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/server/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/server/basecombatweapon.cpp')
| -rw-r--r-- | mp/src/game/server/basecombatweapon.cpp | 1468 |
1 files changed, 734 insertions, 734 deletions
diff --git a/mp/src/game/server/basecombatweapon.cpp b/mp/src/game/server/basecombatweapon.cpp index 8a44673f..c05cb33d 100644 --- a/mp/src/game/server/basecombatweapon.cpp +++ b/mp/src/game/server/basecombatweapon.cpp @@ -1,734 +1,734 @@ -//========= 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 );
- }
- }
-}
-
+//========= 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 ); + } + } +} + |