initial
This commit is contained in:
125
game/shared/weapon_ifmbase.cpp
Normal file
125
game/shared/weapon_ifmbase.cpp
Normal file
@@ -0,0 +1,125 @@
|
||||
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//===========================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "weapon_ifmbase.h"
|
||||
|
||||
#if defined( CLIENT_DLL )
|
||||
|
||||
#include "vgui/ISurface.h"
|
||||
#include "vgui_controls/controls.h"
|
||||
#include "hud_crosshair.h"
|
||||
|
||||
#endif
|
||||
|
||||
// NOTE: This has to be the last file included!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponIFMBase tables.
|
||||
//-----------------------------------------------------------------------------
|
||||
IMPLEMENT_NETWORKCLASS_ALIASED( WeaponIFMBase, DT_WeaponIFMBase )
|
||||
|
||||
BEGIN_NETWORK_TABLE( CWeaponIFMBase, DT_WeaponIFMBase )
|
||||
END_NETWORK_TABLE()
|
||||
|
||||
BEGIN_PREDICTION_DATA( CWeaponIFMBase )
|
||||
END_PREDICTION_DATA()
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_ifm_base, CWeaponIFMBase );
|
||||
|
||||
|
||||
#ifdef GAME_DLL
|
||||
|
||||
BEGIN_DATADESC( CWeaponIFMBase )
|
||||
|
||||
END_DATADESC()
|
||||
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// CWeaponIFMBase implementation.
|
||||
//-----------------------------------------------------------------------------
|
||||
CWeaponIFMBase::CWeaponIFMBase()
|
||||
{
|
||||
SetPredictionEligible( true );
|
||||
AddSolidFlags( FSOLID_TRIGGER ); // Nothing collides with these but it gets touches.
|
||||
}
|
||||
|
||||
bool CWeaponIFMBase::IsPredicted() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
void CWeaponIFMBase::OnDataChanged( DataUpdateType_t type )
|
||||
{
|
||||
BaseClass::OnDataChanged( type );
|
||||
|
||||
if ( GetPredictable() && !ShouldPredict() )
|
||||
{
|
||||
ShutdownPredictable();
|
||||
}
|
||||
}
|
||||
|
||||
bool CWeaponIFMBase::ShouldPredict()
|
||||
{
|
||||
if ( C_BasePlayer::IsLocalPlayer( GetOwner() ) )
|
||||
return true;
|
||||
|
||||
return BaseClass::ShouldPredict();
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
|
||||
void CWeaponIFMBase::Spawn()
|
||||
{
|
||||
BaseClass::Spawn();
|
||||
|
||||
// Set this here to allow players to shoot dropped weapons
|
||||
SetCollisionGroup( COLLISION_GROUP_WEAPON );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
void CWeaponIFMBase::FallInit( void )
|
||||
{
|
||||
#ifndef CLIENT_DLL
|
||||
SetModel( GetWorldModel() );
|
||||
VPhysicsDestroyObject();
|
||||
|
||||
if ( HasSpawnFlags( SF_NORESPAWN ) == false )
|
||||
{
|
||||
SetMoveType( MOVETYPE_NONE );
|
||||
SetSolid( SOLID_BBOX );
|
||||
AddSolidFlags( FSOLID_TRIGGER );
|
||||
|
||||
UTIL_DropToFloor( this, MASK_SOLID );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !VPhysicsInitNormal( SOLID_BBOX, GetSolidFlags() | FSOLID_TRIGGER, false ) )
|
||||
{
|
||||
SetMoveType( MOVETYPE_NONE );
|
||||
SetSolid( SOLID_BBOX );
|
||||
AddSolidFlags( FSOLID_TRIGGER );
|
||||
}
|
||||
}
|
||||
|
||||
SetPickupTouch();
|
||||
|
||||
SetThink( &CBaseCombatWeapon::FallThink );
|
||||
|
||||
SetNextThink( gpGlobals->curtime + 0.1f );
|
||||
|
||||
#endif
|
||||
}
|
||||
*/
|
||||
Reference in New Issue
Block a user