Files
HL2Overcharged/game/client/c_basecombatweapon.cpp
2025-05-21 21:09:22 +03:00

999 lines
30 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side implementation of CBaseCombatWeapon.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "history_resource.h"
#include "iclientmode.h"
#include "iinput.h"
#include "weapon_selection.h"
#include "hud_crosshair.h"
#include "engine/ivmodelinfo.h"
#include "tier0/vprof.h"
#include "hltvcamera.h"
#include "tier1/KeyValues.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar oc_muzzleflash_attached("oc_muzzleflash_attached", "0", FCVAR_ARCHIVE);
//-----------------------------------------------------------------------------
// Purpose: Gets the local client's active weapon, if any.
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *GetActiveWeapon( void )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return NULL;
return player->GetActiveWeapon();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::SetDormant( bool bDormant )
{
// If I'm going from active to dormant and I'm carried by another player, holster me.
if ( !IsDormant() && bDormant && GetOwner() && !IsCarriedByLocalPlayer() )
{
Holster( NULL );
}
BaseClass::SetDormant( bDormant );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state )
{
BaseClass::NotifyShouldTransmit(state);
if (state == SHOULDTRANSMIT_END)
{
if (m_iState == WEAPON_IS_ACTIVE)
{
m_iState = WEAPON_IS_CARRIED_BY_PLAYER;
}
}
else if( state == SHOULDTRANSMIT_START )
{
if( m_iState == WEAPON_IS_CARRIED_BY_PLAYER )
{
if( GetOwner() && GetOwner()->GetActiveWeapon() == this )
{
// Restore the Activeness of the weapon if we client-twiddled it off in the first case above.
m_iState = WEAPON_IS_ACTIVE;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: To wrap PORTAL mod specific functionality into one place
//-----------------------------------------------------------------------------
static inline bool ShouldDrawLocalPlayerViewModel( void )
{
#if defined( PORTAL )
return false;
#else
return !C_BasePlayer::ShouldDrawLocalPlayer();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::OnRestore()
{
BaseClass::OnRestore();
// if the player is holding this weapon,
// mark it as just restored so it won't show as a new pickup
if (GetOwner() == C_BasePlayer::GetLocalPlayer())
{
m_bJustRestored = true;
}
}
int C_BaseCombatWeapon::GetWorldModelIndex( void )
{
if ( GameRules() )
{
const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_iWorldModelIndex ) );
const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
if ( pTranslatedName != pBaseName )
{
return modelinfo->GetModelIndex( pTranslatedName );
}
}
return m_iWorldModelIndex;
}
//extern void FormatViewModelAttachment(Vector &vOrigin, bool bInverse);
//-----------------------------------------------------------------------------
// Purpose:
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged(updateType);
CHandle< C_BaseCombatWeapon > handle = this;
// If it's being carried by the *local* player, on the first update,
// find the registered weapon for this ID
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
C_BaseCombatCharacter *pOwner = GetOwner();
// check if weapon is carried by local player
bool bIsLocalPlayer = pPlayer && pPlayer == pOwner;
if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test.
