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authorMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
committerMichael Sartain <[email protected]>2014-10-02 08:25:55 -0700
commit55ed12f8d1eb6887d348be03aee5573d44177ffb (patch)
tree3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/game/shared/basecombatweapon_shared.cpp
parent* Added support for Visual C++ 2013 Express to VPC (diff)
downloadsource-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz
source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/game/shared/basecombatweapon_shared.cpp')
-rw-r--r--mp/src/game/shared/basecombatweapon_shared.cpp21
1 files changed, 20 insertions, 1 deletions
diff --git a/mp/src/game/shared/basecombatweapon_shared.cpp b/mp/src/game/shared/basecombatweapon_shared.cpp
index 754919d3..4ab20c12 100644
--- a/mp/src/game/shared/basecombatweapon_shared.cpp
+++ b/mp/src/game/shared/basecombatweapon_shared.cpp
@@ -38,6 +38,8 @@
#endif
+#include "vprof.h"
+
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@@ -164,8 +166,20 @@ void CBaseCombatWeapon::GiveDefaultAmmo( void )
//-----------------------------------------------------------------------------
void CBaseCombatWeapon::Spawn( void )
{
+ bool bPrecacheAllowed = CBaseEntity::IsPrecacheAllowed();
+ if (!bPrecacheAllowed)
+ {
+ tmEnter( TELEMETRY_LEVEL1, TMZF_NONE, "LateWeaponPrecache" );
+ }
+
Precache();
+ if (!bPrecacheAllowed)
+ {
+ tmLeave( TELEMETRY_LEVEL1 );
+ }
+
+
BaseClass::Spawn();
SetSolid( SOLID_BBOX );
@@ -1643,6 +1657,11 @@ void CBaseCombatWeapon::ItemPreFrame( void )
#endif
}
+bool CBaseCombatWeapon::CanPerformSecondaryAttack() const
+{
+ return m_flNextSecondaryAttack <= gpGlobals->curtime;
+}
+
//====================================================================================
// WEAPON BEHAVIOUR
//====================================================================================
@@ -1667,7 +1686,7 @@ void CBaseCombatWeapon::ItemPostFrame( void )
bool bFired = false;
// Secondary attack has priority
- if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
+ if ((pOwner->m_nButtons & IN_ATTACK2) && CanPerformSecondaryAttack() )
{
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 )
{