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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/basecombatweapon.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/basecombatweapon.cpp')
-rw-r--r--mp/src/game/server/basecombatweapon.cpp734
1 files changed, 734 insertions, 0 deletions
diff --git a/mp/src/game/server/basecombatweapon.cpp b/mp/src/game/server/basecombatweapon.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "ai_basenpc.h"
+#include "animation.h"
+#include "basecombatweapon.h"
+#include "player.h" // For gEvilImpulse101 / CBasePlayer
+#include "gamerules.h" // For g_pGameRules
+#include <KeyValues.h>
+#include "ammodef.h"
+#include "baseviewmodel.h"
+#include "in_buttons.h"
+#include "soundent.h"
+#include "weapon_parse.h"
+#include "game.h"
+#include "engine/IEngineSound.h"
+#include "sendproxy.h"
+#include "tier1/strtools.h"
+#include "vphysics/constraints.h"
+#include "npcevent.h"
+#include "igamesystem.h"
+#include "collisionutils.h"
+#include "iservervehicle.h"
+#include "func_break.h"
+
+#ifdef HL2MP
+ #include "hl2mp_gamerules.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+extern int gEvilImpulse101; // In Player.h
+
+// -----------------------------------------
+// Sprite Index info
+// -----------------------------------------
+short g_sModelIndexLaser; // holds the index for the laser beam
+const char *g_pModelNameLaser = "sprites/laserbeam.vmt";
+short g_sModelIndexLaserDot; // holds the index for the laser beam dot
+short g_sModelIndexFireball; // holds the index for the fireball
+short g_sModelIndexSmoke; // holds the index for the smoke cloud
+short g_sModelIndexWExplosion; // holds the index for the underwater explosion
+short g_sModelIndexBubbles; // holds the index for the bubbles model
+short g_sModelIndexBloodDrop; // holds the sprite index for the initial blood
+short g_sModelIndexBloodSpray; // holds the sprite index for splattered blood
+
+
+ConVar weapon_showproficiency( "weapon_showproficiency", "0" );
+extern ConVar ai_debug_shoot_positions;
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache global weapon sounds
+//-----------------------------------------------------------------------------
+void W_Precache(void)
+{
+ PrecacheFileWeaponInfoDatabase( filesystem, g_pGameRules->GetEncryptionKey() );
+
+
+
+#ifdef HL1_DLL
+ g_sModelIndexWExplosion = CBaseEntity::PrecacheModel ("sprites/WXplo1.vmt");// underwater fireball
+ g_sModelIndexBloodSpray = CBaseEntity::PrecacheModel ("sprites/bloodspray.vmt"); // initial blood
+ g_sModelIndexBloodDrop = CBaseEntity::PrecacheModel ("sprites/blood.vmt"); // splattered blood
+ g_sModelIndexLaserDot = CBaseEntity::PrecacheModel("sprites/laserdot.vmt");
+#endif // HL1_DLL
+
+#ifndef TF_DLL
+ g_sModelIndexFireball = CBaseEntity::PrecacheModel ("sprites/zerogxplode.vmt");// fireball
+
+ g_sModelIndexSmoke = CBaseEntity::PrecacheModel ("sprites/steam1.vmt");// smoke
+ g_sModelIndexBubbles = CBaseEntity::PrecacheModel ("sprites/bubble.vmt");//bubbles
+ g_sModelIndexLaser = CBaseEntity::PrecacheModel( (char *)g_pModelNameLaser );
+
+ PrecacheParticleSystem( "blood_impact_red_01" );
+ PrecacheParticleSystem( "blood_impact_green_01" );
+ PrecacheParticleSystem( "blood_impact_yellow_01" );
+
+ CBaseEntity::PrecacheModel ("effects/bubble.vmt");//bubble trails
+
+ CBaseEntity::PrecacheModel("models/weapons/w_bullet.mdl");
+#endif
+
+ CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponDrop" );
+ CBaseEntity::PrecacheScriptSound( "BaseCombatWeapon.WeaponMaterialize" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Transmit weapon data
+//-----------------------------------------------------------------------------
+int CBaseCombatWeapon::UpdateTransmitState( void)
+{
+ // If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic
+ // about whether or not to transmit it.
