hl2_src-leak-2017/src/game/client/tf/c_tf_ammo_pack.cpp

146 lines
4.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_tf_ammo_pack.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef _DEBUG
static ConVar tf_debug_weapontrail( "tf_debug_weapontrail", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
#endif // _DEBUG
// Network table.
IMPLEMENT_CLIENTCLASS_DT( C_TFAmmoPack, DT_AmmoPack, CTFAmmoPack )
RecvPropVector( RECVINFO( m_vecInitialVelocity ) ),
RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[0], m_angRotation[0] ) ),
RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[1], m_angRotation[1] ) ),
RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[2], m_angRotation[2] ) ),
END_RECV_TABLE()
C_TFAmmoPack::C_TFAmmoPack( void )
{
m_nWorldModelIndex = 0;
}
C_TFAmmoPack::~C_TFAmmoPack( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : flags -
// Output : int
//-----------------------------------------------------------------------------
int C_TFAmmoPack::DrawModel( int flags )
{
#ifdef _DEBUG
// Debug!
if ( tf_debug_weapontrail.GetBool() )
{
Msg( "Ammo Pack:: Position: (%f %f %f), Velocity (%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, GetAbsVelocity().x, GetAbsVelocity().y, GetAbsVelocity().z );
if ( debugoverlay )
{
debugoverlay->AddBoxOverlay( GetAbsOrigin(), Vector( -2, -2, -2 ), Vector( 2, 2, 2 ), QAngle( 0, 0, 0 ), 255, 255, 0, 32, 5.0 );
}
}
#endif // _DEBUG
return BaseClass::DrawModel( flags );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_TFAmmoPack::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
#ifdef _DEBUG
// Debug!
if ( tf_debug_weapontrail.GetBool() )
{
Msg( "AbsOrigin (%f %f %f), LocalOrigin(%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z, GetLocalOrigin().x, GetLocalOrigin().y, GetLocalOrigin().z );
}
#endif // _DEBUG
if ( updateType == DATA_UPDATE_CREATED )
{
#ifdef _DEBUG
// Debug!
if ( tf_debug_weapontrail.GetBool() )
{
Msg( "Origin (%f %f %f)\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
}
#endif // _DEBUG
float flChangeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
Vector vecCurOrigin = GetLocalOrigin();
// Now stick our initial velocity into the interpolation history
CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
interpolator.ClearHistory();
interpolator.AddToHead( flChangeTime - 0.15f, &vecCurOrigin, false );
m_nWorldModelIndex = m_nModelIndex;
}
}
int C_TFAmmoPack::GetWorldModelIndex( void )
{
if ( m_nWorldModelIndex == 0 )
return m_nModelIndex;
if ( GameRules() )
{
const char *pBaseName = modelinfo->GetModelName( modelinfo->GetModel( m_nWorldModelIndex ) );
const char *pTranslatedName = GameRules()->TranslateEffectForVisionFilter( "weapons", pBaseName );
if ( pTranslatedName != pBaseName )
{
return modelinfo->GetModelIndex( pTranslatedName );
}
}
return m_nWorldModelIndex;
}
void C_TFAmmoPack::ValidateModelIndex( void )
{
m_nModelIndex = GetWorldModelIndex();
BaseClass::ValidateModelIndex();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : currentTime -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_TFAmmoPack::Interpolate( float currentTime )
{
return BaseClass::Interpolate( currentTime );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer -
//-----------------------------------------------------------------------------
void C_TFAmmoPack::DisplayHintTo( C_BasePlayer *pPlayer )
{
C_TFPlayer *pTFPlayer = ToTFPlayer(pPlayer);
if ( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) )
{
pTFPlayer->HintMessage( HINT_ENGINEER_PICKUP_METAL );
}
else
{
pTFPlayer->HintMessage( HINT_PICKUP_AMMO );
}
}