mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-01-27 14:17:59 +03:00
Added a data cache to the custom weapons system
This commit is contained in:
parent
d871c6f8fd
commit
fa41a327e7
@ -134,15 +134,28 @@ void CCustomWeaponSystem::LoadCustomWeaponsManifest(const char* file, bool bDont
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unsigned short FactoryIndex = Factory.Find(pszFactory);
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if (Factory.IsValidIndex(FactoryIndex))
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{
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auto* pFactory = Factory.Element(FactoryIndex);
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const void* pData = pFactory->ParseDataFromWeaponFile(pkvWeaponScript);
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if (!pData)
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continue;
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unsigned short ClassIndex = m_ClassFactories.Find(pszClassname);
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if (!m_ClassFactories.IsValidIndex(ClassIndex))
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{
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ClassIndex = m_ClassFactories.Insert(pszClassname);
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m_ClassFactories[ClassIndex].pOldFactory = EntityFactoryDictionary()->FindFactory(pszClassname);
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}
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else
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{
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Assert(m_ClassFactories[ClassIndex].pNewFactory);
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Assert(m_ClassFactories[ClassIndex].pData);
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m_ClassFactories[ClassIndex].pNewFactory->ReleaseData(m_ClassFactories[ClassIndex].pData);
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}
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m_ClassFactories[ClassIndex].sDataFile = pkvWeapon->GetString();
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m_ClassFactories[ClassIndex].pNewFactory = Factory.Element(FactoryIndex);
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m_ClassFactories[ClassIndex].pNewFactory = pFactory;
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m_ClassFactories[ClassIndex].pData = pData;
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EntityFactoryDictionary()->UninstallFactory(pszClassname);
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EntityFactoryDictionary()->InstallFactory(m_ClassFactories[ClassIndex].pNewFactory, pszClassname);
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}
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@ -160,6 +173,9 @@ void CCustomWeaponSystem::LevelShutdownPostEntity()
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const CustomClassName_t& entry = m_ClassFactories.Element(i);
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if (entry.pOldFactory)
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EntityFactoryDictionary()->InstallFactory(entry.pOldFactory, m_ClassFactories.GetElementName(i));
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Assert(entry.pData);
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entry.pNewFactory->ReleaseData(entry.pData);
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}
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m_ClassFactories.Purge();
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@ -176,12 +192,12 @@ void CCustomWeaponSystem::ParseWeapon(CBaseCombatWeapon* pWeapon, const char* pC
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if (!m_ClassFactories.IsValidIndex(i))
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return;
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pCustom->ParseCustomFromWeaponFile(m_ClassFactories[i].sDataFile.String());
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pCustom->InitCustomWeaponFromData(m_ClassFactories[i].pData, m_ClassFactories[i].sDataFile.String());
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}
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CUtlDict<IEntityFactory*, unsigned short>& CustomWeaponsFactoryDictionary()
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CUtlDict<ICustomWeaponDataLoader*, unsigned short>& CustomWeaponsFactoryDictionary()
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{
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static CUtlDict<IEntityFactory*, unsigned short> dict;
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static CUtlDict<ICustomWeaponDataLoader*, unsigned short> dict;
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return dict;
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}
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@ -14,12 +14,17 @@
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DECLARE_PRIVATE_SYMBOLTYPE(CustomWeaponSymbol);
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CUtlDict< IEntityFactory*, unsigned short >& CustomWeaponsFactoryDictionary();
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class ICustomWeaponDataLoader : public IEntityFactory
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{
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public:
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virtual const void* ParseDataFromWeaponFile(KeyValues* pKV) const = 0;
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virtual void ReleaseData(const void* pData) const = 0;
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};
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class ICustomWeapon
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{
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public:
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virtual void ParseCustomFromWeaponFile(const char* pFileName) = 0;
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virtual void InitCustomWeaponFromData(const void* pData, const char *pszWeaponScript) = 0;
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};
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class CCustomWeaponSystem : public CAutoGameSystem
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@ -42,19 +47,22 @@ private:
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typedef struct CustomClassName_s
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{
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CustomWeaponSymbol sDataFile;