+ if ( GetOwner() )
+ {
+ return SetTransmitState( FL_EDICT_PVSCHECK );
+ }
+ else
+ {
+ // If it's just lying around, then use CBaseEntity's visibility test to see if it should be sent.
+ return BaseClass::UpdateTransmitState();
+ }
+}
+
+
+void CBaseCombatWeapon::Operator_FrameUpdate( CBaseCombatCharacter *pOperator )
+{
+ StudioFrameAdvance( ); // animate
+
+ if ( IsSequenceFinished() )
+ {
+ if ( SequenceLoops() )
+ {
+ // animation does loop, which means we're playing subtle idle. Might need to fidget.
+ int iSequence = SelectWeightedSequence( GetActivity() );
+ if ( iSequence != ACTIVITY_NOT_AVAILABLE )
+ {
+ ResetSequence( iSequence ); // Set to new anim (if it's there)
+ }
+ }
+#if 0
+ else
+ {
+ // animation that just ended doesn't loop! That means we just finished a fidget
+ // and should return to our heaviest weighted idle (the subtle one)
+ SelectHeaviestSequence( GetActivity() );
+ }
+#endif
+ }
+
+ // Animation events are passed back to the weapon's owner/operator
+ DispatchAnimEvents( pOperator );
+
+ // Update and dispatch the viewmodel events
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner == NULL )
+ return;
+
+ CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
+
+ if ( vm != NULL )
+ {
+ vm->StudioFrameAdvance();
+ vm->DispatchAnimEvents( this );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pEvent -
+// *pOperator -
+//-----------------------------------------------------------------------------
+void CBaseCombatWeapon::Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator )
+{
+ if ( (pEvent->type & AE_TYPE_NEWEVENTSYSTEM) && (pEvent->type & AE_TYPE_SERVER) )
+ {
+ if ( pEvent->event == AE_NPC_WEAPON_FIRE )
+ {
+ bool bSecondary = (atoi( pEvent->options ) != 0);
+ Operator_ForceNPCFire( pOperator, bSecondary );
+ return;
+ }
+ else if ( pEvent->event == AE_WPN_PLAYWPNSOUND )
+ {
+ int iSnd = GetWeaponSoundFromString(pEvent->options);
+ if ( iSnd != -1 )
+ {
+ WeaponSound( (WeaponSound_t)iSnd );
+ }
+ }
+ }
+
+ DevWarning( 2, "Unhandled animation event %d from %s --> %s\n", pEvent->event, pOperator->GetClassname(), GetClassname() );
+}
+
+// NOTE: This should never be called when a character is operating the weapon. Animation events should be
+// routed through the character, and then back into CharacterAnimEvent()
+void CBaseCombatWeapon::HandleAnimEvent( animevent_t *pEvent )
+{
+ //If the player is receiving this message, pass it through
+ CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
+
+ if ( pOwner != NULL )
+ {
+ Operator_HandleAnimEvent( pEvent, pOwner );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Make the weapon visible and tangible
+//-----------------------------------------------------------------------------
+CBaseEntity* CBaseCombatWeapon::Respawn( void )
+{
+ // make a copy of this weapon that is invisible and inaccessible to players (no touch function). The weapon spawn/respawn code
+ // will decide when to make the weapon visible and touchable.
+ CBaseEntity *pNewWeapon = CBaseEntity::Create( GetClassname(), g_pGameRules->VecWeaponRespawnSpot( this ), GetLocalAngles(), GetOwnerEntity() );
+
+ if ( pNewWeapon )
+ {
+ pNewWeapon->AddEffects( EF_NODRAW );// invisible for now
+ pNewWeapon->SetTouch( NULL );// no touch
+ pNewWeapon->SetThink( &CBaseCombatWeapon::AttemptToMaterialize );
+
+ UTIL_DropToFloor( this, MASK_SOLID );
+
+ // not a typo! We want to know when the weapon the player just picked up should respawn! This new entity we created is the replacement,
+ // but when it should respawn is based on conditions belonging to the weapon that was taken.
