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_combat_usedwithshieldbase.h"
#include "weapon_combatshield.h"
#include "weapon_twohandedcontainer.h"
//-----------------------------------------------------------------------------
// Purpose: Make sure we're not switching directly to this weapon, since this
// weapon can only be "switched" to by the twohandedcontainer weapon.
//-----------------------------------------------------------------------------
bool CWeaponCombatUsedWithShieldBase::CanDeploy( void )
{
CBaseTFPlayer *pPlayer = ToBaseTFPlayer( GetOwner() );
if (!pPlayer)
return false;
// Make sure the current weapon is a twohanded weapon container
CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>(pPlayer->GetActiveWeapon());
if ( !pContainer )
{
// Not the two handed container, so deploy the two handed container instead
pContainer = ( CWeaponTwoHandedContainer * )pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
if ( !pContainer )
return BaseClass::Deploy();
// Deploy the container
pPlayer->Weapon_Switch( pContainer );
// Make sure the container's using the desired weapon
pContainer->SetWeapons( this, pContainer->GetRightWeapon() );
return false;
}
return BaseClass::CanDeploy();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : allow -
//-----------------------------------------------------------------------------
void CWeaponCombatUsedWithShieldBase::AllowShieldPostFrame( bool allow )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if (!pOwner)
return;
CWeaponCombatShield *shield = static_cast< CWeaponCombatShield * >( pOwner->Weapon_OwnsThisType( "weapon_combat_shield" ) );
if ( !shield )
return;
shield->SetAllowPostFrame( allow );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CWeaponCombatUsedWithShieldBase::GetShieldState( void )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
if ( !pOwner )
return SS_DOWN;
CWeaponCombatShield *pShield = pOwner->GetCombatShield();
if ( !pShield )
return SS_DOWN;
return pShield->GetShieldState();
}
//-----------------------------------------------------------------------------
// Purpose: Mirror the values in the container, if there is one
// Input : *pPlayer -
// Output : int
//-----------------------------------------------------------------------------
int CWeaponCombatUsedWithShieldBase::UpdateClientData( CBasePlayer *pPlayer )
{
if ( !pPlayer )
{
return BaseClass::UpdateClientData( pPlayer );
}
CWeaponTwoHandedContainer *pContainer = ( CWeaponTwoHandedContainer * )pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
if ( !pContainer || pContainer != pPlayer->GetActiveWeapon() )
return BaseClass::UpdateClientData( pPlayer );
// Make sure this weapon is one of the container's active weapons
if ( pContainer->GetLeftWeapon() != this && pContainer->GetRightWeapon() != this )
return BaseClass::UpdateClientData( pPlayer );
int retval = pContainer->UpdateClientData( pPlayer );
m_iState = pContainer->m_iState;
return retval;
}
LINK_ENTITY_TO_CLASS( weapon_combat_usedwithshieldbase, CWeaponCombatUsedWithShieldBase );
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatUsedWithShieldBase, DT_WeaponCombatUsedWithShieldBase )
BEGIN_NETWORK_TABLE( CWeaponCombatUsedWithShieldBase, DT_WeaponCombatUsedWithShieldBase )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CWeaponCombatUsedWithShieldBase )
END_PREDICTION_DATA()