//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "in_buttons.h" #include "engine/IEngineSound.h" #include "ammodef.h" #include "SoundEmitterSystem/isoundemittersystembase.h" #include "physics_saverestore.h" #include "datacache/imdlcache.h" #include "activitylist.h" // NVNT start extra includes #include "haptics/haptic_utils.h" #ifdef CLIENT_DLL #include "prediction.h" #endif // NVNT end extra includes #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL ) #include "tf_shareddefs.h" #endif #if !defined( CLIENT_DLL ) // Game DLL Headers #include "soundent.h" #include "eventqueue.h" #include "fmtstr.h" #include "gameweaponmanager.h" #ifdef HL2MP #include "hl2mp_gamerules.h" #endif #endif #include "vprof.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // The minimum time a hud hint for a weapon should be on screen. If we switch away before // this, then teh hud hint counter will be deremented so the hint will be shown again, as // if it had never been seen. The total display time for a hud hint is specified in client // script HudAnimations.txt (which I can't read here). #define MIN_HUDHINT_DISPLAY_TIME 7.0f #define HIDEWEAPON_THINK_CONTEXT "BaseCombatWeapon_HideThink" extern bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer ); #if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL ) #ifdef _DEBUG ConVar tf_weapon_criticals_force_random( "tf_weapon_criticals_force_random", "0", FCVAR_REPLICATED | FCVAR_CHEAT ); #endif // _DEBUG ConVar tf_weapon_criticals_bucket_cap( "tf_weapon_criticals_bucket_cap", "1000.0", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar tf_weapon_criticals_bucket_bottom( "tf_weapon_criticals_bucket_bottom", "-250.0", FCVAR_REPLICATED | FCVAR_CHEAT ); ConVar tf_weapon_criticals_bucket_default( "tf_weapon_criticals_bucket_default", "300.0", FCVAR_REPLICATED | FCVAR_CHEAT ); #endif // TF CBaseCombatWeapon::CBaseCombatWeapon() { // Constructor must call this // CONSTRUCT_PREDICTABLE( CBaseCombatWeapon ); // Some default values. There should be set in the particular weapon classes m_fMinRange1 = 65; m_fMinRange2 = 65; m_fMaxRange1 = 1024; m_fMaxRange2 = 1024; m_bReloadsSingly = false; // Defaults to zero m_nViewModelIndex = 0; m_bFlipViewModel = false; #if defined( CLIENT_DLL ) m_iState = m_iOldState = WEAPON_NOT_CARRIED; m_iClip1 = -1; m_iClip2 = -1; m_iPrimaryAmmoType = -1; m_iSecondaryAmmoType = -1; #endif #if !defined( CLIENT_DLL ) m_pConstraint = NULL; m_bSoundsEnabled = true; OnBaseCombatWeaponCreated( this ); #endif m_hWeaponFileInfo = GetInvalidWeaponInfoHandle(); #if defined( TF_DLL ) UseClientSideAnimation(); #endif #if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL ) m_flCritTokenBucket = tf_weapon_criticals_bucket_default.GetFloat(); m_nCritChecks = 1; m_nCritSeedRequests = 0; #endif // TF } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CBaseCombatWeapon::~CBaseCombatWeapon( void ) { #if !defined( CLIENT_DLL ) //Remove our constraint, if we have one if ( m_pConstraint != NULL ) { physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } OnBaseCombatWeaponDestroyed( this ); #endif } void CBaseCombatWeapon::Activate( void ) { BaseClass::Activate(); #ifndef CLIENT_DLL if ( GetOwnerEntity() ) return; if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) { UTIL_Remove( this ); return; } #endif } void CBaseCombatWeapon::GiveDefaultAmmo( void ) { // If I use clips, set my clips to the default if ( UsesClipsForAmmo1() ) { m_iClip1 = AutoFiresFullClip() ? 0 : GetDefaultClip1(); } else { SetPrimaryAmmoCount( GetDefaultClip1() ); m_iClip1 = WEAPON_NOCLIP; } if ( UsesClipsForAmmo2() ) { m_iClip2 = GetDefaultClip2(); } else { SetSecondaryAmmoCount( GetDefaultClip2() ); m_iClip2 = WEAPON_NOCLIP; } } //----------------------------------------------------------------------------- // Purpose: Set mode to world model and start falling to the ground //----------------------------------------------------------------------------- void CBaseCombatWeapon::Spawn( void ) { bool bPrecacheAllowed = CBaseEntity::IsPrecacheAllowed(); if (!bPrecacheAllowed) { tmEnter( TELEMETRY_LEVEL1, TMZF_NONE, "LateWeaponPrecache" ); } Precache(); if (!bPrecacheAllowed) { tmLeave( TELEMETRY_LEVEL1 ); } BaseClass::Spawn(); SetSolid( SOLID_BBOX ); m_flNextEmptySoundTime = 0.0f; // Weapons won't show up in trace calls if they are being carried... RemoveEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); m_iState = WEAPON_NOT_CARRIED; // Assume m_nViewModelIndex = 0; GiveDefaultAmmo(); if ( GetWorldModel() ) { SetModel( GetWorldModel() ); } #if !defined( CLIENT_DLL ) if( IsX360() ) { AddEffects( EF_ITEM_BLINK ); } FallInit(); SetCollisionGroup( COLLISION_GROUP_WEAPON ); m_takedamage = DAMAGE_EVENTS_ONLY; SetBlocksLOS( false ); // Default to non-removeable, because we don't want the // game_weapon_manager entity to remove weapons that have // been hand-placed by level designers. We only want to remove // weapons that have been dropped by NPC's. SetRemoveable( false ); #endif // Bloat the box for player pickup CollisionProp()->UseTriggerBounds( true, 36 ); // Use more efficient bbox culling on the client. Otherwise, it'll setup bones for most // characters even when they're not in the frustum. AddEffects( EF_BONEMERGE_FASTCULL ); m_iReloadHudHintCount = 0; m_iAltFireHudHintCount = 0; m_flHudHintMinDisplayTime = 0; } //----------------------------------------------------------------------------- // Purpose: get this game's encryption key for decoding weapon kv files // Output : virtual const unsigned char //----------------------------------------------------------------------------- const unsigned char *CBaseCombatWeapon::GetEncryptionKey( void ) { return g_pGameRules->GetEncryptionKey(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::Precache( void ) { #if defined( CLIENT_DLL ) Assert( Q_strlen( GetClassname() ) > 0 ); // Msg( "Client got %s\n", GetClassname() ); #endif m_iPrimaryAmmoType = m_iSecondaryAmmoType = -1; // Add this weapon to the weapon registry, and get our index into it // Get weapon data from script file if ( ReadWeaponDataFromFileForSlot( filesystem, GetClassname(), &m_hWeaponFileInfo, GetEncryptionKey() ) ) { // Get the ammo indexes for the ammo's specified in the data file if ( GetWpnData().szAmmo1[0] ) { m_iPrimaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo1 ); if (m_iPrimaryAmmoType == -1) { Msg("ERROR: Weapon (%s) using undefined primary ammo type (%s)\n",GetClassname(), GetWpnData().szAmmo1); } #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL ) // Ammo override int iModUseMetalOverride = 0; CALL_ATTRIB_HOOK_INT( iModUseMetalOverride, mod_use_metal_ammo_type ); if ( iModUseMetalOverride ) { m_iPrimaryAmmoType = (int)TF_AMMO_METAL; } #endif } if ( GetWpnData().szAmmo2[0] ) { m_iSecondaryAmmoType = GetAmmoDef()->Index( GetWpnData().szAmmo2 ); if (m_iSecondaryAmmoType == -1) { Msg("ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n",GetClassname(),GetWpnData().szAmmo2); } } #if defined( CLIENT_DLL ) gWR.LoadWeaponSprites( GetWeaponFileInfoHandle() ); #endif // Precache models (preload to avoid hitch) m_iViewModelIndex = 0; m_iWorldModelIndex = 0; if ( GetViewModel() && GetViewModel()[0] ) { m_iViewModelIndex = CBaseEntity::PrecacheModel( GetViewModel() ); } if ( GetWorldModel() && GetWorldModel()[0] ) { m_iWorldModelIndex = CBaseEntity::PrecacheModel( GetWorldModel() ); } // Precache sounds, too for ( int i = 0; i < NUM_SHOOT_SOUND_TYPES; ++i ) { const char *shootsound = GetShootSound( i ); if ( shootsound && shootsound[0] ) { CBaseEntity::PrecacheScriptSound( shootsound ); } } } else { // Couldn't read data file, remove myself Warning( "Error reading weapon data file for: %s\n", GetClassname() ); // Remove( ); //don't remove, this gets released soon! } } //----------------------------------------------------------------------------- // Purpose: Get my data in the file weapon info array //----------------------------------------------------------------------------- const FileWeaponInfo_t &CBaseCombatWeapon::GetWpnData( void ) const { return *GetFileWeaponInfoFromHandle( m_hWeaponFileInfo ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CBaseCombatWeapon::GetViewModel( int /*viewmodelindex = 0 -- this is ignored in the base class here*/ ) const { return GetWpnData().szViewModel; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CBaseCombatWeapon::GetWorldModel( void ) const { return GetWpnData().szWorldModel; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CBaseCombatWeapon::GetAnimPrefix( void ) const { return GetWpnData().szAnimationPrefix; } //----------------------------------------------------------------------------- // Purpose: // Output : char const //----------------------------------------------------------------------------- const char *CBaseCombatWeapon::GetPrintName( void ) const { return GetWpnData().szPrintName; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetMaxClip1( void ) const { #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL ) int iModMaxClipOverride = 0; CALL_ATTRIB_HOOK_INT( iModMaxClipOverride, mod_max_primary_clip_override ); if ( iModMaxClipOverride != 0 ) return iModMaxClipOverride; #endif return GetWpnData().iMaxClip1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetMaxClip2( void ) const { return GetWpnData().iMaxClip2; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetDefaultClip1( void ) const { return GetWpnData().iDefaultClip1; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetDefaultClip2( void ) const { return GetWpnData().iDefaultClip2; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::UsesClipsForAmmo1( void ) const { return ( GetMaxClip1() != WEAPON_NOCLIP ); } bool CBaseCombatWeapon::IsMeleeWeapon() const { return GetWpnData().m_bMeleeWeapon; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::UsesClipsForAmmo2( void ) const { return ( GetMaxClip2() != WEAPON_NOCLIP ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetWeight( void ) const { return GetWpnData().iWeight; } //----------------------------------------------------------------------------- // Purpose: Whether this weapon can be autoswitched to when the player runs out // of ammo in their current weapon or they pick this weapon up. //----------------------------------------------------------------------------- bool CBaseCombatWeapon::AllowsAutoSwitchTo( void ) const { return GetWpnData().bAutoSwitchTo; } //----------------------------------------------------------------------------- // Purpose: Whether this weapon can be autoswitched away from when the player // runs out of ammo in this weapon or picks up another weapon or ammo. //----------------------------------------------------------------------------- bool CBaseCombatWeapon::AllowsAutoSwitchFrom( void ) const { return GetWpnData().bAutoSwitchFrom; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetWeaponFlags( void ) const { return GetWpnData().iFlags; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetSlot( void ) const { return GetWpnData().iSlot; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetPosition( void ) const { return GetWpnData().iPosition; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CBaseCombatWeapon::GetName( void ) const { return GetWpnData().szClassName; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteActive( void ) const { return GetWpnData().iconActive; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteInactive( void ) const { return GetWpnData().iconInactive; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo( void ) const { return GetWpnData().iconAmmo; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteAmmo2( void ) const { return GetWpnData().iconAmmo2; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteCrosshair( void ) const { return GetWpnData().iconCrosshair; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteAutoaim( void ) const { return GetWpnData().iconAutoaim; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedCrosshair( void ) const { return GetWpnData().iconZoomedCrosshair; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CHudTexture const *CBaseCombatWeapon::GetSpriteZoomedAutoaim( void ) const { return GetWpnData().iconZoomedAutoaim; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CBaseCombatWeapon::GetShootSound( int iIndex ) const { return GetWpnData().aShootSounds[ iIndex ]; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetRumbleEffect() const { return GetWpnData().iRumbleEffect; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CBaseCombatCharacter *CBaseCombatWeapon::GetOwner() const { return ToBaseCombatCharacter( m_hOwner.Get() ); } //----------------------------------------------------------------------------- // Purpose: // Input : BaseCombatCharacter - //----------------------------------------------------------------------------- void CBaseCombatWeapon::SetOwner( CBaseCombatCharacter *owner ) { if ( !owner ) { #ifndef CLIENT_DLL // Make sure the weapon updates its state when it's removed from the player // We have to force an active state change, because it's being dropped and won't call UpdateClientData() int iOldState = m_iState; m_iState = WEAPON_NOT_CARRIED; OnActiveStateChanged( iOldState ); #endif // make sure we clear out our HideThink if we have one pending SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT ); } m_hOwner = owner; #ifndef CLIENT_DLL DispatchUpdateTransmitState(); #else UpdateVisibility(); #endif } //----------------------------------------------------------------------------- // Purpose: Return false if this weapon won't let the player switch away from it //----------------------------------------------------------------------------- bool CBaseCombatWeapon::IsAllowedToSwitch( void ) { return true; } //----------------------------------------------------------------------------- // Purpose: Return true if this weapon can be selected via the weapon selection //----------------------------------------------------------------------------- bool CBaseCombatWeapon::CanBeSelected( void ) { if ( !VisibleInWeaponSelection() ) return false; return HasAmmo(); } //----------------------------------------------------------------------------- // Purpose: Return true if this weapon has some ammo //----------------------------------------------------------------------------- bool CBaseCombatWeapon::HasAmmo( void ) { // Weapons with no ammo types can always be selected if ( m_iPrimaryAmmoType == -1 && m_iSecondaryAmmoType == -1 ) return true; if ( GetWeaponFlags() & ITEM_FLAG_SELECTONEMPTY ) return true; CBasePlayer *player = ToBasePlayer( GetOwner() ); if ( !player ) return false; return ( m_iClip1 > 0 || player->GetAmmoCount( m_iPrimaryAmmoType ) || m_iClip2 > 0 || player->GetAmmoCount( m_iSecondaryAmmoType ) ); } //----------------------------------------------------------------------------- // Purpose: Return true if this weapon should be seen, and hence be selectable, in the weapon selection //----------------------------------------------------------------------------- bool CBaseCombatWeapon::VisibleInWeaponSelection( void ) { return true; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseCombatWeapon::HasWeaponIdleTimeElapsed( void ) { if ( gpGlobals->curtime > m_flTimeWeaponIdle ) return true; return false; } //----------------------------------------------------------------------------- // Purpose: // Input : time - //----------------------------------------------------------------------------- void CBaseCombatWeapon::SetWeaponIdleTime( float time ) { m_flTimeWeaponIdle = time; } //----------------------------------------------------------------------------- // Purpose: // Output : float //----------------------------------------------------------------------------- float CBaseCombatWeapon::GetWeaponIdleTime( void ) { return m_flTimeWeaponIdle; } //----------------------------------------------------------------------------- // Purpose: Drop/throw the weapon with the given velocity. //----------------------------------------------------------------------------- void CBaseCombatWeapon::Drop( const Vector &vecVelocity ) { #if !defined( CLIENT_DLL ) // Once somebody drops a gun, it's fair game for removal when/if // a game_weapon_manager does a cleanup on surplus weapons in the // world. SetRemoveable( true ); WeaponManager_AmmoMod( this ); //If it was dropped then there's no need to respawn it. AddSpawnFlags( SF_NORESPAWN ); StopAnimation(); StopFollowingEntity( ); SetMoveType( MOVETYPE_FLYGRAVITY ); // clear follow stuff, setup for collision SetGravity(1.0); m_iState = WEAPON_NOT_CARRIED; RemoveEffects( EF_NODRAW ); FallInit(); SetGroundEntity( NULL ); SetThink( &CBaseCombatWeapon::SetPickupTouch ); SetTouch(NULL); if( hl2_episodic.GetBool() ) { RemoveSpawnFlags( SF_WEAPON_NO_PLAYER_PICKUP ); } IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj != NULL ) { AngularImpulse angImp( 200, 200, 200 ); pObj->AddVelocity( &vecVelocity, &angImp ); } else { SetAbsVelocity( vecVelocity ); } CBaseEntity *pOwner = GetOwnerEntity(); SetNextThink( gpGlobals->curtime + 1.0f ); SetOwnerEntity( NULL ); SetOwner( NULL ); // If we're not allowing to spawn due to the gamerules, // remove myself when I'm dropped by an NPC. if ( pOwner && pOwner->IsNPC() ) { if ( g_pGameRules->IsAllowedToSpawn( this ) == false ) { UTIL_Remove( this ); return; } } #endif } //----------------------------------------------------------------------------- // Purpose: // Input : *pPicker - //----------------------------------------------------------------------------- void CBaseCombatWeapon::OnPickedUp( CBaseCombatCharacter *pNewOwner ) { #if !defined( CLIENT_DLL ) RemoveEffects( EF_ITEM_BLINK ); if( pNewOwner->IsPlayer() ) { m_OnPlayerPickup.FireOutput(pNewOwner, this); // Play the pickup sound for 1st-person observers CRecipientFilter filter; for ( int i=1; i <= gpGlobals->maxClients; ++i ) { CBasePlayer *player = UTIL_PlayerByIndex(i); if ( player && !player->IsAlive() && player->GetObserverMode() == OBS_MODE_IN_EYE ) { filter.AddRecipient( player ); } } if ( filter.GetRecipientCount() ) { CBaseEntity::EmitSound( filter, pNewOwner->entindex(), "Player.PickupWeapon" ); } // Robin: We