{
// If I was just picked up, or created & immediately carried, add myself to this client's list of weapons
if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) )
{
// Tell the HUD this weapon's been picked up
if ( ShouldDrawPickup() )
{
CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
if ( pHudSelection )
{
pHudSelection->OnWeaponPickup( this );
}
pPlayer->EmitSound( "Player.PickupWeapon" );
}
}
}
else // weapon carried by other player or not at all
{
int overrideModelIndex = CalcOverrideModelIndex();
if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() )
{
SetModelIndex( overrideModelIndex );
}
}
UpdateVisibility();
m_iOldState = m_iState;
m_bJustRestored = false;
/*if (m_bEnableMainLaser)
{
int iLaserAttachment = 1;
if (pPlayer != NULL && pPlayer->GetActiveWeapon() != NULL && pPlayer->GetViewModel() != NULL)
{
iLaserAttachment = pPlayer->GetViewModel()->LookupAttachment(pPlayer->GetActiveWeapon()->GetWpnData().beamAttachment);
}
else
{
iLaserAttachment = -1;
}
BeamInfo_t beamInfo;
trace_t tr;
Vector vecOrigin2, vecOriginEnd2;
QAngle angAngles2;
QAngle angAngles;
C_BaseViewModel *pBeamEnt = pPlayer->GetViewModel();
iLaserAttachment = pPlayer->GetViewModel()->LookupAttachment(pPlayer->GetActiveWeapon()->GetWpnData().beamAttachment);
pBeamEnt->GetAttachment(iLaserAttachment, vecOrigin2, angAngles);
::FormatViewModelAttachment(vecOrigin2, false);
Vector forward2, right2, Up2;
if (cvar->FindVar("oc_test_adjust_weapon_laserbeam")->GetBool())
{
angAngles.x += cvar->FindVar("oc_test_adjust_weapon_laserbeam_ang_x")->GetFloat();
angAngles.y += cvar->FindVar("oc_test_adjust_weapon_laserbeam_ang_y")->GetFloat();
angAngles.z += cvar->FindVar("oc_test_adjust_weapon_laserbeam_ang_z")->GetFloat();
}
else
{
angAngles.x += pPlayer->GetActiveWeapon()->GetWpnData().beamLaserAng.x;
angAngles.y += pPlayer->GetActiveWeapon()->GetWpnData().beamLaserAng.y;
angAngles.z += pPlayer->GetActiveWeapon()->GetWpnData().beamLaserAng.z;
}
AngleVectors(angAngles, &forward2, &right2, &Up2);
Vector vecOrigin, vecForward, vecRight, vecUp;
pPlayer->EyePositionAndVectors(&vecOrigin, &vecForward, &vecRight, &vecUp);
Vector vecStart = vecOrigin + (vecRight * 4) - (vecUp * 4);
beamInfo.m_vecEnd = vecOrigin2;
beamInfo.m_pEndEnt = pBeamEnt;
beamInfo.m_nEndAttachment = iLaserAttachment;
vecOriginEnd2 = vecForward + vecRight + vecUp;
if (cvar->FindVar("oc_test_adjust_weapon_laserbeam")->GetBool())
{
vecOriginEnd2 += forward2 * cvar->FindVar("oc_test_adjust_weapon_laserbeam_pos_x")->GetFloat();
vecOriginEnd2 += right2 * cvar->FindVar("oc_test_adjust_weapon_laserbeam_pos_y")->GetFloat();
vecOriginEnd2 += Up2 * cvar->FindVar("oc_test_adjust_weapon_laserbeam_pos_z")->GetFloat();
}
else
{
vecOriginEnd2 += forward2 * pPlayer->GetActiveWeapon()->GetWpnData().beamLaserPos.x;
vecOriginEnd2 += right2 * pPlayer->GetActiveWeapon()->GetWpnData().beamLaserPos.y;