+ pNewWeapon->SetNextThink( gpGlobals->curtime + g_pGameRules->FlWeaponRespawnTime( this ) );
+ }
+ else
+ {
+ Warning("Respawn failed to create %s!\n", GetClassname() );
+ }
+
+ return pNewWeapon;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Weapons ignore other weapons when LOS tracing
+//-----------------------------------------------------------------------------
+class CWeaponLOSFilter : public CTraceFilterSkipTwoEntities
+{
+ DECLARE_CLASS( CWeaponLOSFilter, CTraceFilterSkipTwoEntities );
+public:
+ CWeaponLOSFilter( IHandleEntity *pHandleEntity, IHandleEntity *pHandleEntity2, int collisionGroup ) :
+ CTraceFilterSkipTwoEntities( pHandleEntity, pHandleEntity2, collisionGroup ), m_pVehicle( NULL )
+ {
+ // If the tracing entity is in a vehicle, then ignore it
+ if ( pHandleEntity != NULL )
+ {
+ CBaseCombatCharacter *pBCC = ((CBaseEntity *)pHandleEntity)->MyCombatCharacterPointer();
+ if ( pBCC != NULL )
+ {
+ m_pVehicle = pBCC->GetVehicleEntity();
+ }
+ }
+ }
+ virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
+ {
+ CBaseEntity *pEntity = (CBaseEntity *)pServerEntity;
+
+ if ( pEntity->GetCollisionGroup() == COLLISION_GROUP_WEAPON )
+ return false;
+
+ // Don't collide with the tracing entity's vehicle (if it exists)
+ if ( pServerEntity == m_pVehicle )
+ return false;
+
+ if ( pEntity->GetHealth() > 0 )
+ {
+ CBreakable *pBreakable = dynamic_cast<CBreakable *>(pEntity);
+ if ( pBreakable && pBreakable->IsBreakable() && pBreakable->GetMaterialType() == matGlass)
+ {
+ return false;
+ }
+ }
+
+ return BaseClass::ShouldHitEntity( pServerEntity, contentsMask );
+ }
+
+private:
+ CBaseEntity *m_pVehicle;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Check the weapon LOS for an owner at an arbitrary position
+// If bSetConditions is true, LOS related conditions will also be set
+//-----------------------------------------------------------------------------
+bool CBaseCombatWeapon::WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions )
+{
+ // --------------------
+ // Check for occlusion
+ // --------------------
+ CAI_BaseNPC* npcOwner = m_hOwner.Get()->MyNPCPointer();
+
+ // Find its relative shoot position
+ Vector vecRelativeShootPosition;
+ VectorSubtract( npcOwner->Weapon_ShootPosition(), npcOwner->GetAbsOrigin(), vecRelativeShootPosition );
+ Vector barrelPos = ownerPos + vecRelativeShootPosition;
+
+ // FIXME: If we're in a vehicle, we need some sort of way to handle shooting out of them
+
+ // Use the custom LOS trace filter
+ CWeaponLOSFilter traceFilter( m_hOwner.Get(), npcOwner->GetEnemy(), COLLISION_GROUP_BREAKABLE_GLASS );
+ trace_t tr;
+ UTIL_TraceLine( barrelPos, targetPos, MASK_SHOT, &traceFilter, &tr );
+
+ // See if we completed the trace without interruption
+ if ( tr.fraction == 1.0 )
+ {
+ if ( ai_debug_shoot_positions.GetBool() )
+ {
+ NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
+ }
+
+ return true;
+ }
+
+ CBaseEntity *pHitEnt = tr.m_pEnt;
+
+ CBasePlayer *pEnemyPlayer = ToBasePlayer( npcOwner->GetEnemy() );
+
+ // is player in a vehicle? if so, verify vehicle is target and return if so (so npc shoots at vehicle)
+ if ( pEnemyPlayer && pEnemyPlayer->IsInAVehicle() )
+ {
+ // Ok, player in vehicle, check if vehicle is target we're looking at, fire if it is
+ // Also, check to see if the owner of the entity is the vehicle, in which case it's valid too.
