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Author SHA1 Message Date
ad3bb04b64 LightState_t fix 2024-10-19 22:23:33 +03:00
12 changed files with 155 additions and 186 deletions

View File

@@ -552,9 +552,9 @@ void CWeaponShotgun::SecondaryAttack( void )
//-----------------------------------------------------------------------------
// Purpose: Override so shotgun can do mulitple reloads in a row
//-----------------------------------------------------------------------------
void CWeaponShotgun::ItemPostFrame(void)
void CWeaponShotgun::ItemPostFrame( void )
{
CBasePlayer* pOwner = ToBasePlayer(GetOwner());
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
{
return;
@@ -563,23 +563,23 @@ void CWeaponShotgun::ItemPostFrame(void)
if (m_bInReload)
{
// If I'm primary firing and have one round stop reloading and fire
if ((pOwner->m_nButtons & IN_ATTACK) && (m_iClip1 >= 1))
if ((pOwner->m_nButtons & IN_ATTACK ) && (m_iClip1 >=1))
{
m_bInReload = false;
m_bNeedPump = false;
m_bInReload = false;
m_bNeedPump = false;
m_bDelayedFire1 = true;
}
// If I'm secondary firing and have one round stop reloading and fire
else if ((pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
else if ((pOwner->m_nButtons & IN_ATTACK2 ) && (m_iClip1 >=2))
{
m_bInReload = false;
m_bNeedPump = false;
m_bInReload = false;
m_bNeedPump = false;
m_bDelayedFire2 = true;
}
else if (m_flNextPrimaryAttack <= gpGlobals->curtime)
{
// If out of ammo end reload
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)
if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0)
{
FinishReload();
return;
@@ -599,9 +599,9 @@ void CWeaponShotgun::ItemPostFrame(void)
}
}
else
{
{
// Make shotgun shell invisible
SetBodygroup(1, 1);
SetBodygroup(1,1);
}
if ((m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
@@ -609,87 +609,78 @@ void CWeaponShotgun::ItemPostFrame(void)
Pump();
return;
}
#ifdef GAME_DLL
if (!m_bLowered)
// Shotgun uses same timing and ammo for secondary attack
if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2)&&(m_flNextPrimaryAttack <= gpGlobals->curtime))
{
#endif // GAME_DLL
// Shotgun uses same timing and ammo for secondary attack
if ((m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
m_bDelayedFire2 = false;
if ( (m_iClip1 <= 1 && UsesClipsForAmmo1()))
{
m_bDelayedFire2 = false;
if ((m_iClip1 <= 1 && UsesClipsForAmmo1()))
// If only one shell is left, do a single shot instead
if ( m_iClip1 == 1 )
{
// If only one shell is left, do a single shot instead
if (m_iClip1 == 1)
{
PrimaryAttack();
}
else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
if (pOwner->m_afButtonPressed & IN_ATTACK)
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
SecondaryAttack();
}
}
else if ((m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
{
m_bDelayedFire1 = false;
if ((m_iClip1 <= 0 && UsesClipsForAmmo1()) || (!UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType)))
{
if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
if (pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK)
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
}
else if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (GetOwner()->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
if ( pOwner->m_afButtonPressed & IN_ATTACK )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
SecondaryAttack();
}
}
else if ( (m_bDelayedFire1 || pOwner->m_nButtons & IN_ATTACK) && m_flNextPrimaryAttack <= gpGlobals->curtime)
{
m_bDelayedFire1 = false;
if ( (m_iClip1 <= 0 && UsesClipsForAmmo1()) || ( !UsesClipsForAmmo1() && !pOwner->GetAmmoCount(m_iPrimaryAmmoType) ) )
{
if (!pOwner->GetAmmoCount(m_iPrimaryAmmoType))
{
DryFire();
}
else
{
StartReload();
}
}
// Fire underwater?
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// If the firing button was just pressed, reset the firing time
CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
if ( pPlayer && pPlayer->m_afButtonPressed & IN_ATTACK )
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
}
#ifdef GAME_DLL
}
#endif // GAME_DLL
if ( pOwner->m_nButtons & IN_RELOAD && UsesClipsForAmmo1() && !m_bInReload )
{