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IEntityFactory* pNewFactory;
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ICustomWeaponDataLoader* pNewFactory;
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IEntityFactory* pOldFactory;
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const void* pData;
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} CustomClassName_t;
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CUtlDict<CustomClassName_t, unsigned short> m_ClassFactories;
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};
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CCustomWeaponSystem* CustomWeaponSystem();
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CUtlDict< ICustomWeaponDataLoader*, unsigned short >& CustomWeaponsFactoryDictionary();
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template <class T>
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class CCustomWeaponEntityFactory : public IEntityFactory
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class CCustomWeaponEntityFactoryBase : public ICustomWeaponDataLoader
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{
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public:
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CCustomWeaponEntityFactory(const char* pFactoryClass)
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CCustomWeaponEntityFactoryBase(const char* pFactoryClass)
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{
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CustomWeaponsFactoryDictionary().Insert(pFactoryClass, this);
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}
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@ -80,7 +88,30 @@ public:
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}
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};
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#define DEFINE_CUSTOM_WEAPON_FACTORY(factoryName, DLLClassName) \
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static CCustomWeaponEntityFactory<DLLClassName> custom_weapon_##factoryName##_factory( #factoryName );
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template <class Entity, class Data>
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class CDefaultCustomWeaponEntityFactory : public CCustomWeaponEntityFactoryBase<Entity>
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{
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public:
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CDefaultCustomWeaponEntityFactory(const char *pFactoryClass) : CCustomWeaponEntityFactoryBase(pFactoryClass)
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{}
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virtual const void* ParseDataFromWeaponFile(KeyValues* pKV) const
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{
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Data* pData = new Data;
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if (pData && pData->Parse(pKV))
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return pData;
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delete pData;
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return nullptr;
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}
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virtual void ReleaseData(const void* pData) const
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{
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delete pData;
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}
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};
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#define DEFINE_CUSTOM_WEAPON_FACTORY(factoryName, DLLClassName, DataStruct) \
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static CDefaultCustomWeaponEntityFactory<DLLClassName, DataStruct> custom_weapon_##factoryName##_factory( #factoryName );
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#endif // !CUSTOM_WEAPON_FACTORY_H
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@ -49,6 +49,17 @@ int g_nDamageClassTypeBits[ARRAYSIZE(g_ppszDamageClasses)] = {
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DMG_CLUB|DMG_BURN,
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};
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typedef struct HL2CustomMeleeData_s
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{
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float m_flMeleeRange;
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float m_flRefireRate;
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float m_flDamage;
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float m_flNPCDamage;
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byte m_nDamageClass;
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bool Parse(KeyValues*);
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} HL2CustomMeleeData_t;
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class CHLCustomWeaponMelee : public CBaseHLBludgeonWeapon, public ICustomWeapon
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{
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public:
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@ -59,8 +70,8 @@ public:
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CHLCustomWeaponMelee();
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float GetRange(void) { return m_flMeleeRange; }
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float GetFireRate(void) { return m_flRefireRate; }
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float GetRange(void) { return m_CustomData.m_flMeleeRange; }
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float GetFireRate(void) { return m_CustomData.m_flRefireRate; }
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void AddViewKick(void);
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float GetDamageForActivity(Activity hitActivity);
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@ -76,20 +87,16 @@ public:
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int GetBackupActivityListCount() { return 0; }
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const char* GetWeaponScriptName() { return m_iszWeaponScriptName.Get(); }
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virtual int GetDamageType() { return g_nDamageClassTypeBits[m_nDamageClass]; }
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virtual int GetDamageType() { return g_nDamageClassTypeBits[m_CustomData.m_nDamageClass]; }
