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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/shared/hl2mp/weapon_hl2mpbase.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/shared/hl2mp/weapon_hl2mpbase.cpp')
-rw-r--r--mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp330
1 files changed, 330 insertions, 0 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp b/mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "in_buttons.h"
+#include "takedamageinfo.h"
+#include "ammodef.h"
+#include "hl2mp_gamerules.h"
+
+
+#ifdef CLIENT_DLL
+extern IVModelInfoClient* modelinfo;
+#else
+extern IVModelInfo* modelinfo;
+#endif
+
+
+#if defined( CLIENT_DLL )
+
+ #include "vgui/ISurface.h"
+ #include "vgui_controls/Controls.h"
+ #include "c_hl2mp_player.h"
+ #include "hud_crosshair.h"
+
+#else
+
+ #include "hl2mp_player.h"
+ #include "vphysics/constraints.h"
+
+#endif
+
+#include "weapon_hl2mpbase.h"
+
+
+// ----------------------------------------------------------------------------- //
+// Global functions.
+// ----------------------------------------------------------------------------- //
+
+bool IsAmmoType( int iAmmoType, const char *pAmmoName )
+{
+ return GetAmmoDef()->Index( pAmmoName ) == iAmmoType;
+}
+
+static const char * s_WeaponAliasInfo[] =
+{
+ "none", // WEAPON_NONE = 0,
+
+ //Melee
+ "shotgun", //WEAPON_AMERKNIFE,
+
+ NULL, // end of list marker
+};
+
+
+// ----------------------------------------------------------------------------- //
+// CWeaponHL2MPBase tables.
+// ----------------------------------------------------------------------------- //
+
+IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHL2MPBase, DT_WeaponHL2MPBase )
+
+BEGIN_NETWORK_TABLE( CWeaponHL2MPBase, DT_WeaponHL2MPBase )
+
+#ifdef CLIENT_DLL
+
+#else
+ // world weapon models have no aminations
+ // SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ),
+// SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
+// SendPropExclude( "DT_LocalActiveWeaponData", "m_flTimeWeaponIdle" ),
+#endif
+
+END_NETWORK_TABLE()
+
+BEGIN_PREDICTION_DATA( CWeaponHL2MPBase )
+END_PREDICTION_DATA()
+
+LINK_ENTITY_TO_CLASS( weapon_hl2mp_base, CWeaponHL2MPBase );
+
+
+#ifdef GAME_DLL
+
+ BEGIN_DATADESC( CWeaponHL2MPBase )
+
+ END_DATADESC()
+
+#endif
+
+// ----------------------------------------------------------------------------- //
+// CWeaponHL2MPBase implementation.
+// ----------------------------------------------------------------------------- //
+CWeaponHL2MPBase::CWeaponHL2MPBase()
+{
+ SetPredictionEligible( true );
+ AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
+
+ m_flNextResetCheckTime = 0.0f;
+}
+
+
+bool CWeaponHL2MPBase::IsPredicted() const
+{
+ return true;
+}
+
+void CWeaponHL2MPBase::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ )
+{
+#ifdef CLIENT_DLL
+
+ // If we have some sounds from the weapon classname.txt file, play a random one of them
+ const char *shootsound = GetWpnData().aShootSounds[ sound_type ];
+ if ( !shootsound || !shootsound[0] )
+ return;
+
+ CBroadcastRecipientFilter filter; // this is client side only
+ if ( !te->CanPredict() )
+ return;
+
+ CBaseEntity::EmitSound( filter, GetPlayerOwner()->entindex(), shootsound, &GetPlayerOwner()->GetAbsOrigin() );
+#else
+ BaseClass::WeaponSound( sound_type, soundtime );
+#endif
+}
+
+
+CBasePlayer* CWeaponHL2MPBase::GetPlayerOwner() const
+{
+ return dynamic_cast< CBasePlayer* >( GetOwner() );
+}
+
+CHL2MP_Player* CWeaponHL2MPBase::GetHL2MPPlayerOwner() const
+{
+ return dynamic_cast< CHL2MP_Player* >( GetOwner() );
+}
+
+#ifdef CLIENT_DLL
+
+void CWeaponHL2MPBase::OnDataChanged( DataUpdateType_t type )
+{
+ BaseClass::OnDataChanged( type );
+
+ if ( GetPredictable() && !ShouldPredict() )
+ ShutdownPredictable();
+}
+
+
+bool CWeaponHL2MPBase::ShouldPredict()
+{
+ if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
+ return true;
+
+ return BaseClass::ShouldPredict();
+}
+
+
+#else
+
+void CWeaponHL2MPBase::Spawn()
+{
+ BaseClass::Spawn();
+
+ // Set this here to allow players to shoot dropped weapons
+ SetCollisionGroup( COLLISION_GROUP_WEAPON );
+}
+
+void CWeaponHL2MPBase::Materialize( void )
+{
+ if ( IsEffectActive( EF_NODRAW ) )
+ {
+ // changing from invisible state to visible.