vecOriginEnd2 += Up2 * pPlayer->GetActiveWeapon()->GetWpnData().beamLaserPos.z;
}
UTIL_TraceLine(vecOrigin, vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH), MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr);//vecOrigin + (vecOriginEnd2 * MAX_TRACE_LENGTH)
beamInfo.m_vecStart = tr.endpos;
//beamInfo.m_nStartAttachment = iLaserAttachment;
//beamInfo.m_pStartEnt = pBeamEnt;
beamInfo.m_pStartEnt = NULL;
beamInfo.m_nStartAttachment = -1;
if (V_strcmp(pPlayer->GetActiveWeapon()->GetWpnData().beamMaterial, "None") != 0)
beamInfo.m_pszModelName = pPlayer->GetActiveWeapon()->GetWpnData().beamMaterial;//"effects/bluelaser1.vmt";
if (!(tr.surface.flags & SURF_SKY))
{
if (V_strcmp(pPlayer->GetActiveWeapon()->GetWpnData().beamHaloMaterial, "None") != 0)
beamInfo.m_pszHaloName = pPlayer->GetActiveWeapon()->GetWpnData().beamHaloMaterial;
beamInfo.m_flHaloScale = pPlayer->GetActiveWeapon()->GetWpnData().beamHaloWidth;
}
beamInfo.m_flLife = 0.001f;
if (cvar->FindVar("oc_state_InSecondFire")->GetInt())
beamInfo.m_flWidth = pPlayer->GetActiveWeapon()->m_bZoomLevel * 0.01f; //random->RandomFloat( 1.0f, 2.0f );
else
beamInfo.m_flWidth = pPlayer->GetActiveWeapon()->GetWpnData().beamWidth;
if (pPlayer->GetActiveWeapon()->GetWpnData().beamLength != -1.f && pPlayer->GetActiveWeapon()->GetWpnData().beamLength > 0)
beamInfo.m_flFadeLength = pPlayer->GetActiveWeapon()->GetWpnData().beamLength;
beamInfo.m_flEndWidth = pPlayer->GetActiveWeapon()->GetWpnData().beamEndWidth;
beamInfo.m_flFadeLength = 0.0f;
beamInfo.m_flAmplitude = 0.0f; //random->RandomFloat( 16, 32 );
beamInfo.m_flBrightness = 255.0;
beamInfo.m_flSpeed = 0.0;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 0.1f;
beamInfo.m_flRed = pPlayer->GetActiveWeapon()->GetWpnData().lightBeamColor.r;
beamInfo.m_flGreen = pPlayer->GetActiveWeapon()->GetWpnData().lightBeamColor.g;
beamInfo.m_flBlue = pPlayer->GetActiveWeapon()->GetWpnData().lightBeamColor.b;
beamInfo.m_nSegments = 0;
beamInfo.m_bRenderable = true;
beamInfo.m_nFlags = 0;
beams->CreateBeamEntPoint(beamInfo);
}*/
/*if (this && m_iMuzzleFlashState == 1)
{
if (!m_M)
SetMuzzleFlashActive(pPlayer, this);
else
SetMuzzleFlashDeactive(this);
}
else if (this && m_iMuzzleFlashState == 2)
{
if (m_M || m_Ar2_MM)
SetMuzzleFlashDeactive(this);
}
if (this)
UpdateMuzzleFlash(pPlayer, this);*/
if (GetOwner() && GetOwner()->IsNPC())
return;
if (GetWpnData().AllowProjectedMuzzleFlashes)
{
if (IsMuzzleFlashActive)
UpdateMuzzleFlash(pPlayer, this);
}
else
{
if (IsMuzzleFlashActive || m_M || m_Ar2_MM)
{
SetMuzzleFlashDeactive(this);
}
}
}
#include "c_te_effect_dispatch.h"
void SetMuzzleFlashActiveCallBack(const CEffectData &data)
{
C_BaseCombatWeapon *pWeap = dynamic_cast<C_BaseCombatWeapon *>(ClientEntityList().GetBaseEntity(data.entindex()));
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer->GetActiveWeapon() && pWeap && (char*)pPlayer->GetActiveWeapon() != (char*)pWeap)
return;
if (pWeap && pPlayer)
