diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_basecombatweapon.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_basecombatweapon.cpp')
| -rw-r--r-- | mp/src/game/client/c_basecombatweapon.cpp | 1108 |
1 files changed, 554 insertions, 554 deletions
diff --git a/mp/src/game/client/c_basecombatweapon.cpp b/mp/src/game/client/c_basecombatweapon.cpp index b48fb6ad..55d21b39 100644 --- a/mp/src/game/client/c_basecombatweapon.cpp +++ b/mp/src/game/client/c_basecombatweapon.cpp @@ -1,554 +1,554 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Client side implementation of CBaseCombatWeapon.
-//
-// $NoKeywords: $
-//=============================================================================//
-#include "cbase.h"
-#include "history_resource.h"
-#include "iclientmode.h"
-#include "iinput.h"
-#include "weapon_selection.h"
-#include "hud_crosshair.h"
-#include "engine/ivmodelinfo.h"
-#include "tier0/vprof.h"
-#include "hltvcamera.h"
-#include "tier1/KeyValues.h"
-#include "toolframework/itoolframework.h"
-#include "toolframework_client.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// Purpose: Gets the local client's active weapon, if any.
-//-----------------------------------------------------------------------------
-C_BaseCombatWeapon *GetActiveWeapon( void )
-{
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
-
- if ( !player )
- return NULL;
-
- return player->GetActiveWeapon();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::SetDormant( bool bDormant )
-{
- // If I'm going from active to dormant and I'm carried by another player, holster me.
- if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() )
- {
- Holster( NULL );
- }
-
- BaseClass::SetDormant( bDormant );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state )
-{
- BaseClass::NotifyShouldTransmit(state);
-
- if (state == SHOULDTRANSMIT_END)
- {
- if (m_iState == WEAPON_IS_ACTIVE)
- {
- m_iState = WEAPON_IS_CARRIED_BY_PLAYER;
- }
- }
- else if( state == SHOULDTRANSMIT_START )
- {
- if( m_iState == WEAPON_IS_CARRIED_BY_PLAYER )
- {
- if( GetOwner() && GetOwner()->GetActiveWeapon() == this )
- {
- // Restore the Activeness of the weapon if we client-twiddled it off in the first case above.
- m_iState = WEAPON_IS_ACTIVE;
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: To wrap PORTAL mod specific functionality into one place
-//-----------------------------------------------------------------------------
-static inline bool ShouldDrawLocalPlayerViewModel( void )
-{
-#if defined( PORTAL )
- return false;
-#else
- return !C_BasePlayer::ShouldDrawLocalPlayer();
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::OnRestore()
-{
- BaseClass::OnRestore();
-
- // if the player is holding this weapon,
- // mark it as just restored so it won't show as a new pickup
- if (GetOwner() == C_BasePlayer::GetLocalPlayer())
- {
- m_bJustRestored = true;
- }
-}
-
-int C_BaseCombatWeapon::GetWorldModelIndex( void )
-{
- if ( GameRules() )
- {
- const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_iWorldModelIndex ) );
- const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
-
- if ( pTranslatedName != pBaseName )
- {
- return modelinfo->GetModelIndex( pTranslatedName );
- }
- }
-
- return m_iWorldModelIndex;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : bnewentity -
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
-{
- BaseClass::OnDataChanged(updateType);
-
- CHandle< C_BaseCombatWeapon > handle = this;
-
- // If it's being carried by the *local* player, on the first update,
- // find the registered weapon for this ID
-
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- C_BaseCombatCharacter *pOwner = GetOwner();
-
- // check if weapon is carried by local player
- bool bIsLocalPlayer = pPlayer && pPlayer == pOwner;
- if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test.
- {
- // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons
- if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) )
- {
- // Tell the HUD this weapon's been picked up
- if ( ShouldDrawPickup() )
- {
- CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
- if ( pHudSelection )
- {
- pHudSelection->OnWeaponPickup( this );
- }
-
- pPlayer->EmitSound( "Player.PickupWeapon" );
- }
- }
- }
- else // weapon carried by other player or not at all
- {
- int overrideModelIndex = CalcOverrideModelIndex();
- if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() )
- {
- SetModelIndex( overrideModelIndex );
- }
- }
-
- UpdateVisibility();
-
- m_iOldState = m_iState;
-
- m_bJustRestored = false;
-}
-
-//-----------------------------------------------------------------------------
-// Is anyone carrying it?