+ // This catches vehicles that use bone followers.
+ CBaseEntity *pVehicle = pEnemyPlayer->GetVehicle()->GetVehicleEnt();
+ if ( pHitEnt == pVehicle || pHitEnt->GetOwnerEntity() == pVehicle )
+ return true;
+ }
+
+ // Hitting our enemy is a success case
+ if ( pHitEnt == npcOwner->GetEnemy() )
+ {
+ if ( ai_debug_shoot_positions.GetBool() )
+ {
+ NDebugOverlay::Line( barrelPos, targetPos, 0, 255, 0, false, 1.0 );
+ }
+
+ return true;
+ }
+
+ // If a vehicle is blocking the view, grab its driver and use that as the combat character
+ CBaseCombatCharacter *pBCC;
+ IServerVehicle *pVehicle = pHitEnt->GetServerVehicle();
+ if ( pVehicle )
+ {
+ pBCC = pVehicle->GetPassenger( );
+ }
+ else
+ {
+ pBCC = ToBaseCombatCharacter( pHitEnt );
+ }
+
+ if ( pBCC )
+ {
+ if ( npcOwner->IRelationType( pBCC ) == D_HT )
+ return true;
+
+ if ( bSetConditions )
+ {
+ npcOwner->SetCondition( COND_WEAPON_BLOCKED_BY_FRIEND );
+ }
+ }
+ else if ( bSetConditions )
+ {
+ npcOwner->SetCondition( COND_WEAPON_SIGHT_OCCLUDED );
+ npcOwner->SetEnemyOccluder( pHitEnt );
+
+ if( ai_debug_shoot_positions.GetBool() )
+ {
+ NDebugOverlay::Line( tr.startpos, tr.endpos, 255, 0, 0, false, 1.0 );
+ }
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Base class always returns not bits
+//-----------------------------------------------------------------------------
+int CBaseCombatWeapon::WeaponRangeAttack1Condition( float flDot, float flDist )
+{
+ if ( UsesPrimaryAmmo() && !HasPrimaryAmmo() )
+ {
+ return COND_NO_PRIMARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange1)
+ {
+ return COND_TOO_CLOSE_TO_ATTACK;
+ }
+ else if (flDist > m_fMaxRange1)
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if (flDot < 0.5) // UNDONE: Why check this here? Isn't the AI checking this already?
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+
+ return COND_CAN_RANGE_ATTACK1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Base class always returns not bits
+//-----------------------------------------------------------------------------
+int CBaseCombatWeapon::WeaponRangeAttack2Condition( float flDot, float flDist )
+{
+ // currently disabled
+ return COND_NONE;
+
+ if ( m_bReloadsSingly )
+ {
+ if (m_iClip2 <=0)
+ {
+ return COND_NO_SECONDARY_AMMO;
+ }
+ else if ( flDist < m_fMinRange2)
+ {
+ return COND_TOO_CLOSE_TO_ATTACK;
+ }
+ else if (flDist > m_fMaxRange2)
+ {
+ return COND_TOO_FAR_TO_ATTACK;
+ }
+ else if (flDot < 0.5)
+ {
+ return COND_NOT_FACING_ATTACK;
+ }
+ return COND_CAN_RANGE_ATTACK2;
+ }
+
+ return COND_NONE;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Base class always returns not bits
+//-----------------------------------------------------------------------------
+int CBaseCombatWeapon::WeaponMeleeAttack1Condition( float flDot, float flDist )
+{
+ return COND_NONE;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Base class always returns not bits
+//-----------------------------------------------------------------------------
+int CBaseCombatWeapon::WeaponMeleeAttack2Condition( float flDot, float flDist )
+{
+ return COND_NONE;
+}
+
+//====================================================================================
+// WEAPON DROPPING / DESTRUCTION
+//====================================================================================
+void CBaseCombatWeapon::Delete( void )
+{
+ SetTouch( NULL );
+ // FIXME: why doesn't this just remove itself now?