pWeap->SetMuzzleFlashActive(pPlayer, pWeap);
}
DECLARE_CLIENT_EFFECT("SetMuzzleFlashActive", SetMuzzleFlashActiveCallBack);
void SetMuzzleFlashDeActiveCallBack(const CEffectData &data)
{
C_BaseCombatWeapon *pWeap = dynamic_cast<C_BaseCombatWeapon *>(ClientEntityList().GetBaseEntity(data.entindex()));
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if (pPlayer->GetActiveWeapon() && pWeap && (char*)pPlayer->GetActiveWeapon() != (char*)pWeap)
return;
if (pWeap && pPlayer)
pWeap->SetMuzzleFlashActive(pPlayer, pWeap);
}
DECLARE_CLIENT_EFFECT("SetMuzzleFlashDeActive", SetMuzzleFlashDeActiveCallBack);
/*void C_BaseCombatWeapon::SetMuzzleFlashActiveInternalCallBack(C_BasePlayer *pPlayer, C_BaseCombatWeapon *pWeap)
{
if (pPlayer->GetActiveWeapon() && pWeap && (char*)pPlayer->GetActiveWeapon() != (char*)pWeap)
return;
if (pWeap && pPlayer)
pWeap->SetMuzzleFlashActive(pPlayer, pWeap);
}
void C_BaseCombatWeapon::SetMuzzleFlashDeactiveInternalCallBack(C_BasePlayer *pPlayer, C_BaseCombatWeapon *pWeap)
{
if (pPlayer->GetActiveWeapon() && pWeap && (char*)pPlayer->GetActiveWeapon() != (char*)pWeap)
return;
if (pWeap && pPlayer)
pWeap->SetMuzzleFlashActive(pPlayer, pWeap);
}*/
void C_BaseCombatWeapon::SetMuzzleFlashActive(C_BasePlayer *pPlayer, C_BaseCombatWeapon *pCurWeapon)
{
if (GetOwner())
{
if (GetOwner()->IsNPC())
return;
}
if (!GetActiveWeapon())
{
if (pCurWeapon)
SetMuzzleFlashDeactive(pCurWeapon);
return;
}
pCurWeapon->m_iMuzzleFlashState = 1;
if (!pCurWeapon->GetWpnData().AllowProjectedMuzzleFlashes)
{
SetMuzzleFlashDeactive(pCurWeapon);
pCurWeapon->ReinitializeMuzzleFlash = false;
return;
}
if (!pCurWeapon->m_M)
{
pCurWeapon->m_M = new C_MuzzleflashEffect(pPlayer->index);
pCurWeapon->m_M->TurnOnM();
pCurWeapon->IsMuzzleFlashActive = false;
pCurWeapon->IsMuzzleFlashComplete = false;
}
if (pCurWeapon->FlashType() == 1)
{
if (!pCurWeapon->m_Ar2_MM)
{
pCurWeapon->m_Ar2_MM = new C_Ar2_Middle_MuzzleflashEffect(pPlayer->index);
pCurWeapon->m_Ar2_MM->Ar2_Middle_TurnOnM();
pCurWeapon->IsMuzzleFlashActive = false;
pCurWeapon->IsMuzzleFlashComplete = false;
}
}
pCurWeapon->ReinitializeMuzzleFlash = false;
}
void C_BaseCombatWeapon::SetMuzzleFlashDeactive(C_BaseCombatWeapon *pCurWeapon)
{
if (GetOwner())
{
if (GetOwner()->IsNPC())
return;
}
pCurWeapon->m_iMuzzleFlashState = 0;
if (pCurWeapon->m_M)
{
delete pCurWeapon->m_M;
pCurWeapon->m_M = NULL;
}
if (pCurWeapon->m_Ar2_MM)
{
delete pCurWeapon->m_Ar2_MM;
pCurWeapon->m_Ar2_MM = NULL;
}
pCurWeapon->IsMuzzleFlashActive = false;
pCurWeapon->IsMuzzleFlashComplete = false;
pCurWeapon->ReinitializeMuzzleFlash = true;
}
#define FLASHLIGHT_DISTANCE 1000
extern void FormatViewModelAttachment(Vector &vOrigin, bool bInverse);
void C_BaseCombatWeapon::UpdateMuzzleFlash(C_BasePlayer *pPlayer, C_BaseCombatWeapon *pCurWeapon)
{
if (GetOwner())
{
if (GetOwner()->IsNPC())
return;
}
float lkoef = 0.f;
