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/shared/hl2mp/weapon_hl2mpbase.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/shared/hl2mp/weapon_hl2mpbase.cpp')
| -rw-r--r-- | mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp | 660 |
1 files changed, 330 insertions, 330 deletions
diff --git a/mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp b/mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp index 1f54e84c..15995a5b 100644 --- a/mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp +++ b/mp/src/game/shared/hl2mp/weapon_hl2mpbase.cpp @@ -1,330 +1,330 @@ -//========= 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
-
+//========= 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 + |