View File

@@ -94,11 +94,6 @@ CBaseCombatWeapon::CBaseCombatWeapon() : BASECOMBATWEAPON_DERIVED_FROM()
m_hWeaponFileInfo = GetInvalidWeaponInfoHandle();
#ifdef GAME_DLL
m_bLowered = false;
m_flRaiseTime = gpGlobals->curtime;
#endif
#if defined( TF_DLL )
UseClientSideAnimation();
#endif
@@ -1652,127 +1647,118 @@ void CBaseCombatWeapon::ItemPreFrame( void )
//====================================================================================
// WEAPON BEHAVIOUR
//====================================================================================
void CBaseCombatWeapon::ItemPostFrame(void)
void CBaseCombatWeapon::ItemPostFrame( void )
{
CBasePlayer* pOwner = ToBasePlayer(GetOwner());
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
if (!pOwner)
return;
UpdateAutoFire();
//Track the duration of the fire
//FIXME: Check for IN_ATTACK2 as well?
//FIXME: What if we're calling ItemBusyFrame?
m_fFireDuration = (pOwner->m_nButtons & IN_ATTACK) ? (m_fFireDuration + gpGlobals->frametime) : 0.0f;
m_fFireDuration = ( pOwner->m_nButtons & IN_ATTACK ) ? ( m_fFireDuration + gpGlobals->frametime ) : 0.0f;
if (UsesClipsForAmmo1())
if ( UsesClipsForAmmo1() )
{
CheckReload();
}
bool bFired = false;
#ifdef GAME_DLL
if (!m_bLowered)
// Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
{
#endif
// Secondary attack has priority
if ((pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 )
{
if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType) <= 0)
if (m_flNextEmptySoundTime < gpGlobals->curtime)
{
if (m_flNextEmptySoundTime < gpGlobals->curtime)
{
WeaponSound(EMPTY);
m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
}
else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
m_flNextSecondaryAttack = m_flNextEmptySoundTime = gpGlobals->curtime + 0.5;
}
else
{
// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
// stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007
}
else if (pOwner->GetWaterLevel() == 3 && m_bAltFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
// FIXME: This isn't necessarily true if the weapon doesn't have a secondary fire!
// For instance, the crossbow doesn't have a 'real' secondary fire, but it still
// stops the crossbow from firing on the 360 if the player chooses to hold down their
// zoom button. (sjb) Orange Box 7/25/2007
#if !defined(CLIENT_DLL)
if (!IsX360() || !ClassMatches("weapon_crossbow"))
if( !IsX360() || !ClassMatches("weapon_crossbow") )
#endif
{
bFired = ShouldBlockPrimaryFire();
}
{
bFired = ShouldBlockPrimaryFire();
}
SecondaryAttack();
SecondaryAttack();
// Secondary ammo doesn't have a reload animation
if (UsesClipsForAmmo2())
// Secondary ammo doesn't have a reload animation
if ( UsesClipsForAmmo2() )
{
// reload clip2 if empty
if (m_iClip2 < 1)
{
// reload clip2 if empty
if (m_iClip2 < 1)
{
pOwner->RemoveAmmo(1, m_iSecondaryAmmoType);
m_iClip2 = m_iClip2 + 1;
}
pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType );
m_iClip2 = m_iClip2 + 1;
}
}
}
if (!bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
}
if ( !bFired && (pOwner->m_nButtons & IN_ATTACK) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
{
// Clip empty? Or out of ammo on a no-clip weapon?
if ( !IsMeleeWeapon() &&
(( UsesClipsForAmmo1() && m_iClip1 <= 0) || ( !UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType)<=0 )) )
{
// Clip empty? Or out of ammo on a no-clip weapon?
if (!IsMeleeWeapon() &&
((UsesClipsForAmmo1() && m_iClip1 <= 0) || (!UsesClipsForAmmo1() && pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0)))
HandleFireOnEmpty();
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
}
else
{
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
// first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ( ( pOwner->m_afButtonPressed & IN_ATTACK ) || ( pOwner->m_afButtonReleased & IN_ATTACK2 ) )
{
HandleFireOnEmpty();
m_flNextPrimaryAttack = gpGlobals->curtime;
}
else if (pOwner->GetWaterLevel() == 3 && m_bFiresUnderwater == false)
PrimaryAttack();
if ( AutoFiresFullClip() )
{
// This weapon doesn't fire underwater
WeaponSound(EMPTY);
m_flNextPrimaryAttack = gpGlobals->curtime + 0.2;
return;
m_bFiringWholeClip = true;
}
else
{
//NOTENOTE: There is a bug with this code with regards to the way machine guns catch the leading edge trigger
// on the player hitting the attack key. It relies on the gun catching that case in the same frame.
// However, because the player can also be doing a secondary attack, the edge trigger may be missed.
// We really need to hold onto the edge trigger and only clear the condition when the gun has fired its
// first shot. Right now that's too much of an architecture change -- jdw
// If the firing button was just pressed, or the alt-fire just released, reset the firing time
if ((pOwner->m_afButtonPressed & IN_ATTACK) || (pOwner->m_afButtonReleased & IN_ATTACK2))
{
m_flNextPrimaryAttack = gpGlobals->curtime;
}
PrimaryAttack();
if (AutoFiresFullClip())
{
m_bFiringWholeClip = true;
}
#ifdef CLIENT_DLL
pOwner->SetFiredWeapon(true);
pOwner->SetFiredWeapon( true );
#endif
}
}
#ifdef GAME_DLL
}
#endif
// -----------------------
// Reload pressed / Clip Empty
// -----------------------
if ((pOwner->m_nButtons & IN_RELOAD) && UsesClipsForAmmo1() && !m_bInReload)
if ( ( pOwner->m_nButtons & IN_RELOAD ) && UsesClipsForAmmo1() && !m_bInReload )
{
// reload when reload is pressed, or if no buttons are down and weapon is empty.
Reload();
@@ -1785,7 +1771,7 @@ void CBaseCombatWeapon::ItemPostFrame(void)
if (!((pOwner->m_nButtons & IN_ATTACK) || (pOwner->m_nButtons & IN_ATTACK2) || (CanReload() && pOwner->m_nButtons & IN_RELOAD)))
{
// no fire buttons down or reloading
if (!ReloadOrSwitchWeapons() && (m_bInReload == false))
if ( !ReloadOrSwitchWeapons() && ( m_bInReload == false ) )
{
WeaponIdle();
}
@@ -2593,9 +2579,6 @@ IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon )
//-----------------------------------------------------------------------------//
BEGIN_DATADESC( CBaseCombatWeapon )
DEFINE_FIELD(m_bLowered, FIELD_BOOLEAN),
DEFINE_FIELD(m_flRaiseTime, FIELD_TIME),
DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ),
DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ),
DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ),