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virtual void ParseCustomFromWeaponFile(const char* pFileName);
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virtual void InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript);
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private:
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// Animation event handlers
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void HandleAnimEventMeleeHit(animevent_t* pEvent, CBaseCombatCharacter* pOperator);
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private:
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float m_flMeleeRange;
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float m_flRefireRate;
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float m_flDamage;
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float m_flNPCDamage;
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byte m_nDamageClass;
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HL2CustomMeleeData_t m_CustomData;
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CNetworkString(m_iszWeaponScriptName, 128);
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};
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@ -98,7 +105,41 @@ IMPLEMENT_SERVERCLASS_ST(CHLCustomWeaponMelee, DT_HLCustomWeaponMelee)
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SendPropString(SENDINFO(m_iszWeaponScriptName)),
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END_SEND_TABLE();
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DEFINE_CUSTOM_WEAPON_FACTORY(hl2_melee, CHLCustomWeaponMelee);
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DEFINE_CUSTOM_WEAPON_FACTORY(hl2_melee, CHLCustomWeaponMelee, HL2CustomMeleeData_t);
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bool HL2CustomMeleeData_s::Parse(KeyValues* pKVWeapon)
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{
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KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
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if (pkvData)
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{
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m_flDamage = pkvData->GetFloat("damage");
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m_flNPCDamage = pkvData->GetFloat("damage_npc", m_flDamage);
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m_flMeleeRange = pkvData->GetFloat("range", 70.f);
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m_flRefireRate = pkvData->GetFloat("rate", 0.7f);
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const char* pszDamageClass = pkvData->GetString("damage_type", nullptr);
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if (pszDamageClass)
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{
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for (byte i = 0; i < ARRAYSIZE(g_ppszDamageClasses); i++)
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{
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if (V_stricmp(pszDamageClass, g_ppszDamageClasses[i]) == 0)
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{
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m_nDamageClass = i;
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break;
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}
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}
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}
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return true;
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}
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return false;
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}
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void CHLCustomWeaponMelee::InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript)
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{
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Q_FileBase(pszWeaponScript, m_iszWeaponScriptName.GetForModify(), 128);
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V_memcpy(&m_CustomData, pData, sizeof(HL2CustomMeleeData_t));
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}
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acttable_t CHLCustomWeaponMelee::m_acttable[] =
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{
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@ -165,7 +206,6 @@ IMPLEMENT_ACTTABLE(CHLCustomWeaponMelee);
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CHLCustomWeaponMelee::CHLCustomWeaponMelee()
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{
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m_nDamageClass = 0;
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}
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//-----------------------------------------------------------------------------
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@ -176,9 +216,9 @@ CHLCustomWeaponMelee::CHLCustomWeaponMelee()
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float CHLCustomWeaponMelee::GetDamageForActivity(Activity hitActivity)
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{
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if ((GetOwner() != NULL) && (GetOwner()->IsPlayer()))
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return m_flDamage;
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return m_CustomData.m_flDamage;
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return m_flNPCDamage;
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return m_CustomData.m_flNPCDamage;
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}
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//-----------------------------------------------------------------------------
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@ -280,7 +320,7 @@ void CHLCustomWeaponMelee::HandleAnimEventMeleeHit(animevent_t* pEvent, CBaseCom
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Vector vecEnd;
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VectorMA(pOperator->Weapon_ShootPosition(), 50, vecDirection, vecEnd);
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CBaseEntity* pHurt = pOperator->CheckTraceHullAttack(pOperator->Weapon_ShootPosition(), vecEnd,
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Vector(-16, -16, -16), Vector(36, 36, 36), m_flNPCDamage, GetDamageType(), 0.75);
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Vector(-16, -16, -16), Vector(36, 36, 36), m_CustomData.m_flNPCDamage, GetDamageType(), 0.75);
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// did I hit someone?