don't want to delete weapons the player has picked up, so // clear the name of the weapon. This prevents wildcards that are meant // to find NPCs finding weapons dropped by the NPCs as well. SetName( NULL_STRING ); } else { m_OnNPCPickup.FireOutput(pNewOwner, this); } #ifdef HL2MP HL2MPRules()->RemoveLevelDesignerPlacedObject( this ); #endif // Someone picked me up, so make it so that I can't be removed. SetRemoveable( false ); #endif } //----------------------------------------------------------------------------- // Purpose: // Input : &vecTracerSrc - // &tr - // iTracerType - //----------------------------------------------------------------------------- void CBaseCombatWeapon::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ) { CBaseEntity *pOwner = GetOwner(); if ( pOwner == NULL ) { BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType ); return; } const char *pszTracerName = GetTracerType(); Vector vNewSrc = vecTracerSrc; int iEntIndex = pOwner->entindex(); if ( g_pGameRules->IsMultiplayer() ) { iEntIndex = entindex(); } int iAttachment = GetTracerAttachment(); switch ( iTracerType ) { case TRACER_LINE: UTIL_Tracer( vNewSrc, tr.endpos, iEntIndex, iAttachment, 0.0f, true, pszTracerName ); break; case TRACER_LINE_AND_WHIZ: UTIL_Tracer( vNewSrc, tr.endpos, iEntIndex, iAttachment, 0.0f, true, pszTracerName ); break; } } void CBaseCombatWeapon::GiveTo( CBaseEntity *pOther ) { DefaultTouch( pOther ); } //----------------------------------------------------------------------------- // Purpose: Default Touch function for player picking up a weapon (not AI) // Input : pOther - the entity that touched me // Output : //----------------------------------------------------------------------------- void CBaseCombatWeapon::DefaultTouch( CBaseEntity *pOther ) { #if !defined( CLIENT_DLL ) // Can't pick up dissolving weapons if ( IsDissolving() ) return; // if it's not a player, ignore CBasePlayer *pPlayer = ToBasePlayer(pOther); if ( !pPlayer ) return; if( UTIL_ItemCanBeTouchedByPlayer(this, pPlayer) ) { // This makes sure the player could potentially take the object // before firing the cache interaction output. That doesn't mean // the player WILL end up taking the object, but cache interactions // are fired as soon as you prove you have found the object, not // when you finally acquire it. m_OnCacheInteraction.FireOutput( pOther, this ); } if( HasSpawnFlags(SF_WEAPON_NO_PLAYER_PICKUP) ) return; if (pPlayer->BumpWeapon(this)) { OnPickedUp( pPlayer ); } #endif } //--------------------------------------------------------- // It's OK for base classes to override this completely // without calling up. (sjb) //--------------------------------------------------------- bool CBaseCombatWeapon::ShouldDisplayAltFireHUDHint() { if( m_iAltFireHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT ) return false; if( UsesSecondaryAmmo() && HasSecondaryAmmo() ) { return true; } if( !UsesSecondaryAmmo() && HasPrimaryAmmo() ) { return true; } return false; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CBaseCombatWeapon::DisplayAltFireHudHint() { #if !defined( CLIENT_DLL ) CFmtStr hint; hint.sprintf( "#valve_hint_alt_%s", GetClassname() ); UTIL_HudHintText( GetOwner(), hint.Access() ); m_iAltFireHudHintCount++; m_bAltFireHudHintDisplayed = true; m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME; #endif//CLIENT_DLL } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CBaseCombatWeapon::RescindAltFireHudHint() { #if !defined( CLIENT_DLL ) Assert(m_bAltFireHudHintDisplayed); UTIL_HudHintText( GetOwner(), "" ); --m_iAltFireHudHintCount; m_bAltFireHudHintDisplayed = false; #endif//CLIENT_DLL } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- bool CBaseCombatWeapon::ShouldDisplayReloadHUDHint() { if( m_iReloadHudHintCount >= WEAPON_RELOAD_HUD_HINT_COUNT ) return false; CBaseCombatCharacter *pOwner = GetOwner(); if( pOwner != NULL && pOwner->IsPlayer() && UsesClipsForAmmo1() && m_iClip1 < (GetMaxClip1() / 2) ) { // I'm owned by a player, I use clips, I have less then half a clip loaded. Now, does the player have more ammo? if ( pOwner ) { if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) return true; } } return false; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CBaseCombatWeapon::DisplayReloadHudHint() { #if !defined( CLIENT_DLL ) UTIL_HudHintText( GetOwner(), "valve_hint_reload" ); m_iReloadHudHintCount++; m_bReloadHudHintDisplayed = true; m_flHudHintMinDisplayTime = gpGlobals->curtime + MIN_HUDHINT_DISPLAY_TIME; #endif//CLIENT_DLL } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CBaseCombatWeapon::RescindReloadHudHint() { #if !defined( CLIENT_DLL ) Assert(m_bReloadHudHintDisplayed); UTIL_HudHintText( GetOwner(), "" ); --m_iReloadHudHintCount; m_bReloadHudHintDisplayed = false; #endif//CLIENT_DLL } void CBaseCombatWeapon::SetPickupTouch( void ) { #if !defined( CLIENT_DLL ) SetTouch(&CBaseCombatWeapon::DefaultTouch); if ( gpGlobals->maxClients > 1 ) { if ( GetSpawnFlags() & SF_NORESPAWN ) { SetThink( &CBaseEntity::SUB_Remove ); SetNextThink( gpGlobals->curtime + 30.0f ); } } #endif } //----------------------------------------------------------------------------- // Purpose: Become a child of the owner (MOVETYPE_FOLLOW) // disables collisions, touch functions, thinking // Input : *pOwner - new owner/operator //----------------------------------------------------------------------------- void CBaseCombatWeapon::Equip( CBaseCombatCharacter *pOwner ) { // Attach the weapon to an owner SetAbsVelocity( vec3_origin ); RemoveSolidFlags( FSOLID_TRIGGER ); FollowEntity( pOwner ); SetOwner( pOwner ); SetOwnerEntity( pOwner ); // Break any constraint I might have to the world. RemoveEffects( EF_ITEM_BLINK ); #if !defined( CLIENT_DLL ) if ( m_pConstraint != NULL ) { RemoveSpawnFlags( SF_WEAPON_START_CONSTRAINED ); physenv->DestroyConstraint( m_pConstraint ); m_pConstraint = NULL; } #endif m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; SetTouch( NULL ); SetThink( NULL ); #if !defined( CLIENT_DLL ) VPhysicsDestroyObject(); #endif if ( pOwner->IsPlayer() ) { SetModel( GetViewModel() ); } else { // Make the weapon ready as soon as any NPC picks it up. m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; SetModel( GetWorldModel() ); } } void CBaseCombatWeapon::SetActivity( Activity act, float duration ) { //Adrian: Oh man... #if !defined( CLIENT_DLL ) && (defined( HL2MP ) || defined( PORTAL )) SetModel( GetWorldModel() ); #endif int sequence = SelectWeightedSequence( act ); // FORCE IDLE on sequences we don't have (which should be many) if ( sequence == ACTIVITY_NOT_AVAILABLE ) sequence = SelectWeightedSequence( ACT_VM_IDLE ); //Adrian: Oh man again... #if !defined( CLIENT_DLL ) && (defined( HL2MP ) || defined( PORTAL )) SetModel( GetViewModel() ); #endif if ( sequence != ACTIVITY_NOT_AVAILABLE ) { SetSequence( sequence ); SetActivity( act ); SetCycle( 0 ); ResetSequenceInfo( ); if ( duration > 0 ) { // FIXME: does this even make sense in non-shoot animations? m_flPlaybackRate = SequenceDuration( sequence ) / duration; m_flPlaybackRate = MIN( m_flPlaybackRate, 12.0); // FIXME; magic number!, network encoding range } else { m_flPlaybackRate = 1.0; } } } //==================================================================================== // WEAPON CLIENT HANDLING //==================================================================================== int CBaseCombatWeapon::UpdateClientData( CBasePlayer *pPlayer ) { int iNewState = WEAPON_IS_CARRIED_BY_PLAYER; if ( pPlayer->GetActiveWeapon() == this ) { if ( pPlayer->m_fOnTarget ) { iNewState = WEAPON_IS_ONTARGET; } else { iNewState = WEAPON_IS_ACTIVE; } } else { iNewState = WEAPON_IS_CARRIED_BY_PLAYER; } if ( m_iState != iNewState ) { int iOldState = m_iState; m_iState = iNewState; OnActiveStateChanged( iOldState ); } return 1; } //----------------------------------------------------------------------------- // Purpose: // Input : index - //----------------------------------------------------------------------------- void CBaseCombatWeapon::SetViewModelIndex( int index_ ) { Assert( index_ >= 0 && index_ < MAX_VIEWMODELS ); m_nViewModelIndex = index_; } //----------------------------------------------------------------------------- // Purpose: // Input : iActivity - //----------------------------------------------------------------------------- void CBaseCombatWeapon::SendViewModelAnim( int nSequence ) { #if defined( CLIENT_DLL ) if ( !IsPredicted() ) return; #endif if ( nSequence < 0 ) return; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex, false ); if ( vm == NULL ) return; SetViewModel(); Assert( vm->ViewModelIndex() == m_nViewModelIndex ); vm->SendViewModelMatchingSequence( nSequence ); } float CBaseCombatWeapon::GetViewModelSequenceDuration() { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) { Assert( false ); return 0; } CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) { Assert( false ); return 0; } SetViewModel(); Assert( vm->ViewModelIndex() == m_nViewModelIndex ); return vm->SequenceDuration(); } bool CBaseCombatWeapon::IsViewModelSequenceFinished( void ) const { // These are not valid activities and always complete immediately if ( GetActivity() == ACT_RESET || GetActivity() == ACT_INVALID ) return true; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) { Assert( false ); return false; } CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm == NULL ) { Assert( false ); return false; } return vm->IsSequenceFinished(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::SetViewModel() { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner == NULL ) return; CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex, false ); if ( vm == NULL ) return; Assert( vm->ViewModelIndex() == m_nViewModelIndex ); vm->SetWeaponModel( GetViewModel( m_nViewModelIndex ), this ); } //----------------------------------------------------------------------------- // Purpose: Set the desired activity for the weapon and its viewmodel counterpart // Input : iActivity - activity to play //----------------------------------------------------------------------------- bool CBaseCombatWeapon::SendWeaponAnim( int iActivity ) { #ifdef USES_ECON_ITEMS iActivity = TranslateViewmodelHandActivity( (Activity)iActivity ); #endif // NVNT notify the haptics system of this weapons new activity #ifdef WIN32 #ifdef CLIENT_DLL if ( prediction->InPrediction() && prediction->IsFirstTimePredicted() ) #endif #ifndef _X360 HapticSendWeaponAnim(this,iActivity); #endif #endif //For now, just set the ideal activity and be done with it return SetIdealActivity( (Activity) iActivity ); } //==================================================================================== // WEAPON SELECTION //==================================================================================== //----------------------------------------------------------------------------- // Purpose: Returns true if the weapon currently has ammo or doesn't need ammo // Output : //----------------------------------------------------------------------------- bool CBaseCombatWeapon::HasAnyAmmo( void ) { // If I don't use ammo of any kind, I can always fire if ( !UsesPrimaryAmmo() && !UsesSecondaryAmmo() ) return true; // Otherwise, I need ammo of either type return ( HasPrimaryAmmo() || HasSecondaryAmmo() ); } //----------------------------------------------------------------------------- // Purpose: Returns true if the weapon currently has ammo or doesn't need ammo // Output : //----------------------------------------------------------------------------- bool CBaseCombatWeapon::HasPrimaryAmmo( void ) { // If I use a clip, and have some ammo in it, then I have ammo if ( UsesClipsForAmmo1() ) { if ( m_iClip1 > 0 ) return true; } // Otherwise, I have ammo if I have some in my ammo counts CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner ) { if ( pOwner->GetAmmoCount( m_iPrimaryAmmoType ) > 0 ) return true; } else { // No owner, so return how much primary ammo I have along with me. if( GetPrimaryAmmoCount() > 0 ) return true; } return false; } //----------------------------------------------------------------------------- // Purpose: Returns true if the weapon currently has ammo or doesn't need ammo // Output : //----------------------------------------------------------------------------- bool CBaseCombatWeapon::HasSecondaryAmmo( void ) { // If I use a clip, and have some ammo in it, then I have ammo if ( UsesClipsForAmmo2() ) { if ( m_iClip2 > 0 ) return true; } // Otherwise, I have ammo if I have some in my ammo counts CBaseCombatCharacter *pOwner = GetOwner(); if ( pOwner ) { if ( pOwner->GetAmmoCount( m_iSecondaryAmmoType ) > 0 ) return true; } return false; } //----------------------------------------------------------------------------- // Purpose: returns true if the weapon actually uses primary ammo //----------------------------------------------------------------------------- bool CBaseCombatWeapon::UsesPrimaryAmmo( void ) { if ( m_iPrimaryAmmoType < 0 ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: returns true if the weapon actually uses secondary ammo //----------------------------------------------------------------------------- bool CBaseCombatWeapon::UsesSecondaryAmmo( void ) { if ( m_iSecondaryAmmoType < 0 ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Show/hide weapon and corresponding view model if any // Input : visible - //----------------------------------------------------------------------------- void CBaseCombatWeapon::SetWeaponVisible( bool visible ) { CBaseViewModel *vm = NULL; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); } if ( visible ) { RemoveEffects( EF_NODRAW ); if ( vm ) { vm->RemoveEffects( EF_NODRAW ); } } else { AddEffects( EF_NODRAW ); if ( vm ) { vm->AddEffects( EF_NODRAW ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::IsWeaponVisible( void ) { CBaseViewModel *vm = NULL; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); if ( vm ) return ( !vm->IsEffectActive(EF_NODRAW) ); } return false; } //----------------------------------------------------------------------------- // Purpose: If the current weapon has more ammo, reload it. Otherwise, switch // to the next best weapon we've got. Returns true if it took any action. //----------------------------------------------------------------------------- bool CBaseCombatWeapon::ReloadOrSwitchWeapons( void ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); Assert( pOwner ); m_bFireOnEmpty = false; // If we don't have any ammo, switch to the next best weapon if ( !HasAnyAmmo() && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime ) { // weapon isn't useable, switch. if ( ( (GetWeaponFlags() & ITEM_FLAG_NOAUTOSWITCHEMPTY) == false ) && ( g_pGameRules->SwitchToNextBestWeapon( pOwner, this ) ) ) { m_flNextPrimaryAttack = gpGlobals->curtime + 0.3; return true; } } else { // Weapon is useable. Reload if empty and weapon has waited as long as it has to after firing if ( UsesClipsForAmmo1() && !AutoFiresFullClip() && (m_iClip1 == 0) && (GetWeaponFlags() & ITEM_FLAG_NOAUTORELOAD) == false && m_flNextPrimaryAttack < gpGlobals->curtime && m_flNextSecondaryAttack < gpGlobals->curtime ) { // if we're successfully reloading, we're done if ( Reload() ) return true; } } return false; } //----------------------------------------------------------------------------- // Purpose: // Input : *szViewModel - // *szWeaponModel - // iActivity - // *szAnimExt - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseCombatWeapon::DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt ) { // Msg( "deploy %s at %f\n", GetClassname(), gpGlobals->curtime ); // Weapons that don't autoswitch away when they run out of ammo // can still be deployed when they have no ammo. if ( !HasAnyAmmo() && AllowsAutoSwitchFrom() ) return false; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { // Dead men deploy no weapons if ( pOwner->IsAlive() == false ) return false; pOwner->SetAnimationExtension( szAnimExt ); SetViewModel(); SendWeaponAnim( iActivity ); pOwner->SetNextAttack( gpGlobals->curtime + SequenceDuration() ); } // Can't shoot again until we've finished deploying m_flNextPrimaryAttack = gpGlobals->curtime + SequenceDuration(); m_flNextSecondaryAttack = gpGlobals->curtime + SequenceDuration(); m_flHudHintMinDisplayTime = 0; m_bAltFireHudHintDisplayed = false; m_bReloadHudHintDisplayed = false; m_flHudHintPollTime = gpGlobals->curtime + 5.0f; WeaponSound( DEPLOY ); SetWeaponVisible( true ); /* This code is disabled for now, because moving through the weapons in the carousel selects and deploys each weapon as you pass it. (sjb) */ SetContextThink( NULL, 0, HIDEWEAPON_THINK_CONTEXT ); return true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::Deploy( ) { MDLCACHE_CRITICAL_SECTION(); bool bResult = DefaultDeploy( (char*)GetViewModel(), (char*)GetWorldModel(), GetDrawActivity(), (char*)GetAnimPrefix() ); // override pose parameters PoseParameterOverride( false ); return bResult; } Activity CBaseCombatWeapon::GetDrawActivity( void ) { return ACT_VM_DRAW; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::Holster( CBaseCombatWeapon *pSwitchingTo ) { MDLCACHE_CRITICAL_SECTION(); // cancel any reload in progress. m_bInReload = false; m_bFiringWholeClip = false; // kill any think functions SetThink(NULL); // Send holster animation SendWeaponAnim( ACT_VM_HOLSTER ); // Some weapon's don't have holster anims yet, so detect that float flSequenceDuration = 0; if ( GetActivity() == ACT_VM_HOLSTER ) { flSequenceDuration = SequenceDuration(); } CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner) { pOwner->SetNextAttack( gpGlobals->curtime + flSequenceDuration ); } // If we don't have a holster anim, hide immediately to avoid timing issues if ( !flSequenceDuration ) { SetWeaponVisible( false ); } else { // Hide the weapon when the holster animation's finished SetContextThink( &CBaseCombatWeapon::HideThink, gpGlobals->curtime + flSequenceDuration, HIDEWEAPON_THINK_CONTEXT ); } // if we were displaying a hud hint, squelch it. if (m_flHudHintMinDisplayTime && gpGlobals->curtime < m_flHudHintMinDisplayTime) { if( m_bAltFireHudHintDisplayed ) RescindAltFireHudHint(); if( m_bReloadHudHintDisplayed ) RescindReloadHudHint(); } // reset pose parameters PoseParameterOverride( true ); return true; } #ifdef CLIENT_DLL void CBaseCombatWeapon::BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const { // The default behavior pushes it out by BONEMERGE_FASTCULL_BBOX_EXPAND in all directions, but we can do better // since we know the weapon will never point behind him. localMaxs.x += 20; // Leaves some space in front for long weapons. localMins.y -= 20; // Fatten it to his left and right since he can rotate that way. localMaxs.y += 20; localMaxs.z += 15; // Leave some space at the top. } #else //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::InputHideWeapon( inputdata_t &inputdata ) { // Only hide if we're still the active weapon. If we're not the active weapon if ( GetOwner() && GetOwner()->GetActiveWeapon() == this ) { SetWeaponVisible( false ); } } #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::HideThink( void ) { // Only hide if we're still the active weapon. If we're not the active weapon if ( GetOwner() && GetOwner()->GetActiveWeapon() == this ) { SetWeaponVisible( false ); } } bool CBaseCombatWeapon::CanReload( void ) { if ( AutoFiresFullClip() && m_bFiringWholeClip ) { return false; } return true; } #if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL ) //----------------------------------------------------------------------------- // Purpose: Anti-hack //----------------------------------------------------------------------------- void CBaseCombatWeapon::AddToCritBucket( float flAmount ) { float flCap = tf_weapon_criticals_bucket_cap.GetFloat(); // Regulate crit frequency to reduce client-side seed hacking if ( m_flCritTokenBucket < flCap ) { // Treat raw damage as the resource by which we add or subtract from the bucket m_flCritTokenBucket += flAmount; m_flCritTokenBucket = Min( m_flCritTokenBucket, flCap ); } } //----------------------------------------------------------------------------- // Purpose: Anti-hack //----------------------------------------------------------------------------- bool CBaseCombatWeapon::IsAllowedToWithdrawFromCritBucket( float flDamage ) { // Note: If we're in this block of code, the assumption is that the // seed said we should grant a random crit. If allowed, the cost // will be deducted here. // Track each seed request - in cases where a player is hacking, we'll // see a silly ratio. m_nCritSeedRequests++; // Adjust token cost based on the ratio of requests vs granted, except // melee, which crits much more than ranged (as high as 60% chance) float flMult = ( IsMeleeWeapon() ) ? 0.5f : RemapValClamped( ( (float)m_nCritSeedRequests / (float)m_nCritChecks ), 0.1f, 1.f, 1.f, 3.f ); // Would this take us below our limit? float flCost = ( flDamage * TF_DAMAGE_CRIT_MULTIPLIER ) * flMult; if ( flCost > m_flCritTokenBucket ) return false; // Withdraw RemoveFromCritBucket( flCost ); float flBottom = tf_weapon_criticals_bucket_bottom.GetFloat(); if ( m_flCritTokenBucket < flBottom ) m_flCritTokenBucket = flBottom; return true; } #endif // TF_DLL //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::ItemPreFrame( void ) { MaintainIdealActivity(); #ifndef CLIENT_DLL #ifndef HL2_EPISODIC if ( IsX360() ) #endif { // If we haven't displayed the hint enough times yet, it's time to try to // display the hint, and the player is not standing still, try to show a hud hint. // If the player IS standing still, assume they could change away from this weapon at // any second. if( (!m_bAltFireHudHintDisplayed || !m_bReloadHudHintDisplayed) && gpGlobals->curtime > m_flHudHintMinDisplayTime && gpGlobals->curtime > m_flHudHintPollTime && GetOwner() && GetOwner()->IsPlayer() ) { CBasePlayer *pPlayer = (CBasePlayer*)(GetOwner()); if( pPlayer && pPlayer->GetStickDist() > 0.0f ) { // If the player is moving, they're unlikely to switch away from the current weapon // the moment this weapon displays its HUD hint. if( ShouldDisplayReloadHUDHint() ) { DisplayReloadHudHint(); } else if( ShouldDisplayAltFireHUDHint() ) { DisplayAltFireHudHint(); } } else { m_flHudHintPollTime = gpGlobals->curtime + 2.0f; } } } #endif } bool CBaseCombatWeapon::CanPerformSecondaryAttack() const { return m_flNextSecondaryAttack <= gpGlobals->curtime; } //==================================================================================== // WEAPON BEHAVIOUR //==================================================================================== void CBaseCombatWeapon::ItemPostFrame( void ) { 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; if ( UsesClipsForAmmo1() ) { CheckReload(); } bool bFired = false; // Secondary attack has priority if ((pOwner->m_nButtons & IN_ATTACK2) && CanPerformSecondaryAttack() ) { if (UsesSecondaryAmmo() && pOwner->GetAmmoCount(m_iSecondaryAmmoType)<=0 ) { 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; } 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") ) #endif { bFired = ShouldBlockPrimaryFire(); } SecondaryAttack(); // Secondary ammo doesn't have a reload animation if ( UsesClipsForAmmo2() ) { // reload clip2 if empty if (m_iClip2 < 1) { pOwner->RemoveAmmo( 1, m_iSecondaryAmmoType ); m_iClip2 = m_iClip2 + 1; } } } } 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 )) ) { 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 ) ) { m_flNextPrimaryAttack = gpGlobals->curtime; } PrimaryAttack(); if ( AutoFiresFullClip() ) { m_bFiringWholeClip = true; } #ifdef CLIENT_DLL pOwner->SetFiredWeapon( true ); #endif } } // ----------------------- // Reload pressed / Clip Empty // Can only start the Reload Cycle after the firing cycle if ( ( pOwner->m_nButtons & IN_RELOAD ) && m_flNextPrimaryAttack <= gpGlobals->curtime && UsesClipsForAmmo1() && !m_bInReload ) { // reload when reload is pressed, or if no buttons are down and weapon is empty. Reload(); m_fFireDuration = 0.0f; } // ----------------------- // No buttons down // ----------------------- 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 ) ) { WeaponIdle(); } } } void CBaseCombatWeapon::HandleFireOnEmpty() { // If we're already firing on empty, reload if we can if ( m_bFireOnEmpty ) { ReloadOrSwitchWeapons(); m_fFireDuration = 0.0f; } else { if (m_flNextEmptySoundTime < gpGlobals->curtime) { WeaponSound(EMPTY); m_flNextEmptySoundTime = gpGlobals->curtime + 0.5; } m_bFireOnEmpty = true; } } //----------------------------------------------------------------------------- // Purpose: Called each frame by the player PostThink, if the player's not ready to attack yet //----------------------------------------------------------------------------- void CBaseCombatWeapon::ItemBusyFrame( void ) { UpdateAutoFire(); } //----------------------------------------------------------------------------- // Purpose: Base class default for getting bullet type // Input : // Output : //----------------------------------------------------------------------------- int CBaseCombatWeapon::GetBulletType( void ) { return 0; } //----------------------------------------------------------------------------- // Purpose: Base class default for getting spread // Input : // Output : //----------------------------------------------------------------------------- const Vector& CBaseCombatWeapon::GetBulletSpread( void ) { static Vector cone = VECTOR_CONE_15DEGREES; return cone; } //----------------------------------------------------------------------------- const WeaponProficiencyInfo_t *CBaseCombatWeapon::GetProficiencyValues() { static WeaponProficiencyInfo_t defaultWeaponProficiencyTable[] = { { 1.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, { 1.0, 1.0 }, }; COMPILE_TIME_ASSERT( ARRAYSIZE(defaultWeaponProficiencyTable) == WEAPON_PROFICIENCY_PERFECT + 1); return defaultWeaponProficiencyTable; } //----------------------------------------------------------------------------- // Purpose: Base class default for getting firerate // Input : // Output : //----------------------------------------------------------------------------- float CBaseCombatWeapon::GetFireRate( void ) { return 0; } //----------------------------------------------------------------------------- // Purpose: Base class default for playing shoot sound // Input : // Output : //----------------------------------------------------------------------------- void CBaseCombatWeapon::WeaponSound( WeaponSound_t sound_type, float soundtime /* = 0.0f */ ) { #if !defined( CLIENT_DLL ) if ( !m_bSoundsEnabled ) return; #endif // If we have some sounds from the weapon classname.txt file, play a random one of them const char *shootsound = GetShootSound( sound_type ); if ( !shootsound || !shootsound[0] ) return; CSoundParameters params; if ( !GetParametersForSound( shootsound, params, NULL ) ) return; if ( params.play_to_owner_only ) { // Am I only to play to my owner? if ( GetOwner() && GetOwner()->IsPlayer() ) { CSingleUserRecipientFilter filter( ToBasePlayer( GetOwner() ) ); if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() ) { filter.UsePredictionRules(); } EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime ); } } else { // Play weapon sound from the owner if ( GetOwner() ) { CPASAttenuationFilter filter( GetOwner(), params.soundlevel ); if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() ) { filter.UsePredictionRules(); } EmitSound( filter, GetOwner()->entindex(), shootsound, NULL, soundtime ); #if !defined( CLIENT_DLL ) if( sound_type == EMPTY ) { CSoundEnt::InsertSound( SOUND_COMBAT, GetOwner()->GetAbsOrigin(), SOUNDENT_VOLUME_EMPTY, 0.2, GetOwner() ); } #endif } // If no owner play from the weapon (this is used for thrown items) else { CPASAttenuationFilter filter( this, params.soundlevel ); if ( IsPredicted() && CBaseEntity::GetPredictionPlayer() ) { filter.UsePredictionRules(); } EmitSound( filter, entindex(), shootsound, NULL, soundtime ); } } } //----------------------------------------------------------------------------- // Purpose: Stop a sound played by this weapon. //----------------------------------------------------------------------------- void CBaseCombatWeapon::StopWeaponSound( WeaponSound_t sound_type ) { //if ( IsPredicted() ) // return; // If we have some sounds from the weapon classname.txt file, play a random one of them const char *shootsound = GetShootSound( sound_type ); if ( !shootsound || !shootsound[0] ) return; CSoundParameters params; if ( !GetParametersForSound( shootsound, params, NULL ) ) return; // Am I only to play to my owner? if ( params.play_to_owner_only ) { if ( GetOwner() ) { StopSound( GetOwner()->entindex(), shootsound ); } } else { // Play weapon sound from the owner if ( GetOwner() ) { StopSound( GetOwner()->entindex(), shootsound ); } // If no owner play from the weapon (this is used for thrown items) else { StopSound( entindex(), shootsound ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::DefaultReload( int iClipSize1, int iClipSize2, int iActivity ) { CBaseCombatCharacter *pOwner = GetOwner(); if (!pOwner) return false; // If I don't have any spare ammo, I can't reload if ( pOwner->GetAmmoCount(m_iPrimaryAmmoType) <= 0 ) return false; bool bReload = false; // If you don't have clips, then don't try to reload them. if ( UsesClipsForAmmo1() ) { // need to reload primary clip? int primary = MIN(iClipSize1 - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); if ( primary != 0 ) { bReload = true; } } if ( UsesClipsForAmmo2() ) { // need to reload secondary clip? int secondary = MIN(iClipSize2 - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType)); if ( secondary != 0 ) { bReload = true; } } if ( !bReload ) return false; #ifdef CLIENT_DLL // Play reload WeaponSound( RELOAD ); #endif SendWeaponAnim( iActivity ); // Play the player's reload animation if ( pOwner->IsPlayer() ) { ( ( CBasePlayer * )pOwner)->SetAnimation( PLAYER_RELOAD ); } MDLCACHE_CRITICAL_SECTION(); float flSequenceEndTime = gpGlobals->curtime + SequenceDuration(); pOwner->SetNextAttack( flSequenceEndTime ); m_flNextPrimaryAttack = m_flNextSecondaryAttack = flSequenceEndTime; m_bInReload = true; return true; } bool CBaseCombatWeapon::ReloadsSingly( void ) const { #if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL ) float fHasReload = 1.0f; CALL_ATTRIB_HOOK_FLOAT( fHasReload, mod_no_reload_display_only ); if ( fHasReload != 1.0f ) { return false; } int iWeaponMod = 0; CALL_ATTRIB_HOOK_INT( iWeaponMod, set_scattergun_no_reload_single ); if ( iWeaponMod == 1 ) { return false; } #endif // TF_DLL || TF_CLIENT_DLL return m_bReloadsSingly; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBaseCombatWeapon::Reload( void ) { return DefaultReload( GetMaxClip1(), GetMaxClip2(), ACT_VM_RELOAD ); } //========================================================= void CBaseCombatWeapon::WeaponIdle( void ) { //Idle again if we've finished if ( HasWeaponIdleTimeElapsed() ) { SendWeaponAnim( ACT_VM_IDLE ); } } //========================================================= Activity CBaseCombatWeapon::GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; } //========================================================= Activity CBaseCombatWeapon::GetSecondaryAttackActivity( void ) { return ACT_VM_SECONDARYATTACK; } //----------------------------------------------------------------------------- // Purpose: Adds in view kick and weapon accuracy degradation effect //----------------------------------------------------------------------------- void CBaseCombatWeapon::AddViewKick( void ) { //NOTENOTE: By default, weapon will not kick up (defined per weapon) } //----------------------------------------------------------------------------- // Purpose: Get the string to print death notices with //----------------------------------------------------------------------------- char *CBaseCombatWeapon::GetDeathNoticeName( void ) { #if !defined( CLIENT_DLL ) return (char*)STRING( m_iszName ); #else return "GetDeathNoticeName not implemented on client yet"; #endif } //==================================================================================== // WEAPON RELOAD TYPES //==================================================================================== void CBaseCombatWeapon::CheckReload( void ) { if ( m_bReloadsSingly ) { CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return; if ((m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { if ( pOwner->m_nButtons & (IN_ATTACK | IN_ATTACK2) && m_iClip1 > 0 ) { m_bInReload = false; return; } // If out of ammo end reload if (pOwner->GetAmmoCount(m_iPrimaryAmmoType) <=0) { FinishReload(); return; } // If clip not full reload again else if (m_iClip1 < GetMaxClip1()) { // Add them to the clip m_iClip1 += 1; pOwner->RemoveAmmo( 1, m_iPrimaryAmmoType ); Reload(); return; } // Clip full, stop reloading else { FinishReload(); m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; return; } } } else { if ( (m_bInReload) && (m_flNextPrimaryAttack <= gpGlobals->curtime)) { FinishReload(); m_flNextPrimaryAttack = gpGlobals->curtime; m_flNextSecondaryAttack = gpGlobals->curtime; m_bInReload = false; } } } //----------------------------------------------------------------------------- // Purpose: Reload has finished. //----------------------------------------------------------------------------- void CBaseCombatWeapon::FinishReload( void ) { CBaseCombatCharacter *pOwner = GetOwner(); if (pOwner) { // If I use primary clips, reload primary if ( UsesClipsForAmmo1() ) { int primary = MIN( GetMaxClip1() - m_iClip1, pOwner->GetAmmoCount(m_iPrimaryAmmoType)); m_iClip1 += primary; pOwner->RemoveAmmo( primary, m_iPrimaryAmmoType); } // If I use secondary clips, reload secondary if ( UsesClipsForAmmo2() ) { int secondary = MIN( GetMaxClip2() - m_iClip2, pOwner->GetAmmoCount(m_iSecondaryAmmoType)); m_iClip2 += secondary; pOwner->RemoveAmmo( secondary, m_iSecondaryAmmoType ); } if ( m_bReloadsSingly ) { m_bInReload = false; } } } //----------------------------------------------------------------------------- // Purpose: Abort any reload we have in progress //----------------------------------------------------------------------------- void CBaseCombatWeapon::AbortReload( void ) { #ifdef CLIENT_DLL StopWeaponSound( RELOAD ); #endif m_bInReload = false; } void CBaseCombatWeapon::UpdateAutoFire( void ) { if ( !AutoFiresFullClip() ) return; CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( !pOwner ) return; if ( m_iClip1 == 0 ) { // Ready to reload again m_bFiringWholeClip = false; } if ( m_bFiringWholeClip ) { // If it's firing the clip don't let them repress attack to reload pOwner->m_nButtons &= ~IN_ATTACK; } // Don't use the regular reload key if ( pOwner->m_nButtons & IN_RELOAD ) { pOwner->m_nButtons &= ~IN_RELOAD; } // Try to fire if there's ammo in the clip and we're not holding the button bool bReleaseClip = m_iClip1 > 0 && !( pOwner->m_nButtons & IN_ATTACK ); if ( !bReleaseClip ) { if ( CanReload() && ( pOwner->m_nButtons & IN_ATTACK ) ) { // Convert the attack key into the reload key pOwner->m_nButtons |= IN_RELOAD; } // Don't allow attack button if we're not attacking pOwner->m_nButtons &= ~IN_ATTACK; } else { // Fake the attack key pOwner->m_nButtons |= IN_ATTACK; } } //----------------------------------------------------------------------------- // Purpose: Primary fire button attack //----------------------------------------------------------------------------- void CBaseCombatWeapon::PrimaryAttack( void ) { // If my clip is empty (and I use clips) start reload if ( UsesClipsForAmmo1() && !m_iClip1 ) { Reload(); return; } // Only the player fires this way so we can cast CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if (!pPlayer) { return; } pPlayer->DoMuzzleFlash(); SendWeaponAnim( GetPrimaryAttackActivity() ); // player "shoot" animation pPlayer->SetAnimation( PLAYER_ATTACK1 ); FireBulletsInfo_t info; info.m_vecSrc = pPlayer->Weapon_ShootPosition( ); info.m_vecDirShooting = pPlayer->GetAutoaimVector( AUTOAIM_SCALE_DEFAULT ); // To make the firing framerate independent, we may have to fire more than one bullet here on low-framerate systems, // especially if the weapon we're firing has a really fast rate of fire. info.m_iShots = 0; float fireRate = GetFireRate(); while ( m_flNextPrimaryAttack <= gpGlobals->curtime ) { // MUST call sound before removing a round from the clip of a CMachineGun WeaponSound(SINGLE, m_flNextPrimaryAttack); m_flNextPrimaryAttack = m_flNextPrimaryAttack + fireRate; info.m_iShots++; if ( !fireRate ) break; } // Make sure we don't fire more than the amount in the clip if ( UsesClipsForAmmo1() ) { info.m_iShots = MIN( info.m_iShots, m_iClip1 ); m_iClip1 -= info.m_iShots; } else { info.m_iShots = MIN( info.m_iShots, pPlayer->GetAmmoCount( m_iPrimaryAmmoType ) ); pPlayer->RemoveAmmo( info.m_iShots, m_iPrimaryAmmoType ); } info.m_flDistance = MAX_TRACE_LENGTH; info.m_iAmmoType = m_iPrimaryAmmoType; info.m_iTracerFreq = 2; #if !defined( CLIENT_DLL ) // Fire the bullets info.m_vecSpread = pPlayer->GetAttackSpread( this ); #else //!!!HACKHACK - what does the client want this function for? info.m_vecSpread = GetActiveWeapon()->GetBulletSpread(); #endif // CLIENT_DLL pPlayer->FireBullets( info ); if (!m_iClip1 && pPlayer->GetAmmoCount(m_iPrimaryAmmoType) <= 0) { // HEV suit - indicate out of ammo condition pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0); } //Add our view kick in AddViewKick(); } //----------------------------------------------------------------------------- // Purpose: Called every frame to check if the weapon is going through transition animations //----------------------------------------------------------------------------- void CBaseCombatWeapon::MaintainIdealActivity( void ) { // Must be transitioning if ( GetActivity() != ACT_TRANSITION ) return; // Must not be at our ideal already if ( ( GetActivity() == m_IdealActivity ) && ( GetSequence() == m_nIdealSequence ) ) return; // Must be finished with the current animation if ( IsViewModelSequenceFinished() == false ) return; // Move to the next animation towards our ideal SendWeaponAnim( m_IdealActivity ); } //----------------------------------------------------------------------------- // Purpose: Sets the ideal activity for the weapon to be in, allowing for transitional animations inbetween // Input : ideal - activity to end up at, ideally //----------------------------------------------------------------------------- bool CBaseCombatWeapon::SetIdealActivity( Activity ideal ) { MDLCACHE_CRITICAL_SECTION(); int idealSequence = SelectWeightedSequence( ideal ); if ( idealSequence == -1 ) return false; //Take the new activity m_IdealActivity = ideal; m_nIdealSequence = idealSequence; //Find the next sequence in the potential chain of sequences leading to our ideal one int nextSequence = FindTransitionSequence( GetSequence(), m_nIdealSequence, NULL ); // Don't use transitions when we're deploying if ( ideal != ACT_VM_DRAW && IsWeaponVisible() && nextSequence != m_nIdealSequence ) { //Set our activity to the next transitional animation SetActivity( ACT_TRANSITION ); SetSequence( nextSequence ); SendViewModelAnim( nextSequence ); } else { //Set our activity to the ideal SetActivity( m_IdealActivity ); SetSequence( m_nIdealSequence ); SendViewModelAnim( m_nIdealSequence ); } //Set the next time the weapon will idle SetWeaponIdleTime( gpGlobals->curtime + SequenceDuration() ); return true; } //----------------------------------------------------------------------------- // Returns information about the various control panels //----------------------------------------------------------------------------- void CBaseCombatWeapon::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) { pPanelName = NULL; } //----------------------------------------------------------------------------- // Returns information about the various control panels //----------------------------------------------------------------------------- void CBaseCombatWeapon::GetControlPanelClassName( int nPanelIndex, const char *&pPanelName ) { pPanelName = "vgui_screen"; } //----------------------------------------------------------------------------- // Locking a weapon is an exclusive action. If you lock a weapon, that means // you are preventing others from doing so for themselves. //----------------------------------------------------------------------------- void CBaseCombatWeapon::Lock( float lockTime, CBaseEntity *pLocker ) { m_flUnlockTime = gpGlobals->curtime + lockTime; m_hLocker.Set( pLocker ); } //----------------------------------------------------------------------------- // If I'm still locked for a period of time, tell everyone except the person // that locked me that I'm not available. //----------------------------------------------------------------------------- bool CBaseCombatWeapon::IsLocked( CBaseEntity *pAsker ) { return ( m_flUnlockTime > gpGlobals->curtime && m_hLocker != pAsker ); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- Activity CBaseCombatWeapon::ActivityOverride( Activity baseAct, bool *pRequired ) { int actCount = 0; acttable_t *pTable = ActivityList( actCount ); for ( int i = 0; i < actCount; i++ ) { const acttable_t& act = pTable[i]; if ( baseAct == act.baseAct ) { if (pRequired) { *pRequired = act.required; } return (Activity)act.weaponAct; } } return baseAct; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseCombatWeapon::PoseParameterOverride( bool bReset ) { CBaseCombatCharacter *pOwner = GetOwner(); if ( !pOwner ) return; CStudioHdr *pStudioHdr = pOwner->GetModelPtr(); if ( !pStudioHdr ) return; int iCount = 0; poseparamtable_t *pPoseParamList = PoseParamList( iCount ); if ( pPoseParamList ) { for ( int i=0; iLookupPoseParameter( pStudioHdr, pPoseParamList[i].pszName ); if ( iPoseParam != -1 ) pOwner->SetPoseParameter( iPoseParam, bReset ? 0 : pPoseParamList[i].flValue ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CDmgAccumulator::CDmgAccumulator( void ) { #ifdef GAME_DLL SetDefLessFunc( m_TargetsDmgInfo ); #endif // GAME_DLL m_bActive = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CDmgAccumulator::~CDmgAccumulator() { // Did a weapon get deleted while aggregating CTakeDamageInfo events? Assert( !m_bActive ); } #ifdef GAME_DLL //----------------------------------------------------------------------------- // Collect trace attacks for weapons that fire multiple bullets per attack that also penetrate //----------------------------------------------------------------------------- void CDmgAccumulator::AccumulateMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity ) { if ( !pEntity ) return; Assert( m_bActive ); #if defined( GAME_DLL ) int iIndex = m_TargetsDmgInfo.Find( pEntity->entindex() ); if ( iIndex == m_TargetsDmgInfo.InvalidIndex() ) { m_TargetsDmgInfo.Insert( pEntity->entindex(), info ); } else { CTakeDamageInfo *pInfo = &m_TargetsDmgInfo[iIndex]; if ( pInfo ) { // Update m_TargetsDmgInfo[iIndex].AddDamageType( info.GetDamageType() ); m_TargetsDmgInfo[iIndex].SetDamage( pInfo->GetDamage() + info.GetDamage() ); m_TargetsDmgInfo[iIndex].SetDamageForce( pInfo->GetDamageForce() + info.GetDamageForce() ); m_TargetsDmgInfo[iIndex].SetDamagePosition( info.GetDamagePosition() ); m_TargetsDmgInfo[iIndex].SetReportedPosition( info.GetReportedPosition() ); m_TargetsDmgInfo[iIndex].SetMaxDamage( MAX( pInfo->GetMaxDamage(), info.GetDamage() ) ); m_TargetsDmgInfo[iIndex].SetAmmoType( info.GetAmmoType() ); } } #endif // GAME_DLL } //----------------------------------------------------------------------------- // Purpose: Send aggregate info //----------------------------------------------------------------------------- void CDmgAccumulator::Process( void ) { FOR_EACH_MAP( m_TargetsDmgInfo, i ) { CBaseEntity *pEntity = UTIL_EntityByIndex( m_TargetsDmgInfo.Key( i ) ); if ( pEntity ) { AddMultiDamage( m_TargetsDmgInfo[i], pEntity ); } } m_bActive = false; m_TargetsDmgInfo.Purge(); } #endif // GAME_DLL #if defined( CLIENT_DLL ) BEGIN_PREDICTION_DATA( CBaseCombatWeapon ) DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), // Networked DEFINE_PRED_FIELD( m_hOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ), // DEFINE_FIELD( m_hWeaponFileInfo, FIELD_SHORT ), DEFINE_PRED_FIELD( m_iState, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ), DEFINE_PRED_FIELD( m_iWorldModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE | FTYPEDESC_MODELINDEX ), DEFINE_PRED_FIELD_TOL( m_flNextPrimaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), DEFINE_PRED_FIELD_TOL( m_flNextSecondaryAttack, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), DEFINE_PRED_FIELD_TOL( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, TD_MSECTOLERANCE ), DEFINE_PRED_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iClip1, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_iClip2, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_nViewModelIndex, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), // Not networked DEFINE_PRED_FIELD( m_flTimeWeaponIdle, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFiringWholeClip, FIELD_BOOLEAN ), DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_FLOAT ), DEFINE_FIELD( m_Activity, FIELD_INTEGER ), DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ), DEFINE_FIELD( m_iszName, FIELD_INTEGER ), DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ), DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ), DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ), DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ), //DEFINE_PHYSPTR( m_pConstraint ), // DEFINE_FIELD( m_iOldState, FIELD_INTEGER ), // DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ), // DEFINE_FIELD( m_OnPlayerPickup, COutputEvent ), // DEFINE_FIELD( m_pConstraint, FIELD_INTEGER ), END_PREDICTION_DATA() #endif // ! CLIENT_DLL // Special hack since we're aliasing the name C_BaseCombatWeapon with a macro on the client IMPLEMENT_NETWORKCLASS_ALIASED( BaseCombatWeapon, DT_BaseCombatWeapon ) #if !defined( CLIENT_DLL ) //----------------------------------------------------------------------------- // Purpose: Save Data for Base Weapon object //-----------------------------------------------------------------------------// BEGIN_DATADESC( CBaseCombatWeapon ) DEFINE_FIELD( m_flNextPrimaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flNextSecondaryAttack, FIELD_TIME ), DEFINE_FIELD( m_flTimeWeaponIdle, FIELD_TIME ), DEFINE_FIELD( m_bInReload, FIELD_BOOLEAN ), DEFINE_FIELD( m_bFireOnEmpty, FIELD_BOOLEAN ), DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ), DEFINE_FIELD( m_iState, FIELD_INTEGER ), DEFINE_FIELD( m_iszName, FIELD_STRING ), DEFINE_FIELD( m_iPrimaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAmmoType, FIELD_INTEGER ), DEFINE_FIELD( m_iClip1, FIELD_INTEGER ), DEFINE_FIELD( m_iClip2, FIELD_INTEGER ), DEFINE_FIELD( m_bFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAltFiresUnderwater, FIELD_BOOLEAN ), DEFINE_FIELD( m_fMinRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMinRange2, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange1, FIELD_FLOAT ), DEFINE_FIELD( m_fMaxRange2, FIELD_FLOAT ), DEFINE_FIELD( m_iPrimaryAmmoCount, FIELD_INTEGER ), DEFINE_FIELD( m_iSecondaryAmmoCount, FIELD_INTEGER ), DEFINE_FIELD( m_nViewModelIndex, FIELD_INTEGER ), // don't save these, init to 0 and regenerate // DEFINE_FIELD( m_flNextEmptySoundTime, FIELD_TIME ), // DEFINE_FIELD( m_Activity, FIELD_INTEGER ), DEFINE_FIELD( m_nIdealSequence, FIELD_INTEGER ), DEFINE_FIELD( m_IdealActivity, FIELD_INTEGER ), DEFINE_FIELD( m_fFireDuration, FIELD_FLOAT ), DEFINE_FIELD( m_bReloadsSingly, FIELD_BOOLEAN ), DEFINE_FIELD( m_iSubType, FIELD_INTEGER ), DEFINE_FIELD( m_bRemoveable, FIELD_BOOLEAN ), DEFINE_FIELD( m_flUnlockTime, FIELD_TIME ), DEFINE_FIELD( m_hLocker, FIELD_EHANDLE ), // DEFINE_FIELD( m_iViewModelIndex, FIELD_INTEGER ), // DEFINE_FIELD( m_iWorldModelIndex, FIELD_INTEGER ), // DEFINE_FIELD( m_hWeaponFileInfo, ???? ), DEFINE_PHYSPTR( m_pConstraint ), DEFINE_FIELD( m_iReloadHudHintCount, FIELD_INTEGER ), DEFINE_FIELD( m_iAltFireHudHintCount, FIELD_INTEGER ), DEFINE_FIELD( m_bReloadHudHintDisplayed, FIELD_BOOLEAN ), DEFINE_FIELD( m_bAltFireHudHintDisplayed, FIELD_BOOLEAN ), DEFINE_FIELD( m_flHudHintPollTime, FIELD_TIME ), DEFINE_FIELD( m_flHudHintMinDisplayTime, FIELD_TIME ), // Just to quiet classcheck.. this field exists only on the client // DEFINE_FIELD( m_iOldState, FIELD_INTEGER ), // DEFINE_FIELD( m_bJustRestored, FIELD_BOOLEAN ), // Function pointers DEFINE_ENTITYFUNC( DefaultTouch ), DEFINE_THINKFUNC( FallThink ), DEFINE_THINKFUNC( Materialize ), DEFINE_THINKFUNC( AttemptToMaterialize ), DEFINE_THINKFUNC( DestroyItem ), DEFINE_THINKFUNC( SetPickupTouch ), DEFINE_THINKFUNC( HideThink ), DEFINE_INPUTFUNC( FIELD_VOID, "HideWeapon", InputHideWeapon ), // Outputs DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse"), DEFINE_OUTPUT( m_OnPlayerPickup, "OnPlayerPickup"), DEFINE_OUTPUT( m_OnNPCPickup, "OnNPCPickup"), DEFINE_OUTPUT( m_OnCacheInteraction, "OnCacheInteraction" ), END_DATADESC() //----------------------------------------------------------------------------- // Purpose: Only send to local player if this weapon is the active weapon // Input : *pStruct - // *pVarData - // *pRecipients - // objectID - // Output : void* //----------------------------------------------------------------------------- void* SendProxy_SendActiveLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { // Only send this chunk of data to the player carrying this weapon CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer /*&& pPlayer->GetActiveWeapon() == pWeapon*/ ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } } return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendActiveLocalWeaponDataTable ); //----------------------------------------------------------------------------- // Purpose: Only send the LocalWeaponData to the player carrying the weapon //----------------------------------------------------------------------------- void* SendProxy_SendLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { // Get the weapon entity CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { // Only send this chunk of data to the player carrying this weapon CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer ) { pRecipients->SetOnly( pPlayer->GetClientIndex() ); return (void*)pVarData; } } return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendLocalWeaponDataTable ); //----------------------------------------------------------------------------- // Purpose: Only send to non-local players //----------------------------------------------------------------------------- void* SendProxy_SendNonLocalWeaponDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { pRecipients->SetAllRecipients(); CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pVarData; if ( pWeapon ) { CBasePlayer *pPlayer = ToBasePlayer( pWeapon->GetOwner() ); if ( pPlayer ) { pRecipients->ClearRecipient( pPlayer->GetClientIndex() ); return ( void * )pVarData; } } return NULL; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalWeaponDataTable ); #else void CBaseCombatWeapon::RecvProxy_WeaponState( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CBaseCombatWeapon *pWeapon = (CBaseCombatWeapon*)pStruct; pWeapon->m_iState = pData->m_Value.m_Int; pWeapon->UpdateVisibility(); } #endif #if PREDICTION_ERROR_CHECK_LEVEL > 1 #define SendPropTime SendPropFloat #define RecvPropTime RecvPropFloat #endif //----------------------------------------------------------------------------- // Purpose: Propagation data for weapons. Only sent when a player's holding it. //----------------------------------------------------------------------------- BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalActiveWeaponData ) #if !defined( CLIENT_DLL ) SendPropTime( SENDINFO( m_flNextPrimaryAttack ) ), SendPropTime( SENDINFO( m_flNextSecondaryAttack ) ), SendPropInt( SENDINFO( m_nNextThinkTick ) ), SendPropTime( SENDINFO( m_flTimeWeaponIdle ) ), #if defined( TF_DLL ) SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), #endif #else RecvPropTime( RECVINFO( m_flNextPrimaryAttack ) ), RecvPropTime( RECVINFO( m_flNextSecondaryAttack ) ), RecvPropInt( RECVINFO( m_nNextThinkTick ) ), RecvPropTime( RECVINFO( m_flTimeWeaponIdle ) ), #endif END_NETWORK_TABLE() //----------------------------------------------------------------------------- // Purpose: Propagation data for weapons. Only sent when a player's holding it. //----------------------------------------------------------------------------- BEGIN_NETWORK_TABLE_NOBASE( CBaseCombatWeapon, DT_LocalWeaponData ) #if !defined( CLIENT_DLL ) SendPropIntWithMinusOneFlag( SENDINFO(m_iClip1 ), 8 ), SendPropIntWithMinusOneFlag( SENDINFO(m_iClip2 ), 8 ), SendPropInt( SENDINFO(m_iPrimaryAmmoType ), 8 ), SendPropInt( SENDINFO(m_iSecondaryAmmoType ), 8 ), SendPropInt( SENDINFO( m_nViewModelIndex ), VIEWMODEL_INDEX_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_bFlipViewModel ) ), #if defined( TF_DLL ) SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), #endif #else RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip1 )), RecvPropIntWithMinusOneFlag( RECVINFO(m_iClip2 )), RecvPropInt( RECVINFO(m_iPrimaryAmmoType )), RecvPropInt( RECVINFO(m_iSecondaryAmmoType )), RecvPropInt( RECVINFO( m_nViewModelIndex ) ), RecvPropBool( RECVINFO( m_bFlipViewModel ) ), #endif END_NETWORK_TABLE() BEGIN_NETWORK_TABLE(CBaseCombatWeapon, DT_BaseCombatWeapon) #if !defined( CLIENT_DLL ) SendPropDataTable("LocalWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalWeaponData), SendProxy_SendLocalWeaponDataTable ), SendPropDataTable("LocalActiveWeaponData", 0, &REFERENCE_SEND_TABLE(DT_LocalActiveWeaponData), SendProxy_SendActiveLocalWeaponDataTable ), SendPropModelIndex( SENDINFO(m_iViewModelIndex) ), SendPropModelIndex( SENDINFO(m_iWorldModelIndex) ), SendPropInt( SENDINFO(m_iState ), 8, SPROP_UNSIGNED ), SendPropEHandle( SENDINFO(m_hOwner) ), #else RecvPropDataTable("LocalWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalWeaponData)), RecvPropDataTable("LocalActiveWeaponData", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalActiveWeaponData)), RecvPropInt( RECVINFO(m_iViewModelIndex)), RecvPropInt( RECVINFO(m_iWorldModelIndex)), RecvPropInt( RECVINFO(m_iState), 0, &CBaseCombatWeapon::RecvProxy_WeaponState ), RecvPropEHandle( RECVINFO(m_hOwner ) ), #endif END_NETWORK_TABLE()