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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/hl1/hl1mp_basecombatweapon_shared.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/hl1/hl1mp_basecombatweapon_shared.cpp')
| -rw-r--r-- | game/shared/hl1/hl1mp_basecombatweapon_shared.cpp | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/game/shared/hl1/hl1mp_basecombatweapon_shared.cpp b/game/shared/hl1/hl1mp_basecombatweapon_shared.cpp new file mode 100644 index 0000000..fe31f64 --- /dev/null +++ b/game/shared/hl1/hl1mp_basecombatweapon_shared.cpp @@ -0,0 +1,135 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "hl1mp_basecombatweapon_shared.h" + +#include "effect_dispatch_data.h" + +#ifdef CLIENT_DLL + #include "c_te_effect_dispatch.h" +#else + #include "te_effect_dispatch.h" +#endif + +#include "hl1_player_shared.h" + +LINK_ENTITY_TO_CLASS( basehl1mpcombatweapon, CBaseHL1MPCombatWeapon ); + +IMPLEMENT_NETWORKCLASS_ALIASED( BaseHL1MPCombatWeapon , DT_BaseHL1MPCombatWeapon ) + +BEGIN_NETWORK_TABLE( CBaseHL1MPCombatWeapon , DT_BaseHL1MPCombatWeapon ) +END_NETWORK_TABLE() + +BEGIN_PREDICTION_DATA( CBaseHL1MPCombatWeapon ) +END_PREDICTION_DATA() + + +CBaseHL1MPCombatWeapon::CBaseHL1MPCombatWeapon() +{ + SetPredictionEligible( true ); + AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches. +} + + +void CBaseHL1MPCombatWeapon::EjectShell( CBaseEntity *pPlayer, int iType ) +{ + QAngle angShellAngles = pPlayer->GetAbsAngles(); + + Vector vecForward, vecRight, vecUp; + AngleVectors( angShellAngles, &vecForward, &vecRight, &vecUp ); + + Vector vecShellPosition = pPlayer->GetAbsOrigin() + pPlayer->GetViewOffset(); + switch ( iType ) + { + case 0: + default: + vecShellPosition += vecRight * 4; + vecShellPosition += vecUp * -12; + vecShellPosition += vecForward * 20; + break; + case 1: + vecShellPosition += vecRight * 6; + vecShellPosition += vecUp * -12; + vecShellPosition += vecForward * 32; + break; + } + + Vector vecShellVelocity = vec3_origin; // pPlayer->GetAbsVelocity(); + vecShellVelocity += vecRight * random->RandomFloat( 50, 70 ); + vecShellVelocity += vecUp * random->RandomFloat( 100, 150 ); + vecShellVelocity += vecForward * 25; + + angShellAngles.x = 0; + angShellAngles.z = 0; + + CEffectData data; + data.m_vStart = vecShellVelocity; + data.m_vOrigin = vecShellPosition; + data.m_vAngles = angShellAngles; + data.m_fFlags = iType; + + DispatchEffect( "HL1ShellEject", data ); +} + + +#ifdef CLIENT_DLL + +void CBaseHL1MPCombatWeapon::OnDataChanged( DataUpdateType_t type ) +{ + BaseClass::OnDataChanged( type ); + + if ( GetPredictable() && !ShouldPredict() ) + ShutdownPredictable(); +} + + +bool CBaseHL1MPCombatWeapon::ShouldPredict() +{ + if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() ) + return true; + + return BaseClass::ShouldPredict(); +} + + +void CBaseHL1MPCombatWeapon::ApplyBoneMatrixTransform( matrix3x4_t& transform ) +{ + BaseClass::ApplyBoneMatrixTransform( transform ); +} + +#endif + + +bool CBaseHL1MPCombatWeapon::IsPredicted() const +{ + return true; +} + + +CBasePlayer* CBaseHL1MPCombatWeapon::GetPlayerOwner() const +{ + return dynamic_cast< CBasePlayer* >( GetOwner() ); +} + + +void CBaseHL1MPCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ ) +{ +#ifdef CLIENT_DLL + // If we have some sounds from the weapon classname.txt file, play a random one of them + const char *shootsound = GetWpnData().aShootSounds[ sound_type ]; + if ( !shootsound || !shootsound[0] ) + return; + + CBroadcastRecipientFilter filter; // this is client side only + if ( !te->CanPredict() ) + return; + + CBaseEntity::EmitSound( filter, GetPlayerOwner()->entindex(), shootsound, &GetPlayerOwner()->GetAbsOrigin() ); +#else + BaseClass::WeaponSound( sound_type, soundtime ); +#endif +} |