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if (pHurt)
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@ -317,36 +357,6 @@ void CHLCustomWeaponMelee::Operator_HandleAnimEvent(animevent_t* pEvent, CBaseCo
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}
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}
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void CHLCustomWeaponMelee::ParseCustomFromWeaponFile(const char* pFileName)
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{
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Q_FileBase(pFileName, m_iszWeaponScriptName.GetForModify(), 128);
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KeyValuesAD pKVWeapon("WeaponData");
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if (pKVWeapon->LoadFromFile(filesystem, pFileName, "GAME"))
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{
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KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
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if (pkvData)
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{
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m_flDamage = pkvData->GetFloat("damage");
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m_flNPCDamage = pkvData->GetFloat("damage_npc", m_flDamage);
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m_flMeleeRange = pkvData->GetFloat("range", 70.f);
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m_flRefireRate = pkvData->GetFloat("rate", 0.7f);
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const char* pszDamageClass = pkvData->GetString("damage_type", nullptr);
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if (pszDamageClass)
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{
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for (byte i = 0; i < ARRAYSIZE(g_ppszDamageClasses); i++)
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{
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if (V_stricmp(pszDamageClass, g_ppszDamageClasses[i]) == 0)
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{
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m_nDamageClass = i;
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break;
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}
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}
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}
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}
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}
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}
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//--------------------------------------------------------------------------
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//
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// Custom ranged weapon
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@ -361,7 +371,7 @@ public:
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DECLARE_DATADESC();
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CHLCustomWeaponGun();
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virtual void ParseCustomFromWeaponFile(const char* pFileName);
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virtual void InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript);
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const char* GetWeaponScriptName() { return m_iszWeaponScriptName.Get(); }
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// Weapon behaviour
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@ -371,15 +381,15 @@ public:
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// Bullet launch information
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virtual const Vector& GetBulletSpread(void);
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virtual float GetFireRate(void) { return m_flFireRate; }
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virtual int GetMinBurst() { return m_nMinBurst; }
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virtual int GetMaxBurst() { return m_nMaxBurst; }
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virtual float GetMinRestTime() { return m_RestInterval.start; }
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virtual float GetMaxRestTime() { return m_RestInterval.start + m_RestInterval.range; }
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virtual float GetFireRate(void) { return m_CustomData.m_flFireRate; }
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virtual int GetMinBurst() { return m_CustomData.m_nMinBurst; }
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virtual int GetMaxBurst() { return m_CustomData.m_nMaxBurst; }
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virtual float GetMinRestTime() { return m_CustomData.m_RestInterval.start; }
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virtual float GetMaxRestTime() { return m_CustomData.m_RestInterval.start + m_CustomData.m_RestInterval.range; }
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// Autoaim
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virtual float GetMaxAutoAimDeflection() { return 0.99f; }
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virtual float WeaponAutoAimScale() { return m_flAutoAimScale; } // allows a weapon to influence the perceived size of the target's autoaim radius.
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virtual float WeaponAutoAimScale() { return m_CustomData.m_flAutoAimScale; } // allows a weapon to influence the perceived size of the target's autoaim radius.
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virtual void AddViewKick(void);
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int WeaponSoundRealtime(WeaponSound_t shoot_type);
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@ -409,35 +419,54 @@ private:
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void CheckZoomToggle(void);
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void ToggleZoom(void);
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public:
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typedef struct Data_s
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{
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float m_flFireRate;
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int m_nMinBurst;
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int m_nMaxBurst;
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interval_t m_RestInterval;
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float m_flAutoAimScale;
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Vector m_vPlayerSpread;
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Vector m_vAllySpread;
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Vector m_vNPCSpread;
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int m_nBulletsPerShot; // For shotguns
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// Viewkick
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float m_flMaxVerticalKick;
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float m_flSlideLimit;
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interval_t m_VerticalPunchRange;
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int m_nActTableIndex;
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bool m_bUseRecoilAnims;
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bool m_bFullAuto; // True for machine gun, false for semi-auto
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bool m_bNextAttackFromSequence;
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bool m_bUsePumpAnimation;
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bool m_bHasSecondaryFire;
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bool m_bHasZoom;
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bool m_bZoomDuringReload;
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} Data_t;
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struct Cache_s : public Data_s
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{
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bool m_bFiresUnderwater; // true if this weapon can fire underwater
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bool m_bAltFiresUnderwater; // true if this weapon can fire underwater
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float m_fMinRange1; // What's the closest this weapon can be used?