+ SetThink(&CBaseCombatWeapon::SUB_Remove);
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+void CBaseCombatWeapon::DestroyItem( void )
+{
+ CBaseCombatCharacter *pOwner = m_hOwner.Get();
+
+ if ( pOwner )
+ {
+ // if attached to a player, remove.
+ pOwner->RemovePlayerItem( this );
+ }
+
+ Kill( );
+}
+
+void CBaseCombatWeapon::Kill( void )
+{
+ SetTouch( NULL );
+ // FIXME: why doesn't this just remove itself now?
+ // FIXME: how is this different than Delete(), and why do they have the same code in them?
+ SetThink(&CBaseCombatWeapon::SUB_Remove);
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+//====================================================================================
+// FALL TO GROUND
+//====================================================================================
+//-----------------------------------------------------------------------------
+// Purpose: Setup for the fall
+//-----------------------------------------------------------------------------
+void CBaseCombatWeapon::FallInit( void )
+{
+ SetModel( GetWorldModel() );
+ VPhysicsDestroyObject();
+
+ if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
+ {
+ SetMoveType( MOVETYPE_FLYGRAVITY );
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_TRIGGER );
+ }
+ else
+ {
+#if !defined( CLIENT_DLL )
+ // Constrained start?
+ if ( HasSpawnFlags( SF_WEAPON_START_CONSTRAINED ) )
+ {
+ //Constrain the weapon in place
+ IPhysicsObject *pReferenceObject, *pAttachedObject;
+
+ pReferenceObject = g_PhysWorldObject;
+ pAttachedObject = VPhysicsGetObject();
+
+ if ( pReferenceObject && pAttachedObject )
+ {
+ constraint_fixedparams_t fixed;
+ fixed.Defaults();
+ fixed.InitWithCurrentObjectState( pReferenceObject, pAttachedObject );
+
+ fixed.constraint.forceLimit = lbs2kg( 10000 );
+ fixed.constraint.torqueLimit = lbs2kg( 10000 );
+
+ m_pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );
+
+ m_pConstraint->SetGameData( (void *) this );
+ }
+ }
+#endif //CLIENT_DLL
+ }
+
+ SetPickupTouch();
+
+ SetThink( &CBaseCombatWeapon::FallThink );
+
+ SetNextThink( gpGlobals->curtime + 0.1f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Items that have just spawned run this think to catch them when
+// they hit the ground. Once we're sure that the object is grounded,
+// we change its solid type to trigger and set it in a large box that
+// helps the player get it.
+//-----------------------------------------------------------------------------
+void CBaseCombatWeapon::FallThink ( void )
+{
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+ bool shouldMaterialize = false;
+ IPhysicsObject *pPhysics = VPhysicsGetObject();
+ if ( pPhysics )
+ {
+ shouldMaterialize = pPhysics->IsAsleep();
+ }
+ else
+ {
+ shouldMaterialize = (GetFlags() & FL_ONGROUND) ? true : false;
+ }
+
+ if ( shouldMaterialize )
+ {
+ // clatter if we have an owner (i.e., dropped by someone)
+ // don't clatter if the gun is waiting to respawn (if it's waiting, it is invisible!)
+ if ( GetOwnerEntity() )
+ {
+ EmitSound( "BaseCombatWeapon.WeaponDrop" );
+ }
+ Materialize();
+ }
+}
+
+//====================================================================================
+// WEAPON SPAWNING
+//====================================================================================
+//-----------------------------------------------------------------------------
+// Purpose: Make a weapon visible and tangible
+//-----------------------------------------------------------------------------//
+void CBaseCombatWeapon::Materialize( void )
+{
+ if ( IsEffectActive( EF_NODRAW ) )
+ {
+ // changing from invisible state to visible.