m_flMuzzleFlashRoll = /*gpGlobals->curtime -*/ RandomFloat(-360.0f, 360.0f);
if (IsMuzzleFlashActive && m_M)
{
if (m_flNextMuzzleFlashTime < gpGlobals->curtime && !IsMuzzleFlashComplete)
{
m_flNextMuzzleFlashTime = gpGlobals->curtime + m_M->MaxTime;
if (m_flNextMuzzleFlashTime > pCurWeapon->m_flNextPrimaryAttack)
m_flNextMuzzleFlashTime = pCurWeapon->m_flNextPrimaryAttack;
if (pCurWeapon->m_flNextPrimaryAttack - gpGlobals->curtime < 0.005)
m_flNextMuzzleFlashTime = gpGlobals->curtime + m_M->MaxTime;
IsMuzzleFlashComplete = true;
}
lkoef = m_flNextMuzzleFlashTime - gpGlobals->curtime;
if (m_flNextMuzzleFlashTime < gpGlobals->curtime)
{
lkoef = 0.f;
m_flNextMuzzleFlashTime = gpGlobals->curtime;
IsMuzzleFlashActive = false;
IsMuzzleFlashComplete = false;
}
}
if (m_M)
{
if (true)//(oc_muzzleflash_attached.GetBool())
{
QAngle angLightDir;
Vector vecLightOrigin, vecForward, vecRight, vecUp;
pPlayer->EyeVectors(&vecForward, &vecRight, &vecUp);
Vector vecForwardStatic, vecRightStatic, vecUpStatic;
pPlayer->EyeVectors(&vecForwardStatic, &vecRightStatic, &vecUpStatic);
int iAttachment = pCurWeapon->LookupAttachment(pCurWeapon->GetWpnData().iFlashFirstAttachment);
if (FClassnameIs(pCurWeapon, "weapon_dual_pistols"))
{
if (cvar->FindVar("oc_use_second_ballel")->GetInt() == 0)
{
iAttachment = pCurWeapon->LookupAttachment(pCurWeapon->GetWpnData().iFlashSecondAttachment);
}
if (cvar->FindVar("oc_use_second_ballel")->GetInt() == 1)
{
iAttachment = pCurWeapon->LookupAttachment(pCurWeapon->GetWpnData().iFlashFirstAttachment);
}
}
pPlayer->GetViewModel()->GetAttachment(iAttachment, vecLightOrigin, angLightDir);
::FormatViewModelAttachment(vecLightOrigin, true);
AngleVectors(angLightDir, &vecForward, &vecRight, &vecUp);
AngleVectors(angLightDir, &vecForwardStatic, &vecRightStatic, &vecUpStatic);
QAngle angLightDirStatic = angLightDir;
VectorAngles(vecForward, vecUp, angLightDir);
angLightDir.z = m_flMuzzleFlashRoll;
AngleVectors(angLightDir, &vecForward, &vecRight, &vecUp);
angLightDirStatic.z = 0.f;
AngleVectors(angLightDirStatic, &vecForwardStatic, &vecRightStatic, &vecUpStatic);
if (pCurWeapon->GetWpnData().iFlashRollPrimary)
m_M->UpdateLightM(vecLightOrigin, vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE, lkoef);
else
m_M->UpdateLightM(vecLightOrigin, vecForwardStatic, vecRightStatic, vecUpStatic, FLASHLIGHT_DISTANCE, lkoef);
if (pCurWeapon->FlashType() == 1 && m_Ar2_MM)
{
if (pCurWeapon->GetWpnData().iFlashRollSecondary)
m_Ar2_MM->Ar2_Middle_UpdateLightM(vecLightOrigin, vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE, lkoef);
else
m_Ar2_MM->Ar2_Middle_UpdateLightM(vecLightOrigin, vecForwardStatic, vecRightStatic, vecUpStatic, FLASHLIGHT_DISTANCE, lkoef);
}
}
else
{
Vector vecForward, vecRight, vecUp, vecPos, Muzzle;
vecPos = EyePosition();
pPlayer->EyeVectors(&vecForward, &vecRight, &vecUp);
/*float Flash_adjust_right = pCurWeapon->GetWpnData().ParticleTracerPosition.x;