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float m_fMinRange2; // What's the closest this weapon can be used?
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float m_fMaxRange1; // What's the furthest this weapon can be used?
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float m_fMaxRange2; // What's the furthest this weapon can be used?
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bool m_bReloadsSingly; // True if this weapon reloads 1 round at a time
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bool Parse(KeyValues*);
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};
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private:
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CNetworkString(m_iszWeaponScriptName, 128);
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float m_flFireRate;
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int m_nMinBurst;
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int m_nMaxBurst;
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interval_t m_RestInterval;
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float m_flAutoAimScale;
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Vector m_vPlayerSpread;
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Vector m_vAllySpread;
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Vector m_vNPCSpread;
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int m_nBulletsPerShot; // For shotguns
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// Viewkick
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float m_flMaxVerticalKick;
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float m_flSlideLimit;
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interval_t m_VerticalPunchRange;
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int m_nActTableIndex;
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bool m_bUseRecoilAnims;
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bool m_bFullAuto; // True for machine gun, false for semi-auto
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bool m_bNextAttackFromSequence;
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bool m_bUsePumpAnimation;
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bool m_bHasSecondaryFire;
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bool m_bHasZoom;
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bool m_bZoomDuringReload;
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Data_t m_CustomData;
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bool m_bNeedPump; // When emptied completely
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bool m_bDelayedFire1; // Fire primary when finished reloading
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@ -476,28 +505,10 @@ DEFINE_FIELD(m_bInZoom, FIELD_BOOLEAN),
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DEFINE_FIELD(m_bMustReload, FIELD_BOOLEAN),
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END_DATADESC();
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DEFINE_CUSTOM_WEAPON_FACTORY(hl2_gun, CHLCustomWeaponGun);
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DEFINE_CUSTOM_WEAPON_FACTORY(hl2_gun, CHLCustomWeaponGun, CHLCustomWeaponGun::Cache_s);
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CHLCustomWeaponGun::CHLCustomWeaponGun()
