//----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool C_BaseCombatWeapon::ShouldDraw( void ) { if ( m_iWorldModelIndex == 0 ) return false; // FIXME: All weapons with owners are set to transmit in CBaseCombatWeapon::UpdateTransmitState, // even if they have EF_NODRAW set, so we have to check this here. Ideally they would never // transmit except for the weapons owned by the local player. if ( IsEffectActive( EF_NODRAW ) ) return false; C_BaseCombatCharacter *pOwner = GetOwner(); // weapon has no owner, always draw it if ( !pOwner ) return true; bool bIsActive = ( m_iState == WEAPON_IS_ACTIVE ); C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); // carried by local player? if ( pOwner == pLocalPlayer ) { // Only ever show the active weapon if ( !bIsActive ) return false; if ( !pOwner->ShouldDraw() ) { // Our owner is invisible. // This also tests whether the player is zoomed in, in which case you don't want to draw the weapon. return false; } // 3rd person mode? if ( !ShouldDrawLocalPlayerViewModel() ) return true; // don't draw active weapon if not in some kind of 3rd person mode, the viewmodel will do that return false; } // If it's a player, then only show active weapons if ( pOwner->IsPlayer() ) { // Show it if it's active... return bIsActive; } // FIXME: We may want to only show active weapons on NPCs // These are carried by AIs; always show them return true; }
//----------------------------------------------------------------------------- // Allows the client-side entity to override what the network tells it to use for // a model. This is used for third person mode, specifically in HL2 where the // the weapon timings are on the view model and not the world model. That means the // server needs to use the view model, but the client wants to use the world model. //----------------------------------------------------------------------------- int C_BaseCombatWeapon::CalcOverrideModelIndex() { C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer == GetOwner() && ShouldDrawLocalPlayerViewModel() ) { return BaseClass::CalcOverrideModelIndex(); } else { return GetWorldModelIndex(); } }
//----------------------------------------------------------------------------- // Purpose: // Input : bnewentity - //----------------------------------------------------------------------------- void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged(updateType); CHandle< C_BaseCombatWeapon > handle = this; // If it's being carried by the *local* player, on the first update, // find the registered weapon for this ID C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatCharacter *pOwner = GetOwner(); // check if weapon is carried by local player bool bIsLocalPlayer = pPlayer && pPlayer == pOwner; if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test. { // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) ) { // Tell the HUD this weapon's been picked up if ( ShouldDrawPickup() ) { CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponPickup( this ); } pPlayer->EmitSound( "Player.PickupWeapon" ); } } } else // weapon carried by other player or not at all { int overrideModelIndex = CalcOverrideModelIndex(); if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() ) { SetModelIndex( overrideModelIndex ); } } if ( updateType == DATA_UPDATE_CREATED ) { UpdateVisibility(); } m_iOldState = m_iState; m_bJustRestored = false; }
bool C_BaseCombatWeapon::GetShootPosition( Vector &vOrigin, QAngle &vAngles ) { // Get the entity because the weapon doesn't have the right angles. C_BaseCombatCharacter *pEnt = ToBaseCombatCharacter( GetOwner() ); if ( pEnt ) { if ( pEnt == C_BasePlayer::GetLocalPlayer() ) { vAngles = pEnt->EyeAngles(); } else { vAngles = pEnt->GetRenderAngles(); } } else { vAngles.Init(); } QAngle vDummy; if ( IsActiveByLocalPlayer() && ShouldDrawLocalPlayerViewModel() ) { C_BasePlayer *player = ToBasePlayer( pEnt ); C_BaseViewModel *vm = player ? player->GetViewModel( 0 ) : NULL; if ( vm ) { int iAttachment = vm->LookupAttachment( "muzzle" ); if ( vm->GetAttachment( iAttachment, vOrigin, vDummy ) ) { return true; } } } else { // Thirdperson int iAttachment = LookupAttachment( "muzzle" ); if ( GetAttachment( iAttachment, vOrigin, vDummy ) ) { return true; } } vOrigin = GetRenderOrigin(); return false; }
//----------------------------------------------------------------------------- // Allows the client-side entity to override what the network tells it to use for // a model. This is used for third person mode, specifically in HL2 where the // the weapon timings are on the view model and not the world model. That means the // server needs to use the view model, but the client wants to use the world model. //----------------------------------------------------------------------------- int C_BaseCombatWeapon::CalcOverrideModelIndex() { C_BasePlayer *localplayer = C_BasePlayer::GetLocalPlayer(); if ( localplayer && localplayer == GetOwner() && ShouldDrawLocalPlayerViewModel() ) { #ifdef TF_CLASSIC_CLIENT // Temp fix for weapon model not getting set back to viewmodel after // switching back from third person. (Nicknine, danielmm8888) return m_iViewModelIndex; #else return BaseClass::CalcOverrideModelIndex(); #endif } else { return GetWorldModelIndex(); } }