float Flash_adjust_up = pCurWeapon->GetWpnData().ParticleTracerPosition.y;
float Flash_adjust_forward = pCurWeapon->GetWpnData().ParticleTracerPosition.z;*/
float Flash_adjust_right = pCurWeapon->GetWpnData().iFlashXPos;//oc_muzzleflash_adjust_right.GetFloat();
float Flash_adjust_up = pCurWeapon->GetWpnData().iFlashYPos;//oc_muzzleflash_adjust_up.GetFloat();
float Flash_adjust_forward = pCurWeapon->GetWpnData().iFlashZPos;//oc_muzzleflash_adjust_forward.GetFloat();
/*if (pCurWeapon->GetWpnData().iFlashXPos > 0)
Flash_adjust_forward += pCurWeapon->GetWpnData().iFlashXPos;
if (pCurWeapon->GetWpnData().iFlashYPos > 0)
Flash_adjust_forward += pCurWeapon->GetWpnData().iFlashYPos;
if (pCurWeapon->GetWpnData().iFlashZPos > 0)
Flash_adjust_forward += pCurWeapon->GetWpnData().iFlashZPos;*/
QAngle angAngles2;
C_BaseViewModel *pBeamEnt = pPlayer->GetViewModel();
int iAttachment = pCurWeapon->GetWpnData().iAttachment;
pBeamEnt->GetAttachment(iAttachment, Muzzle, angAngles2);
::FormatViewModelAttachment(Muzzle, false);
C_BaseViewModel *pVm = pPlayer->GetViewModel();
if (pVm->m_bExpSighted)
{
vecPos = EyePosition();
}
else
{
vecPos = Muzzle;
vecPos += vecForward * Flash_adjust_forward;
if (FClassnameIs(pCurWeapon, "weapon_dual_pistols"))
{
if (cvar->FindVar("oc_use_second_ballel")->GetInt() == 0)
{
vecPos += vecRight * cvar->FindVar("oc_weapon_dual_pistols_firstbarrel_tracer_y")->GetFloat();
}
if (cvar->FindVar("oc_use_second_ballel")->GetInt() == 1)
{
vecPos += vecRight * cvar->FindVar("oc_weapon_dual_pistols_secondbarrel_tracer_y")->GetFloat();
}
}
else
vecPos += vecRight * Flash_adjust_right;
vecPos += vecUp * Flash_adjust_up;
}
if (pCurWeapon->FlashType() == 1 && m_Ar2_MM)
{
if (pCurWeapon->GetWpnData().iFlashRollSecondary)
{
QAngle ang2;
VectorAngles(vecForward, vecUp, ang2);
ang2.z = m_flMuzzleFlashRoll;
AngleVectors(ang2, &vecForward, &vecRight, &vecUp);
m_Ar2_MM->Ar2_Middle_UpdateLightM(vecPos, vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE, lkoef);
}
else
m_Ar2_MM->Ar2_Middle_UpdateLightM(vecPos, vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE, lkoef);
}
QAngle ang;
VectorAngles(vecForward, vecUp, ang);
ang.z = m_flMuzzleFlashRoll;
AngleVectors(ang, &vecForward, &vecRight, &vecUp);
m_M->UpdateLightM(vecPos, vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE, lkoef);
}
}
}
//-----------------------------------------------------------------------------
// Is anyone carrying it?
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::IsBeingCarried() const
{
return ( m_hOwner.Get() != NULL );
}
//-----------------------------------------------------------------------------
// Is the carrier alive?
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::IsCarrierAlive() const
{
if ( !m_hOwner.Get() )
return false;
return m_hOwner.Get()->GetHealth() > 0;
}
//-----------------------------------------------------------------------------
// Should this object cast shadows?