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{
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m_flFireRate = 0.5f;
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m_nMinBurst = 1;
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m_nMaxBurst = 1;
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m_RestInterval.start = .3f;
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m_RestInterval.range = .3f;
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m_flAutoAimScale = 1.f;
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m_nBulletsPerShot = 1;
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m_bUseRecoilAnims = false;
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m_bFullAuto = false;
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m_bNextAttackFromSequence = false;
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m_bUsePumpAnimation = false;
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m_bHasSecondaryFire = false;
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m_bHasZoom = false;
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m_bZoomDuringReload = false;
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m_bFiresUnderwater = false;
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m_bNeedPump = false;
|
||||
m_bDelayedFire1 = false;
|
||||
m_bDelayedFire2 = false;
|
||||
@ -508,7 +519,7 @@ CHLCustomWeaponGun::CHLCustomWeaponGun()
|
||||
|
||||
acttable_t* CHLCustomWeaponGun::ActivityList(void)
|
||||
{
|
||||
switch (m_nActTableIndex)
|
||||
switch (m_CustomData.m_nActTableIndex)
|
||||
{
|
||||
default:
|
||||
case ACTTABLE_SMG1:
|
||||
@ -537,7 +548,7 @@ acttable_t* CHLCustomWeaponGun::ActivityList(void)
|
||||
|
||||
int CHLCustomWeaponGun::ActivityListCount(void)
|
||||
{
|
||||
switch (m_nActTableIndex)
|
||||
switch (m_CustomData.m_nActTableIndex)
|
||||
{
|
||||
default:
|
||||
case ACTTABLE_SMG1:
|
||||
@ -566,7 +577,7 @@ int CHLCustomWeaponGun::ActivityListCount(void)
|
||||
|
||||
acttable_t* CHLCustomWeaponGun::GetBackupActivityList(void)
|
||||
{
|
||||
switch (m_nActTableIndex)
|
||||
switch (m_CustomData.m_nActTableIndex)
|
||||
{
|
||||
default:
|
||||
case ACTTABLE_SMG1:
|
||||
@ -587,7 +598,7 @@ acttable_t* CHLCustomWeaponGun::GetBackupActivityList(void)
|
||||
|
||||
int CHLCustomWeaponGun::GetBackupActivityListCount(void)
|
||||
{
|
||||
switch (m_nActTableIndex)
|
||||
switch (m_CustomData.m_nActTableIndex)
|
||||
{
|
||||
default:
|
||||
case ACTTABLE_SMG1:
|
||||
@ -627,7 +638,7 @@ void ReadIntervalInt(const char* pString, int &iMin, int &iMax)
|
||||
}
|
||||
}
|
||||
|
||||
void CHLCustomWeaponGun::ParseCustomFromWeaponFile(const char* pFileName)
|
||||
bool CHLCustomWeaponGun::Cache_s::Parse(KeyValues* pKVWeapon)
|
||||
{
|
||||
static const char* ppszCustomGunAnimTypes[NUM_GUN_ACT_TABLES] = {
|
||||
"smg",
|
||||
@ -639,80 +650,93 @@ void CHLCustomWeaponGun::ParseCustomFromWeaponFile(const char* pFileName)
|
||||
"annabelle",
|
||||
};
|
||||
|
||||
Q_FileBase(pFileName, m_iszWeaponScriptName.GetForModify(), 128);
|
||||
KeyValuesAD pKVWeapon("WeaponData");
|
||||
if (pKVWeapon->LoadFromFile(filesystem, pFileName, "GAME"))
|
||||
KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
|
||||
if (pkvData)
|
||||
{
|
||||
KeyValues* pkvData = pKVWeapon->FindKey("CustomData");
|
||||
if (pkvData)
|
||||
m_flFireRate = pkvData->GetFloat("fire_rate", 0.5f);
