Пример #1
0
//-----------------------------------------------------------------------------
// 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;
}
Пример #2
0
//-----------------------------------------------------------------------------
// 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 && !ShouldDrawLocalPlayer() )
	{
		// 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
	{
		// BRJ 10/14/02
		// FIXME: Remove when Yahn's client-side prediction is done
		// It's a hacky workaround for the model indices fighting
		// (GetRenderBounds uses the model index, which is for the view model)
		SetModelIndex( GetWorldModelIndex() );
	}

	UpdateVisibility();

	m_iOldState = m_iState;

	m_bJustRestored = false;
}
//-----------------------------------------------------------------------------
// 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 && !ShouldDrawLocalPlayer() )
	{
		// 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
	{
		// See comment below
		EnsureCorrectRenderingModel();
	}

	UpdateVisibility();

	m_iOldState = m_iState;

	m_bJustRestored = false;
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : bnewentity - 
//-----------------------------------------------------------------------------
void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType )
{
	BaseClass::OnDataChanged( updateType );

	// If it's being carried by the *local* player, on the first update,
	// find the registered weapon for this ID

	C_BaseCombatCharacter *pOwner = GetOwner();
	C_BasePlayer *pPlayer = ToBasePlayer( pOwner );

	// check if weapon is carried by local player
	bool bIsLocalPlayer = C_BasePlayer::IsLocalPlayer( pPlayer );
	if ( bIsLocalPlayer )
	{
		ACTIVE_SPLITSCREEN_PLAYER_GUARD( C_BasePlayer::GetSplitScreenSlotForPlayer( pPlayer ) );

		// If I was just picked up, or created & immediately carried, add myself to this client's list of weapons
		if ( ( m_iState != WEAPON_NOT_CARRIED ) && 
			 ( m_iOldState == WEAPON_NOT_CARRIED ) )
		{
			// Tell the HUD this weapon's been picked up
			if ( ShouldDrawPickup() )
			{
				CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
				if ( pHudSelection )
				{
					pHudSelection->OnWeaponPickup( this );
				}

				pPlayer->EmitSound( "Player.PickupWeapon" );
			}
		}
	}
	
	UpdateVisibility();

	m_iOldState = m_iState;

	m_bJustRestored = false;
}