upload "kind" alien swarm

This commit is contained in:
nillerusr
2023-10-03 17:23:56 +03:00
parent b7bd94c52e
commit 7d3c0d8b5a
4229 changed files with 462903 additions and 495158 deletions

View File

@@ -1,4 +1,4 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side implementation of CBaseCombatWeapon.
//
@@ -20,26 +20,13 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// 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() )
if ( !IsDormant() && bDormant && !IsCarriedByLocalPlayer() )
{
Holster( NULL );
}
@@ -75,16 +62,13 @@ void C_BaseCombatWeapon::NotifyShouldTransmit( ShouldTransmitState_t state )
}
//-----------------------------------------------------------------------------
// Purpose: To wrap PORTAL mod specific functionality into one place
//-----------------------------------------------------------------------------
static inline bool ShouldDrawLocalPlayerViewModel( void )
static inline bool ShouldDrawLocalPlayer( C_BasePlayer *pl )
{
#if defined( PORTAL )
return false;
#else
return !C_BasePlayer::ShouldDrawLocalPlayer();
#endif
Assert( pl );
return pl->ShouldDrawLocalPlayer();
}
//-----------------------------------------------------------------------------
@@ -96,7 +80,7 @@ void C_BaseCombatWeapon::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())
if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) )
{
m_bJustRestored = true;
}
@@ -104,17 +88,6 @@ void C_BaseCombatWeapon::OnRestore()
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;
}
@@ -124,22 +97,23 @@ int C_BaseCombatWeapon::GetWorldModelIndex( void )
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged(updateType);
CHandle< C_BaseCombatWeapon > handle = this;
BaseClass::OnDataChanged( updateType );
// 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();
C_BasePlayer *pPlayer = ToBasePlayer( pOwner );
// 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.
bool bIsLocalPlayer = C_BasePlayer::IsLocalPlayer( pPlayer );
if ( bIsLocalPlayer )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );
// 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) )
if ( ( m_iState != WEAPON_NOT_CARRIED ) &&
( m_iOldState == WEAPON_NOT_CARRIED ) )
{
// Tell the HUD this weapon's been picked up
if ( ShouldDrawPickup() )
@@ -154,15 +128,7 @@ void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
}
}
}
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;
@@ -200,10 +166,10 @@ ShadowType_t C_BaseCombatWeapon::ShadowCastType()
if (!IsBeingCarried())
return SHADOWS_RENDER_TO_TEXTURE;
if (IsCarriedByLocalPlayer() && !C_BasePlayer::ShouldDrawLocalPlayer())
if (IsCarriedByLocalPlayer())
return SHADOWS_NONE;
return SHADOWS_RENDER_TO_TEXTURE;
return (m_iState != WEAPON_IS_CARRIED_BY_PLAYER) ? SHADOWS_RENDER_TO_TEXTURE : SHADOWS_NONE;
}
//-----------------------------------------------------------------------------
@@ -212,24 +178,24 @@ ShadowType_t C_BaseCombatWeapon::ShadowCastType()
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::Redraw()
{
if ( g_pClientMode->ShouldDrawCrosshair() )
if ( GetClientMode()->ShouldDrawCrosshair() )
{
DrawCrosshair();
}
// ammo drawing has been moved into hud_ammo.cpp
}
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::DrawCrosshair()
{
#ifndef INFESTED_DLL
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
Color clr = gHUD.m_clrNormal;
Color clr = GetHud().m_clrNormal;
/*
// TEST: if the thing under your crosshair is on a different team, light the crosshair with a different color.
@@ -263,7 +229,7 @@ void C_BaseCombatWeapon::DrawCrosshair()
return;
// Find out if this weapon's auto-aimed onto a target
bool bOnTarget = ( m_iState == WEAPON_IS_ONTARGET );
bool bOnTarget = ( m_iState == WEAPON_IS_ACTIVE ) && player->m_fOnTarget;
if ( player->GetFOV() >= 90 )
{
@@ -296,8 +262,8 @@ void C_BaseCombatWeapon::DrawCrosshair()
else
crosshair->ResetCrosshair();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: This weapon is the active weapon, and the viewmodel for it was just drawn.