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::IsBeingCarried() const
-{
- return ( m_hOwner.Get() != NULL );
-}
-
-//-----------------------------------------------------------------------------
-// Is the carrier alive?
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::IsCarrierAlive() const
-{
- if ( !m_hOwner.Get() )
- return false;
-
- return m_hOwner.Get()->GetHealth() > 0;
-}
-
-//-----------------------------------------------------------------------------
-// Should this object cast shadows?
-//-----------------------------------------------------------------------------
-ShadowType_t C_BaseCombatWeapon::ShadowCastType()
-{
- if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) )
- return SHADOWS_NONE;
-
- if (!IsBeingCarried())
- return SHADOWS_RENDER_TO_TEXTURE;
-
- if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer())
- return SHADOWS_NONE;
-
- return SHADOWS_RENDER_TO_TEXTURE;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: This weapon is the active weapon, and it should now draw anything
-// it wants to. This gets called every frame.
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::Redraw()
-{
- if ( g_pClientMode->ShouldDrawCrosshair() )
- {
- DrawCrosshair();
- }
-
- // ammo drawing has been moved into hud_ammo.cpp
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw the weapon's crosshair
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::DrawCrosshair()
-{
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( !player )
- return;
-
- Color clr = gHUD.m_clrNormal;
-/*
-
- // TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color.
- Vector vShootPos, vShootAngles;
- GetShootPosition( vShootPos, vShootAngles );
-
- Vector vForward;
- AngleVectors( vShootAngles, &vForward );
-
-
- // Change the color depending on if we're looking at a friend or an enemy.
- CPartitionFilterListMask filter( PARTITION_ALL_CLIENT_EDICTS );
- trace_t tr;
- traceline->TraceLine( vShootPos, vShootPos + vForward * 10000, COLLISION_GROUP_NONE, MASK_SHOT, &tr, true, ~0, &filter );
-
- if ( tr.index != 0 && tr.index != INVALID_CLIENTENTITY_HANDLE )
- {
- C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( tr.index );
- if ( pEnt )
- {
- if ( pEnt->GetTeamNumber() != player->GetTeamNumber() )
- {
- g = b = 0;
- }
- }
- }
-*/
-
- CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
- if ( !crosshair )
- return;
-
- // Find out if this weapon's auto-aimed onto a target
- bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET );
-
- if ( player->GetFOV() >= 90 )
- {
- // normal crosshairs
- if ( bOnTarget && GetWpnData().iconAutoaim )
- {
- clr[3] = 255;
-
- crosshair->SetCrosshair( GetWpnData().iconAutoaim, clr );
- }
- else if ( GetWpnData().iconCrosshair )
- {
- clr[3] = 255;
- crosshair->SetCrosshair( GetWpnData().iconCrosshair, clr );
- }
- else
- {
- crosshair->ResetCrosshair();
- }
- }
- else
- {
- Color white( 255, 255, 255, 255 );
-
- // zoomed crosshairs
- if (bOnTarget && GetWpnData().iconZoomedAutoaim)
- crosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white);
- else if ( GetWpnData().iconZoomedCrosshair )
- crosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white );
- else
- crosshair->ResetCrosshair();
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn.
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::ViewModelDrawn( C_BaseViewModel *pViewModel )
-{
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns true if this client's carrying this weapon
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void )
-{
- if ( !GetOwner() )
- return false;
-
- return ( GetOwner() == C_BasePlayer::GetLocalPlayer() );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns true if this client is carrying this weapon and is
-// using the view models
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::ShouldDrawUsingViewModel( void )
-{
- return IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer();
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Returns true if this weapon is the local client's currently wielded weapon
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::IsActiveByLocalPlayer( void )
-{
- if ( IsCarriedByLocalPlayer() )
- {
- return (m_iState == WEAPON_IS_ACTIVE);
- }
-
- return false;
-}
-
-bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
-{
- // Get the entity because the weapon doesn't have the right angles.
