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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/weapon_basecombatobject.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/shared/tf2/weapon_basecombatobject.cpp')
-rw-r--r--game/shared/tf2/weapon_basecombatobject.cpp126
1 files changed, 126 insertions, 0 deletions
diff --git a/game/shared/tf2/weapon_basecombatobject.cpp b/game/shared/tf2/weapon_basecombatobject.cpp
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+++ b/game/shared/tf2/weapon_basecombatobject.cpp
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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;
+}