+ EmitSound( "AlyxEmp.Charge" );
+
+ RemoveEffects( EF_NODRAW );
+ DoMuzzleFlash();
+ }
+
+ if ( HasSpawnFlags( SF_NORESPAWN ) == false )
+ {
+ VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false );
+ SetMoveType( MOVETYPE_VPHYSICS );
+
+ HL2MPRules()->AddLevelDesignerPlacedObject( this );
+ }
+
+ if ( HasSpawnFlags( SF_NORESPAWN ) == false )
+ {
+ if ( GetOriginalSpawnOrigin() == vec3_origin )
+ {
+ m_vOriginalSpawnOrigin = GetAbsOrigin();
+ m_vOriginalSpawnAngles = GetAbsAngles();
+ }
+ }
+
+ SetPickupTouch();
+
+ SetThink (NULL);
+}
+
+int CWeaponHL2MPBase::ObjectCaps()
+{
+ return BaseClass::ObjectCaps() & ~FCAP_IMPULSE_USE;
+}
+
+#endif
+
+void CWeaponHL2MPBase::FallInit( void )
+{
+#ifndef CLIENT_DLL
+ SetModel( GetWorldModel() );
+ VPhysicsDestroyObject();
+
+ if ( HasSpawnFlags( SF_NORESPAWN ) == false )
+ {
+ SetMoveType( MOVETYPE_NONE );
+ SetSolid( SOLID_BBOX );
+ AddSolidFlags( FSOLID_TRIGGER );
+
+ UTIL_DropToFloor( this, MASK_SOLID );
+ }
+ else
+ {
+ if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
+ {
+ SetMoveType( MOVETYPE_NONE );
+ 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 );
+
+ IPhysicsConstraint *pConstraint = GetConstraint();
+
+ pConstraint = physenv->CreateFixedConstraint( pReferenceObject, pAttachedObject, NULL, fixed );
+
+ pConstraint->SetGameData( (void *) this );
+ }
+ }
+ #endif //CLIENT_DLL
+ }
+ }
+
+ SetPickupTouch();
+
+ SetThink( &CBaseCombatWeapon::FallThink );
+
+ SetNextThink( gpGlobals->curtime + 0.1f );
+
+#endif
+}
+
+const CHL2MPSWeaponInfo &CWeaponHL2MPBase::GetHL2MPWpnData() const
+{
+ const FileWeaponInfo_t *pWeaponInfo = &GetWpnData();
+ const CHL2MPSWeaponInfo *pHL2MPInfo;
+
+ #ifdef _DEBUG
+ pHL2MPInfo = dynamic_cast< const CHL2MPSWeaponInfo* >( pWeaponInfo );
+ Assert( pHL2MPInfo );
+ #else
+ pHL2MPInfo = static_cast< const CHL2MPSWeaponInfo* >( pWeaponInfo );
+ #endif
+
+ return *pHL2MPInfo;
+}
+void CWeaponHL2MPBase::FireBullets( const FireBulletsInfo_t &info )
+{
+ FireBulletsInfo_t modinfo = info;
+
+ modinfo.m_iPlayerDamage = GetHL2MPWpnData().m_iPlayerDamage;
+
+ BaseClass::FireBullets( modinfo );
+}
+
+
+#if defined( CLIENT_DLL )
+
+#include "c_te_effect_dispatch.h"
+
+#define NUM_MUZZLE_FLASH_TYPES 4
+
+bool CWeaponHL2MPBase::OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options )
+{
+ return BaseClass::OnFireEvent( pViewModel, origin, angles, event, options );
+}
+
+
+void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip )
+{
+ QAngle final = in + punch;
+
+ //Clip each component
+ for ( int i = 0; i < 3; i++ )
+ {
+ if ( final[i] > clip[i] )
+ {
+ final[i] = clip[i];
+ }
+ else if ( final[i] < -clip[i] )
+ {
+ final[i] = -clip[i];
+ }
+
+ //Return the result
+ in[i] = final[i] - punch[i];
+ }
+}
+
+#endif
+