- C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
- if ( pEnt )
- {
- if ( pEnt == C_BasePlayer::GetLocalPlayer() )
- {
- vAngles = pEnt->EyeAngles();
- }
- else
- {
- vAngles = pEnt->GetRenderAngles();
- }
- }
- else
- {
- vAngles.Init();
- }
-
- QAngle vDummy;
- if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() )
- {
- C_BasePlayer *player = ToBasePlayer( pEnt );
- C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
- if ( vm )
- {
- int iAttachment = vm->LookupAttachment( "muzzle" );
- if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
- {
- return true;
- }
- }
- }
- else
- {
- // Thirdperson
- int iAttachment = LookupAttachment( "muzzle" );
- if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
- {
- return true;
- }
- }
-
- vOrigin = GetRenderOrigin();
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::ShouldDraw( void )
-{
- if ( m_iWorldModelIndex == 0 )
- return false;
-
- // FIXME: All weapons with owners are set to transmit in CBaseCombatWeapon::UpdateTransmitState,
- // even if they have EF_NODRAW set, so we have to check this here. Ideally they would never
- // transmit except for the weapons owned by the local player.
- if ( IsEffectActive( EF_NODRAW ) )
- return false;
-
- C_BaseCombatCharacter *pOwner = GetOwner();
-
- // weapon has no owner, always draw it
- if ( !pOwner )
- return true;
-
- bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE );
-
- C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
-
- // carried by local player?
- if ( pOwner == pLocalPlayer )
- {
- // Only ever show the active weapon
- if ( !bIsActive )
- return false;
-
- if ( !pOwner->ShouldDraw() )
- {
- // Our owner is invisible.
- // This also tests whether the player is zoomed in, in which case you don't want to draw the weapon.
- return false;
- }
-
- // 3rd person mode?
- if ( !ShouldDrawLocalPlayerViewModel() )
- return true;
-
- // don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that
- return false;
- }
-
- // If it's a player, then only show active weapons
- if ( pOwner->IsPlayer() )
- {
- // Show it if it's active...
- return bIsActive;
- }
-
- // FIXME: We may want to only show active weapons on NPCs
- // These are carried by AIs; always show them
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received
-//-----------------------------------------------------------------------------
-bool C_BaseCombatWeapon::ShouldDrawPickup( void )
-{
- if ( GetWeaponFlags() & ITEM_FLAG_NOITEMPICKUP )
- return false;
-
- if ( m_bJustRestored )
- return false;
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
-// by this player, otherwise draw the worldmodel.
-//-----------------------------------------------------------------------------
-int C_BaseCombatWeapon::DrawModel( int flags )
-{
- VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
- if ( !m_bReadyToDraw )
- return 0;
-
- if ( !IsVisible() )
- return 0;
-
- // check if local player chases owner of this weapon in first person
- C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
-
- if ( localplayer && localplayer->IsObserver() && GetOwner() )
- {
- // don't draw weapon if chasing this guy as spectator
- // we don't check that in ShouldDraw() since this may change
- // without notification
-
- if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE &&
- localplayer->GetObserverTarget() == GetOwner() )
- return false;
- }
-
- return BaseClass::DrawModel( flags );
-}
-
-
-//-----------------------------------------------------------------------------
-// Allows the client-side entity to override what the network tells it to use for
-// a model. This is used for third person mode, specifically in HL2 where the
-// the weapon timings are on the view model and not the world model. That means the
-// server needs to use the view model, but the client wants to use the world model.