|
||||
ReadIntervalInt(pkvData->GetString("npc_burst", "1"), m_nMinBurst, m_nMaxBurst);
|
||||
m_RestInterval = ReadInterval(pkvData->GetString("npc_rest_time", "0.3,0.6"));
|
||||
m_flAutoAimScale = pkvData->GetFloat("autoaim_scale", 1.f);
|
||||
m_bFullAuto = pkvData->GetBool("auto_fire");
|
||||
m_nBulletsPerShot = pkvData->GetInt("bullets", 1);
|
||||
m_bUseRecoilAnims = pkvData->GetBool("recoil_anims", true);
|
||||
m_bReloadsSingly = pkvData->GetBool("reload_singly");
|
||||
m_bFiresUnderwater = pkvData->GetBool("fires_underwater");
|
||||
m_bHasZoom = pkvData->GetBool("zoom_enable");
|
||||
m_bZoomDuringReload = m_bHasZoom && pkvData->GetBool("zoom_in_reload");
|
||||
|
||||
m_fMinRange1 = pkvData->GetFloat("range1_min", 65.f);
|
||||
m_fMinRange2 = pkvData->GetFloat("range2_min", 65.f);
|
||||
m_fMaxRange1 = pkvData->GetFloat("range1_max", 1024.f);
|
||||
m_fMaxRange2 = pkvData->GetFloat("range2_max", 1024.f);
|
||||
|
||||
if (m_bFullAuto)
|
||||
{
|
||||
m_flFireRate = pkvData->GetFloat("fire_rate", 0.5f);
|
||||
ReadIntervalInt(pkvData->GetString("npc_burst", "1"), m_nMinBurst, m_nMaxBurst);
|
||||
m_RestInterval = ReadInterval(pkvData->GetString("npc_rest_time", "0.3,0.6"));
|
||||
m_flAutoAimScale = pkvData->GetFloat("autoaim_scale", 1.f);
|
||||
m_bFullAuto = pkvData->GetBool("auto_fire");
|
||||
m_nBulletsPerShot = pkvData->GetInt("bullets", 1);
|
||||
m_bUseRecoilAnims = pkvData->GetBool("recoil_anims", true);
|
||||
m_bReloadsSingly = pkvData->GetBool("reload_singly");
|
||||
m_bFiresUnderwater = pkvData->GetBool("fires_underwater");
|
||||
m_bHasZoom = pkvData->GetBool("zoom_enable");
|
||||
m_bZoomDuringReload = m_bHasZoom && pkvData->GetBool("zoom_in_reload");
|
||||
m_flMaxVerticalKick = pkvData->GetFloat("viewkick_vertical_max", 1.f);
|
||||
m_flSlideLimit = pkvData->GetFloat("viewkick_slide_limit", 2.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flSlideLimit = pkvData->GetFloat("viewpunch_side_max", .6f);
|
||||
m_VerticalPunchRange = ReadInterval(pkvData->GetString("viewpunch_vertical", "0.25,0.5"));
|
||||
|
||||
m_fMinRange1 = pkvData->GetFloat("range1_min", 65.f);
|
||||
m_fMinRange2 = pkvData->GetFloat("range2_min", 65.f);
|
||||
m_fMaxRange1 = pkvData->GetFloat("range1_max", 1024.f);
|
||||
m_fMaxRange2 = pkvData->GetFloat("range2_max", 1024.f);
|
||||
m_bNextAttackFromSequence = pkvData->GetBool("next_attack_time_from_sequence");
|
||||
m_bUsePumpAnimation = pkvData->GetBool("use_pump_anim");
|
||||
}
|
||||
|
||||
if (m_bFullAuto)
|
||||
// NOTE: The way these are calculated is that each component == sin (degrees/2)
|
||||
float flSpread = pkvData->GetFloat("spread", 5.f);
|
||||
float flNPCSpread = pkvData->GetFloat("spread_npc", flSpread);
|
||||
float flAllySperad = pkvData->GetFloat("spread_ally", flNPCSpread);
|
||||
m_vPlayerSpread = Vector(sin(DEG2RAD(flSpread * 0.5f)));
|
||||
m_vNPCSpread = Vector(sin(DEG2RAD(flNPCSpread * 0.5f)));
|
||||
m_vAllySpread = Vector(sin(DEG2RAD(flAllySperad * 0.5f)));
|
||||
|
||||
const char* pszAnimType = pkvData->GetString("anim_type", nullptr);
|
||||
if (pszAnimType)
|
||||
{
|
||||
for (int i = 0; i < NUM_GUN_ACT_TABLES; i++)
|
||||
{
|
||||
m_flMaxVerticalKick = pkvData->GetFloat("viewkick_vertical_max", 1.f);
|
||||
m_flSlideLimit = pkvData->GetFloat("viewkick_slide_limit", 2.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flSlideLimit = pkvData->GetFloat("viewpunch_side_max", .6f);