//-----------------------------------------------------------------------------
ShadowType_t C_BaseCombatWeapon::ShadowCastType()
{
if ( IsEffectActive( /*EF_NODRAW |*/ EF_NOSHADOW ) )
return SHADOWS_NONE;
if (GetOwner() && GetOwner()->IsPlayer())
{
if (cvar->FindVar("oc_player_draw_body")->GetInt() && !cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
return SHADOWS_NONE;
}
if (!IsBeingCarried())
return SHADOWS_RENDER_TO_TEXTURE;
if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer())
return SHADOWS_NONE;
return SHADOWS_RENDER_TO_TEXTURE;
}
//-----------------------------------------------------------------------------
// Purpose: This weapon is the active weapon, and it should now draw anything
// it wants to. This gets called every frame.
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::Redraw()
{
if ( g_pClientMode->ShouldDrawCrosshair() )
{
DrawCrosshair();
}
// ammo drawing has been moved into hud_ammo.cpp
}
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::DrawCrosshair()
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
Color clr = gHUD.m_clrNormal;
/*
// TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color.
Vector vShootPos, vShootAngles;
GetShootPosition( vShootPos, vShootAngles );
Vector vForward;
AngleVectors( vShootAngles, &vForward );
// Change the color depending on if we're looking at a friend or an enemy.
CPartitionFilterListMask filter( PARTITION_ALL_CLIENT_EDICTS );
trace_t tr;
traceline->TraceLine( vShootPos, vShootPos + vForward * 10000, COLLISION_GROUP_NONE, MASK_SHOT, &tr, true, ~0, &filter );
if ( tr.index != 0 && tr.index != INVALID_CLIENTENTITY_HANDLE )
{
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( tr.index );
if ( pEnt )
{
if ( pEnt->GetTeamNumber() != player->GetTeamNumber() )
{
g = b = 0;
}
}
}
*/
CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
if ( !crosshair )
return;
// Find out if this weapon's auto-aimed onto a target
bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET );
if ( player->GetFOV() >= 90 )
{
// normal crosshairs
if ( bOnTarget && GetWpnData().iconAutoaim )
{
clr[3] = 255;
crosshair->SetCrosshair( GetWpnData().iconAutoaim, clr );
}
else if ( GetWpnData().iconCrosshair )
{
clr[3] = 255;
crosshair->SetCrosshair( GetWpnData().iconCrosshair, clr );
}
else
{
crosshair->ResetCrosshair();
}
}
else
{
Color white( 255, 255, 255, 255 );
// zoomed crosshairs
if (bOnTarget && GetWpnData().iconZoomedAutoaim)
crosshair->SetCrosshair(GetWpnData().iconZoomedAutoaim, white);
else if ( GetWpnData().iconZoomedCrosshair )
crosshair->SetCrosshair( GetWpnData().iconZoomedCrosshair, white );
else
crosshair->ResetCrosshair();
}
}
//-----------------------------------------------------------------------------
// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn.
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::ViewModelDrawn( C_BaseViewModel *pViewModel )
{
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this client's carrying this weapon
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void )
{
if ( !GetOwner() )
return false;
return ( GetOwner() == C_BasePlayer::GetLocalPlayer() );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this client is carrying this weapon and is
// using the view models
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::ShouldDrawUsingViewModel( void )
{
return IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer();
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this weapon is the local client's currently wielded weapon
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::IsActiveByLocalPlayer( void )
{
if ( IsCarriedByLocalPlayer() )
{
return (m_iState == WEAPON_IS_ACTIVE);
}
return false;
}
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
{
// Get the entity because the weapon doesn't have the right angles.
C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() );
if ( pEnt )
{
if ( pEnt == C_BasePlayer::GetLocalPlayer() )
{
vAngles = pEnt->EyeAngles();
}
else
{
vAngles = pEnt->GetRenderAngles();
}
}
else
{
vAngles.Init();
}
QAngle vDummy;
if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() )
{
C_BasePlayer *player = ToBasePlayer( pEnt );
C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
if ( vm )
{
int iAttachment = vm->LookupAttachment( "muzzle" );
if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) )
{
return true;
}
}
}
else
{
// Thirdperson
int iAttachment = LookupAttachment( "muzzle" );
if ( GetAttachment( iAttachment, vOrigin, vDummy ) )
{
return true;
}
}
vOrigin = GetRenderOrigin();
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::ShouldDraw( void )
{
if ( m_iWorldModelIndex == 0 )
return false;
// FIXME: All weapons with owners are set to transmit in CBaseCombatWeapon::UpdateTransmitState,
// even if they have EF_NODRAW set, so we have to check this here. Ideally they would never
// transmit except for the weapons owned by the local player.