+#ifdef HL2MP
+ EmitSound( "AlyxEmp.Charge" );
+#else
+ EmitSound( "BaseCombatWeapon.WeaponMaterialize" );
+#endif
+
+ RemoveEffects( EF_NODRAW );
+ DoMuzzleFlash();
+ }
+#ifdef HL2MP
+ if ( HasSpawnFlags( SF_NORESPAWN ) == false )
+ {
+ VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
+ SetMoveType( MOVETYPE_VPHYSICS );
+
+ HL2MPRules()->AddLevelDesignerPlacedObject( this );
+ }
+#else
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_TRIGGER );
+#endif
+
+ SetPickupTouch();
+
+ SetThink (NULL);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: See if the game rules will let this weapon respawn
+//-----------------------------------------------------------------------------
+void CBaseCombatWeapon::AttemptToMaterialize( void )
+{
+ float time = g_pGameRules->FlWeaponTryRespawn( this );
+
+ if ( time == 0 )
+ {
+ Materialize();
+ return;
+ }
+
+ SetNextThink( gpGlobals->curtime + time );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Weapon has been picked up, should it respawn?
+//-----------------------------------------------------------------------------
+void CBaseCombatWeapon::CheckRespawn( void )
+{
+ switch ( g_pGameRules->WeaponShouldRespawn( this ) )
+ {
+ case GR_WEAPON_RESPAWN_YES:
+ Respawn();
+ break;
+ case GR_WEAPON_RESPAWN_NO:
+ return;
+ break;
+ }
+}
+
+class CWeaponList : public CAutoGameSystem
+{
+public:
+ CWeaponList( char const *name ) : CAutoGameSystem( name )
+ {
+ }
+
+
+ virtual void LevelShutdownPostEntity()
+ {
+ m_list.Purge();
+ }
+
+ void AddWeapon( CBaseCombatWeapon *pWeapon )
+ {
+ m_list.AddToTail( pWeapon );
+ }
+
+ void RemoveWeapon( CBaseCombatWeapon *pWeapon )
+ {
+ m_list.FindAndRemove( pWeapon );
+ }
+ CUtlLinkedList< CBaseCombatWeapon * > m_list;
+};
+
+CWeaponList g_WeaponList( "CWeaponList" );
+
+void OnBaseCombatWeaponCreated( CBaseCombatWeapon *pWeapon )
+{
+ g_WeaponList.AddWeapon( pWeapon );
+}
+
+void OnBaseCombatWeaponDestroyed( CBaseCombatWeapon *pWeapon )
+{
+ g_WeaponList.RemoveWeapon( pWeapon );
+}
+
+int CBaseCombatWeapon::GetAvailableWeaponsInBox( CBaseCombatWeapon **pList, int listMax, const Vector &mins, const Vector &maxs )
+{
+ // linear search all weapons
+ int count = 0;
+ int index = g_WeaponList.m_list.Head();
+ while ( index != g_WeaponList.m_list.InvalidIndex() )
+ {
+ CBaseCombatWeapon *pWeapon = g_WeaponList.m_list[index];
+ // skip any held weapon
+ if ( !pWeapon->GetOwner() )
+ {
+ // restrict to mins/maxs
+ if ( IsPointInBox( pWeapon->GetAbsOrigin(), mins, maxs ) )
+ {
+ if ( count < listMax )
+ {
+ pList[count] = pWeapon;
+ count++;
+ }
+ }
+ }
+ index = g_WeaponList.m_list.Next( index );
+ }
+
+ return count;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CBaseCombatWeapon::ObjectCaps( void )
+{
+ int caps = BaseClass::ObjectCaps();
+ if ( !IsFollowingEntity() && !HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) )
+ {
+ caps |= FCAP_IMPULSE_USE;
+ }
+
+ return caps;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CBaseCombatWeapon::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
+{
+ CBasePlayer *pPlayer = ToBasePlayer( pActivator );
+
+ if ( pPlayer )
+ {
+ m_OnPlayerUse.FireOutput( pActivator, pCaller );
+
+ //
+ // Bump the weapon to try equipping it before picking it up physically. This is
+ // important in a few spots in the game where the player could potentially +use pickup
+ // and then THROW AWAY a vital weapon, rendering them unable to continue the game.
+ //
+ if ( pPlayer->BumpWeapon( this ) )
+ {
+ OnPickedUp( pPlayer );
+ }
+ else
+ {
+ pPlayer->PickupObject( this );
+ }
+ }
+}
+