWeaponTwoHandedContainer::Holster( CBaseCombatWeapon *pSwitchingTo ) |
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{ |
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CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() ); |
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// If I'm holstering a weapon for another weapon that supports two-handed, just switch them out |
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CBaseTFCombatWeapon *pWeapon = (CBaseTFCombatWeapon *)pSwitchingTo; |
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if ( pWeapon && pWeapon->SupportsTwoHanded() ) |
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{ |
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// For now, holster the left weapon and switch it. |
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// In the future, we might want weapons to say which side they'd like to be on |
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SetWeapons( pWeapon, m_hRightWeapon ); |
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// We might need to force the new weapon to be in the right animation |
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if ( 0 ) //if ( m_hRightWeapon.Get() && m_hRightWeapon->IsReflectingAnimations() ) |
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{ |
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pWeapon->SendWeaponAnim( m_hRightWeapon->GetLastReflectedActivity() ); |
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} |
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UnhideSecondViewmodel(); |
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return false; |
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} |
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if ( m_hLeftWeapon ) |
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{ |
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m_hLeftWeapon->Holster(pSwitchingTo); |
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} |
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if ( m_hRightWeapon ) |
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{ |
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m_hRightWeapon->Holster(pSwitchingTo); |
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} |
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// We're changing to a single weapon, so hide the second viewmodel |
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if ( pOwner ) |
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{ |
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CBaseViewModel *pVM = pOwner->GetViewModel(1); |
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if ( pVM ) |
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{ |
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pVM->AddEffects( EF_NODRAW ); |
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} |
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} |
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return BaseClass::Holster(pSwitchingTo); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Get the correct weight of our active weapon |
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//----------------------------------------------------------------------------- |
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int CWeaponTwoHandedContainer::GetWeight( void ) |
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{ |
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if ( !m_hLeftWeapon ) |
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return BaseClass::GetWeight(); |
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return m_hLeftWeapon->GetWpnData().iWeight; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : CBaseTFCombatWeapon |
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//----------------------------------------------------------------------------- |
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CBaseTFCombatWeapon *CWeaponTwoHandedContainer::GetLeftWeapon( void ) |
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{ |
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return m_hLeftWeapon; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : CBaseTFCombatWeapon |
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//----------------------------------------------------------------------------- |
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CBaseTFCombatWeapon *CWeaponTwoHandedContainer::GetRightWeapon( void ) |
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{ |
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return m_hRightWeapon; |
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} |
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LINK_ENTITY_TO_CLASS( weapon_twohandedcontainer, CWeaponTwoHandedContainer ); |
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponTwoHandedContainer , DT_WeaponTwoHandedContainer ) |
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BEGIN_NETWORK_TABLE( CWeaponTwoHandedContainer , DT_WeaponTwoHandedContainer ) |
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#if !defined( CLIENT_DLL ) |
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SendPropEHandle( SENDINFO(m_hRightWeapon) ), |
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SendPropEHandle( SENDINFO(m_hLeftWeapon) ), |
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#else |
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RecvPropEHandle( RECVINFO(m_hRightWeapon ) ), |
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RecvPropEHandle( RECVINFO(m_hLeftWeapon ) ), |
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#endif |
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END_NETWORK_TABLE() |
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BEGIN_PREDICTION_DATA( CWeaponTwoHandedContainer ) |
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DEFINE_PRED_FIELD( m_hRightWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), |
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DEFINE_PRED_FIELD( m_hLeftWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), |
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#if defined( CLIENT_DLL ) |
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// DEFINE_FIELD( m_hOldRightWeapon, FIELD_EHANDLE ), |
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// DEFINE_FIELD( m_hOldLeftWeapon, FIELD_EHANDLE ), |
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#endif |
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END_PREDICTION_DATA() |
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PRECACHE_WEAPON_REGISTER(weapon_twohandedcontainer);
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