if ( IsEffectActive( EF_NODRAW ) )
return false;
C_BaseCombatCharacter *pOwner = GetOwner();
// weapon has no owner, always draw it
if ( !pOwner )
return true;
if (pOwner->IsPlayer())
{
if (cvar->FindVar("oc_player_draw_body")->GetInt() && !cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
return false;
}
bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
// carried by local player?
if ( pOwner == pLocalPlayer )
{
// Only ever show the active weapon
if ( !bIsActive )
return false;
if ( !pOwner->ShouldDraw() )
{
// Our owner is invisible.
// This also tests whether the player is zoomed in, in which case you don't want to draw the weapon.
return false;
}
// 3rd person mode?
if ( !ShouldDrawLocalPlayerViewModel() )
return true;
// don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that
return false;
}
// If it's a player, then only show active weapons
if ( pOwner->IsPlayer() )
{
// Show it if it's active...
return bIsActive;
}
// FIXME: We may want to only show active weapons on NPCs
// These are carried by AIs; always show them
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if a weapon-pickup icon should be displayed when this weapon is received
//-----------------------------------------------------------------------------
bool C_BaseCombatWeapon::ShouldDrawPickup( void )
{
if ( GetWeaponFlags() & ITEM_FLAG_NOITEMPICKUP )
return false;
if ( m_bJustRestored )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Render the weapon. Draw the Viewmodel if the weapon's being carried
// by this player, otherwise draw the worldmodel.
//-----------------------------------------------------------------------------
int C_BaseCombatWeapon::DrawModel( int flags )
{
VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
if ( !m_bReadyToDraw )
return 0;
if ( !IsVisible() )
return 0;
if (GetOwner() && GetOwner()->IsPlayer())
{
if (cvar->FindVar("oc_player_draw_body")->GetInt() && !cvar->FindVar("oc_player_true_firstperson_vm")->GetInt())
return 0;
}
// check if local player chases owner of this weapon in first person
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer && localplayer->IsObserver() && GetOwner() )
{
// don't draw weapon if chasing this guy as spectator
// we don't check that in ShouldDraw() since this may change
// without notification
if ( localplayer->GetObserverMode() == OBS_MODE_IN_EYE &&
localplayer->GetObserverTarget() == GetOwner() )
return false;
}
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Allows the client-side entity to override what the network tells it to use for
// a model. This is used for third person mode, specifically in HL2 where the
// the weapon timings are on the view model and not the world model. That means the
// server needs to use the view model, but the client wants to use the world model.
//-----------------------------------------------------------------------------
int C_BaseCombatWeapon::CalcOverrideModelIndex()
{
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer &&
localplayer == GetOwner() &&
ShouldDrawLocalPlayerViewModel() )
{
return BaseClass::CalcOverrideModelIndex();
}
else
{
return GetWorldModelIndex();
}
}
//-----------------------------------------------------------------------------
// tool recording
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::GetToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
int nModelIndex = GetModelIndex();
int nWorldModelIndex = GetWorldModelIndex();
if ( nModelIndex != nWorldModelIndex )
{
SetModelIndex( nWorldModelIndex );
}
BaseClass::GetToolRecordingState( msg );
if ( m_iState == WEAPON_NOT_CARRIED )
{
BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
pBaseEntity->m_nOwner = -1;
}
else
{
msg->SetInt( "worldmodel", 1 );
if ( m_iState == WEAPON_IS_ACTIVE )
{
BaseEntityRecordingState_t *pBaseEntity = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" );
pBaseEntity->m_bVisible = true;
}
}
if ( nModelIndex != nWorldModelIndex )
{
SetModelIndex( nModelIndex );
}
}