View File

@@ -526,11 +526,6 @@ private:
CNetworkVar( CBaseCombatCharacterHandle, m_hOwner ); // Player carrying this weapon
protected:
#ifdef GAME_DLL
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
#endif
#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
// Regulate crit frequency to reduce client-side seed hacking
void AddToCritBucket( float flAmount );

View File

@@ -34,6 +34,8 @@ END_NETWORK_TABLE()
//---------------------------------------------------------
BEGIN_DATADESC( CBaseHLCombatWeapon )
DEFINE_FIELD( m_bLowered, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flRaiseTime, FIELD_TIME ),
DEFINE_FIELD( m_flHolsterTime, FIELD_TIME ),
DEFINE_FIELD( m_iPrimaryAttacks, FIELD_INTEGER ),
DEFINE_FIELD( m_iSecondaryAttacks, FIELD_INTEGER ),

View File

@@ -58,10 +58,8 @@ public:
protected:
#ifndef GAME_DLL
bool m_bLowered; // Whether the viewmodel is raised or lowered
float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
#endif
float m_flHolsterTime; // When the weapon was holstered
};

View File

@@ -222,7 +222,7 @@ void DrawFleshInteriorBlendedPass( CBaseVSShader *pShader, IMaterialVar** params
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
// Set Vertex Shader Combos
LightState_t lightState = { 0, false, false };
LightState_t lightState = { 0, false, false, false };
pShaderAPI->GetDX9LightState( &lightState );
DECLARE_DYNAMIC_VERTEX_SHADER( flesh_interior_blended_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );

View File

@@ -234,7 +234,7 @@ void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
}
LightState_t lightState = { 0, false, false };
LightState_t lightState = { 0, false, false, false };
if( !hasFlashlight )
pShaderAPI->GetDX9LightState( &lightState );

View File

@@ -638,7 +638,7 @@ BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" )
DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
int numBones = pShaderAPI->GetCurrentNumBones();
LightState_t lightState = { 0, false, false };
LightState_t lightState = { 0, false, false, false };
if ( bVertexLit && !bFullBright )
{
pShaderAPI->GetDX9LightState( &lightState );

View File

@@ -611,7 +611,7 @@ void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShad
}
}
LightState_t lightState = { 0, false, false };
LightState_t lightState = { 0, false, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{

View File

@@ -1188,7 +1188,7 @@ static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterial
// Set up light combo state
LightState_t lightState = {0, false, false};
LightState_t lightState = {0, false, false, false};
if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
{
pShaderAPI->GetDX9LightState( &lightState );

View File

@@ -310,7 +310,7 @@ void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDyn
}
// Set up light combo state
LightState_t lightState = {0, false, false};
LightState_t lightState = {0, false, false, false};
if ( bVertexLitGeneric && !hasFlashlight )
{
pShaderAPI->GetDX9LightState( &lightState );