-//-----------------------------------------------------------------------------
-int C_BaseCombatWeapon::CalcOverrideModelIndex()
-{
- C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
- if ( localplayer &&
- localplayer == GetOwner() &&
- ShouldDrawLocalPlayerViewModel() )
- {
- return BaseClass::CalcOverrideModelIndex();
- }
- else
- {
- return GetWorldModelIndex();
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// tool recording
-//-----------------------------------------------------------------------------
-void C_BaseCombatWeapon::GetToolRecordingState( KeyValues *msg )
-{
- if ( !ToolsEnabled() )
- return;
-
- int nModelIndex = GetModelIndex();
- int nWorldModelIndex = GetWorldModelIndex();
- if ( nModelIndex != nWorldModelIndex )
- {
- SetModelIndex( nWorldModelIndex );
- }
-
- BaseClass::GetToolRecordingState( msg );
-
- if ( m_iState == WEAPON_NOT_CARRIED )
- {
- BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
- pBaseEntity->m_nOwner = -1;
- }
- else
- {
- msg->SetInt( "worldmodel", 1 );
- if ( m_iState == WEAPON_IS_ACTIVE )
- {
- BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
- pBaseEntity->m_bVisible = true;
- }
- }
-
- if ( nModelIndex != nWorldModelIndex )
- {
- SetModelIndex( nModelIndex );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Client side implementation of CBaseCombatWeapon. +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "history_resource.h" +#include "iclientmode.h" +#include "iinput.h" +#include "weapon_selection.h" +#include "hud_crosshair.h" +#include "engine/ivmodelinfo.h" +#include "tier0/vprof.h" +#include "hltvcamera.h" +#include "tier1/KeyValues.h" +#include "toolframework/itoolframework.h" +#include "toolframework_client.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// Purpose: Gets the local client's active weapon, if any. +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *GetActiveWeapon( void ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + + if ( !player ) + return NULL; + + return player->GetActiveWeapon(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::SetDormant( bool bDormant ) +{ + // If I'm going from active to dormant and I'm carried by another player, holster me. + if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() ) + { + Holster( NULL ); + } + + BaseClass::SetDormant( bDormant ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state ) +{ + BaseClass::NotifyShouldTransmit(state); + + if (state == SHOULDTRANSMIT_END) + { + if (m_iState == WEAPON_IS_ACTIVE) + { + m_iState = WEAPON_IS_CARRIED_BY_PLAYER; + } + } + else if( state == SHOULDTRANSMIT_START ) + { + if( m_iState == WEAPON_IS_CARRIED_BY_PLAYER ) + { + if( GetOwner() && GetOwner()->GetActiveWeapon() == this ) + { + // Restore the Activeness of the weapon if we client-twiddled it off in the first case above. + m_iState = WEAPON_IS_ACTIVE; + } + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: To wrap PORTAL mod specific functionality into one place +//----------------------------------------------------------------------------- +static inline bool ShouldDrawLocalPlayerViewModel( void ) +{ +#if defined( PORTAL ) + return false; +#else + return !C_BasePlayer::ShouldDrawLocalPlayer(); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::OnRestore() +{ + BaseClass::OnRestore(); + + // if the player is holding this weapon, + // mark it as just restored so it won't show as a new pickup + if (GetOwner() == C_BasePlayer::GetLocalPlayer()) + { + m_bJustRestored = true; + } +} + +int C_BaseCombatWeapon::GetWorldModelIndex( void ) +{ + if ( GameRules() ) + { + const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_iWorldModelIndex ) ); + const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName ); + + if ( pTranslatedName != pBaseName ) + { + return modelinfo->GetModelIndex( pTranslatedName ); + } + } + + return m_iWorldModelIndex; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bnewentity - +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType ) +{ + BaseClass::OnDataChanged(updateType); + + CHandle< C_BaseCombatWeapon > handle = this; + + // If it's being carried by the *local* player, on the first update, + // find the registered weapon for this ID + + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + C_BaseCombatCharacter *pOwner = GetOwner(); + + // check if weapon is carried by local player + bool bIsLocalPlayer = pPlayer && pPlayer == pOwner; + if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test. + { + // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons + if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) ) + { + // Tell the HUD this weapon's been picked up + if ( ShouldDrawPickup() ) + { + CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); + if ( pHudSelection ) + { + pHudSelection->OnWeaponPickup( this ); + } + + pPlayer->EmitSound( "Player.PickupWeapon" ); + } + } + } + else // weapon carried by other player or not at all + { + int overrideModelIndex = CalcOverrideModelIndex(); + if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() ) + { + SetModelIndex( overrideModelIndex ); + } + } + + UpdateVisibility(); + + m_iOldState = m_iState; + + m_bJustRestored = false; +} + +//----------------------------------------------------------------------------- +// Is anyone carrying it? +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::IsBeingCarried() const +{ + return ( m_hOwner.Get() != NULL ); +} + +//----------------------------------------------------------------------------- +// Is the carrier alive? +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::IsCarrierAlive() const +{ + if ( !m_hOwner.Get() ) + return false; + + return m_hOwner.Get()->GetHealth() > 0; +} + +//----------------------------------------------------------------------------- +// Should this object cast shadows? +//----------------------------------------------------------------------------- +ShadowType_t C_BaseCombatWeapon::ShadowCastType() +{ + if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) ) + return SHADOWS_NONE; + + if (!IsBeingCarried()) + return SHADOWS_RENDER_TO_TEXTURE; + + if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer()) + return SHADOWS_NONE; + + return SHADOWS_RENDER_TO_TEXTURE; +} + +//----------------------------------------------------------------------------- +// Purpose: This weapon is the active weapon, and it should now draw anything +// it wants to. This gets called every frame. +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::Redraw() +{ + if ( g_pClientMode->ShouldDrawCrosshair() ) + { + DrawCrosshair(); + } + + // ammo drawing has been moved into hud_ammo.cpp +} + +//----------------------------------------------------------------------------- +// Purpose: Draw the weapon's crosshair +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::DrawCrosshair() +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return; + + Color clr = gHUD.m_clrNormal; +/* + + // TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color. + Vector vShootPos, vShootAngles; + GetShootPosition( vShootPos, vShootAngles ); + + Vector vForward; + AngleVectors( vShootAngles, &vForward ); + + + // Change the color depending on if we're looking at a friend or an enemy. + CPartitionFilterListMask filter( PARTITION_ALL_CLIENT_EDICTS ); + trace_t tr; + traceline->TraceLine( vShootPos, vShootPos + vForward * 10000, COLLISION_GROUP_NONE, MASK_SHOT, &tr, true, ~0, &filter ); + + if ( tr.index != 0 && tr.index != INVALID_CLIENTENTITY_HANDLE ) + { + C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( tr.index ); + if ( pEnt ) + { + if ( pEnt->GetTeamNumber() != player->GetTeamNumber() ) + { + g = b = 0; + } + } + } +*/ + + CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair ); + if ( !crosshair ) + return; + + // Find out if this weapon's auto-aimed onto a target + bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET ); + + if ( player->GetFOV() >= 90 ) + { + // normal crosshairs + if ( bOnTarget && GetWpnData().iconAutoaim ) + { + clr[3] = 255; + + crosshair->SetCrosshair( GetWpnData().iconAutoaim, clr ); + } + else if ( GetWpnData().iconCrosshair ) + { + clr[3] = 255; + crosshair->SetCrosshair( GetWpnData().iconCrosshair, clr ); + } + else + { + crosshair->ResetCrosshair(); + } + } + else + { + Color white( 255, 255, 255, 255 ); + + // zoomed crosshairs + if (bOnTarget && GetWpnData().iconZoomedAutoaim) + crosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white); + else if ( GetWpnData().iconZoomedCrosshair ) + crosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white ); + else + crosshair->ResetCrosshair(); + } +} + +//----------------------------------------------------------------------------- +// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn. +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::ViewModelDrawn( C_BaseViewModel *pViewModel ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: Returns true if this client's carrying this weapon +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void ) +{ + if ( !GetOwner() ) + return false; + + return ( GetOwner() == C_BasePlayer::GetLocalPlayer() ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns true if this client is carrying this weapon and is +// using the view models +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::ShouldDrawUsingViewModel( void ) +{ + return IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer(); +} + + +//----------------------------------------------------------------------------- +// Purpose: Returns true if this weapon is the local client's currently wielded weapon +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::IsActiveByLocalPlayer( void ) +{ + if ( IsCarriedByLocalPlayer() ) + { + return (m_iState == WEAPON_IS_ACTIVE); + } + + return false; +} + +bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles ) +{ + // Get the entity because the weapon doesn't have the right angles. + C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() ); + if ( pEnt ) + { + if ( pEnt == C_BasePlayer::GetLocalPlayer() ) + { + vAngles = pEnt->EyeAngles(); + } + else + { + vAngles = pEnt->GetRenderAngles(); + } + } + else + { + vAngles.Init(); + } + + QAngle vDummy; + if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() ) + { + C_BasePlayer *player = ToBasePlayer( pEnt ); + C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL; + if ( vm ) + { + int iAttachment = vm->LookupAttachment( "muzzle" ); + if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) ) + { + return true; + } + } + } + else + { + // Thirdperson + int iAttachment = LookupAttachment( "muzzle" ); + if ( GetAttachment( iAttachment, vOrigin, vDummy ) ) + { + return true; + } + } + + vOrigin = GetRenderOrigin(); + return false; +} + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::ShouldDraw( void ) +{ + if ( m_iWorldModelIndex == 0 ) + return false; + + // FIXME: All weapons with owners are set to transmit in CBaseCombatWeapon::UpdateTransmitState, + // even if they have EF_NODRAW set, so we have to check this here. Ideally they would never + // transmit except for the weapons owned by the local player. + if ( IsEffectActive( EF_NODRAW ) ) + return false; + + C_BaseCombatCharacter *pOwner = GetOwner(); + + // weapon has no owner, always draw it + if ( !pOwner ) + return true; + + bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE ); + + C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); + + // carried by local player? + if ( pOwner == pLocalPlayer ) + { + // Only ever show the active weapon + if ( !bIsActive ) + return false; + + if ( !pOwner->ShouldDraw() ) + { + // Our owner is invisible. + // This also tests whether the player is zoomed in, in which case you don't want to draw the weapon. + return false; + } + + // 3rd person mode? + if ( !ShouldDrawLocalPlayerViewModel() ) + return true; + + // don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that + return false; + } + + // If it's a player, then only show active weapons + if ( pOwner->IsPlayer() ) + { + // Show it if it's active... + return bIsActive; + } + + // FIXME: We may want to only show active weapons on NPCs + // These are carried by AIs; always show them + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received +//----------------------------------------------------------------------------- +bool C_BaseCombatWeapon::ShouldDrawPickup( void ) +{ + if ( GetWeaponFlags() & ITEM_FLAG_NOITEMPICKUP ) + return false; + + if ( m_bJustRestored ) + return false; + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried +// by this player, otherwise draw the worldmodel. +//----------------------------------------------------------------------------- +int C_BaseCombatWeapon::DrawModel( int flags ) +{ + VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING ); + if ( !m_bReadyToDraw ) + return 0; + + if ( !IsVisible() ) + return 0; + + // check if local player chases owner of this weapon in first person + C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); + + if ( localplayer && localplayer->IsObserver() && GetOwner() ) + { + // don't draw weapon if chasing this guy as spectator + // we don't check that in ShouldDraw() since this may change + // without notification + + if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE && + localplayer->GetObserverTarget() == GetOwner() ) + return false; + } + + return BaseClass::DrawModel( flags ); +} + + +//----------------------------------------------------------------------------- +// Allows the client-side entity to override what the network tells it to use for +// a model. This is used for third person mode, specifically in HL2 where the +// the weapon timings are on the view model and not the world model. That means the +// server needs to use the view model, but the client wants to use the world model. +//----------------------------------------------------------------------------- +int C_BaseCombatWeapon::CalcOverrideModelIndex() +{ + C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); + if ( localplayer && + localplayer == GetOwner() && + ShouldDrawLocalPlayerViewModel() ) + { + return BaseClass::CalcOverrideModelIndex(); + } + else + { + return GetWorldModelIndex(); + } +} + + +//----------------------------------------------------------------------------- +// tool recording +//----------------------------------------------------------------------------- +void C_BaseCombatWeapon::GetToolRecordingState( KeyValues *msg ) +{ + if ( !ToolsEnabled() ) + return; + + int nModelIndex = GetModelIndex(); + int nWorldModelIndex = GetWorldModelIndex(); + if ( nModelIndex != nWorldModelIndex ) + { + SetModelIndex( nWorldModelIndex ); + } + + BaseClass::GetToolRecordingState( msg ); + + if ( m_iState == WEAPON_NOT_CARRIED ) + { + BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" ); + pBaseEntity->m_nOwner = -1; + } + else + { + msg->SetInt( "worldmodel", 1 ); + if ( m_iState == WEAPON_IS_ACTIVE ) + { + BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" ); + pBaseEntity->m_bVisible = true; + } + } + + if ( nModelIndex != nWorldModelIndex ) + { + SetModelIndex( nModelIndex ); + } +} |