//-----------------------------------------------------------------------------
@@ -313,20 +279,9 @@ bool C_BaseCombatWeapon::IsCarriedByLocalPlayer( void )
if ( !GetOwner() )
return false;
return ( GetOwner() == C_BasePlayer::GetLocalPlayer() );
return ( C_BasePlayer::IsLocalPlayer( GetOwner() ) );
}
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
@@ -360,10 +315,17 @@ bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles )
vAngles.Init();
}
QAngle vDummy;
if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() )
C_BasePlayer *player = ToBasePlayer( pEnt );
bool bUseViewModel = false;
if ( C_BasePlayer::IsLocalPlayer( pEnt ) )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD_ENT( pEnt );
bUseViewModel = !player->ShouldDrawLocalPlayer();
}
QAngle vDummy;
if ( IsActiveByLocalPlayer() && bUseViewModel )
{
C_BasePlayer *player = ToBasePlayer( pEnt );
C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL;
if ( vm )
{
@@ -411,7 +373,6 @@ bool C_BaseCombatWeapon::ShouldDraw( void )
return true;
bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
// carried by local player?
@@ -421,15 +382,8 @@ bool C_BaseCombatWeapon::ShouldDraw( void )
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() )
// 3rd person mode
if ( pLocalPlayer->ShouldDrawLocalPlayer() )
return true;
// don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that
@@ -462,11 +416,40 @@ bool C_BaseCombatWeapon::ShouldDrawPickup( void )
return true;
}
//----------------------------------------------------------------------------
// Hooks into the fast path render system
//----------------------------------------------------------------------------
IClientModelRenderable* C_BaseCombatWeapon::GetClientModelRenderable()
{
if ( !m_bReadyToDraw )
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 NULL;
}
if ( !BaseClass::GetClientModelRenderable() )
return NULL;
EnsureCorrectRenderingModel();
return this;
}
//-----------------------------------------------------------------------------
// 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 )
int C_BaseCombatWeapon::DrawModel( int flags, const RenderableInstance_t &instance )
{
VPROF_BUDGET( "C_BaseCombatWeapon::DrawModel", VPROF_BUDGETGROUP_MODEL_RENDERING );
if ( !m_bReadyToDraw )
@@ -489,32 +472,40 @@ int C_BaseCombatWeapon::DrawModel( int flags )
return false;
}
return BaseClass::DrawModel( flags );
// See comment below
EnsureCorrectRenderingModel();
return BaseClass::DrawModel( flags, instance );
}
//-----------------------------------------------------------------------------
// 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()
{
// If the local player is visible (thirdperson mode, tf2 taunts, etc., then make sure that we are using the
// w_ (world) model not the v_ (view) model or else the model can flicker, etc.
// Otherwise, if we're not the local player, always use the world model
void C_BaseCombatWeapon::EnsureCorrectRenderingModel()
{
C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer();
if ( localplayer &&
localplayer == GetOwner() &&
ShouldDrawLocalPlayerViewModel() )
!localplayer->ShouldDrawLocalPlayer() )
{
return BaseClass::CalcOverrideModelIndex();
return;
}
else
// BRJ 10/14/02
// FIXME: Remove when Yahn's client-side prediction is done
// It's a hacky workaround for the model indices fighting
// (GetRenderBounds uses the model index, which is for the view model)
SetModelIndex( GetWorldModelIndex() );
// Validate our current sequence just in case ( in theory the view and weapon models should have the same sequences for sequences that overlap at least )
CStudioHdr *pStudioHdr = GetModelPtr();
if ( pStudioHdr &&
GetSequence() >= pStudioHdr->GetNumSeq() )
{
return GetWorldModelIndex();
SetSequence( 0 );
}
}
//-----------------------------------------------------------------------------
// tool recording
//-----------------------------------------------------------------------------