|
||||
m_VerticalPunchRange = ReadInterval(pkvData->GetString("viewpunch_vertical", "0.25,0.5"));
|
||||
|
||||
m_bNextAttackFromSequence = pkvData->GetBool("next_attack_time_from_sequence");
|
||||
m_bUsePumpAnimation = pkvData->GetBool("use_pump_anim");
|
||||
}
|
||||
|
||||
// NOTE: The way these are calculated is that each component == sin (degrees/2)
|
||||
float flSpread = pkvData->GetFloat("spread", 5.f);
|
||||
float flNPCSpread = pkvData->GetFloat("spread_npc", flSpread);
|
||||
float flAllySperad = pkvData->GetFloat("spread_ally", flNPCSpread);
|
||||
m_vPlayerSpread = Vector(sin(DEG2RAD(flSpread * 0.5f)));
|
||||
m_vNPCSpread = Vector(sin(DEG2RAD(flNPCSpread * 0.5f)));
|
||||
m_vAllySpread = Vector(sin(DEG2RAD(flAllySperad * 0.5f)));
|
||||
|
||||
const char* pszAnimType = pkvData->GetString("anim_type", nullptr);
|
||||
if (pszAnimType)
|
||||
{
|
||||
for (int i = 0; i < NUM_GUN_ACT_TABLES; i++)
|
||||
if (V_stricmp(pszAnimType, ppszCustomGunAnimTypes[i]) == 0)
|
||||
{
|
||||
if (V_stricmp(pszAnimType, ppszCustomGunAnimTypes[i]) == 0)
|
||||
{
|
||||
m_nActTableIndex = i;
|
||||
break;
|
||||
}
|
||||
m_nActTableIndex = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CHLCustomWeaponGun::InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript)
|
||||
{
|
||||
Q_FileBase(pszWeaponScript, m_iszWeaponScriptName.GetForModify(), 128);
|
||||
const auto* pCache = static_cast<const Cache_s*> (pData);
|
||||
m_CustomData = *pCache;
|
||||
m_bFiresUnderwater = pCache->m_bFiresUnderwater;
|
||||
m_bAltFiresUnderwater = pCache->m_bAltFiresUnderwater;
|
||||
m_fMinRange1 = pCache->m_fMinRange1;
|
||||
m_fMinRange2 = pCache->m_fMinRange2;
|
||||
m_fMaxRange1 = pCache->m_fMaxRange1;
|
||||
m_fMaxRange2 = pCache->m_fMaxRange2;
|
||||
m_bReloadsSingly = pCache->m_bReloadsSingly;
|
||||
}
|
||||
|
||||
const Vector& CHLCustomWeaponGun::GetBulletSpread()
|
||||
{
|
||||
if (!GetOwner() || !GetOwner()->IsNPC())
|
||||
return m_vPlayerSpread;
|
||||
return m_CustomData.m_vPlayerSpread;
|
||||
|
||||
if (GetOwner()->MyNPCPointer()->IsPlayerAlly())
|
||||
{
|
||||
// 357 allies should be cooler
|
||||
return m_vAllySpread;
|
||||
return m_CustomData.m_vAllySpread;
|
||||
}
|
||||
|
||||
return m_vNPCSpread;
|
||||
return m_CustomData.m_vNPCSpread;
|
||||
}
|
||||
|
||||
void CHLCustomWeaponGun::AddViewKick(void)
|
||||
@ -723,7 +747,7 @@ void CHLCustomWeaponGun::AddViewKick(void)
|
||||
if (!pPlayer)
|
||||
return;
|
||||
|
||||
if (m_bFullAuto)
|
||||
if (m_CustomData.m_bFullAuto)
|
||||
{
|
||||
float flDuration = m_fFireDuration;
|
||||
|
||||
@ -736,13 +760,13 @@ void CHLCustomWeaponGun::AddViewKick(void)
|
||||
flDuration = MIN(flDuration, 0.75f);
|
||||
}
|
||||
|
||||
CHLMachineGun::DoMachineGunKick(pPlayer, 0.5f, m_flMaxVerticalKick, flDuration, m_flSlideLimit);
|
||||
CHLMachineGun::DoMachineGunKick(pPlayer, 0.5f, m_CustomData.m_flMaxVerticalKick, flDuration, m_CustomData.m_flSlideLimit);
|
||||
}
|
||||
else
|
||||
{
|
||||
QAngle viewPunch;
|
||||
viewPunch.x = RandomInterval(m_VerticalPunchRange);
|
||||
viewPunch.y = RandomFloat(-m_flSlideLimit, m_flSlideLimit);
|
||||
viewPunch.x = RandomInterval(m_CustomData.m_VerticalPunchRange);
|
||||
viewPunch.y = RandomFloat(-m_CustomData.m_flSlideLimit, m_CustomData.m_flSlideLimit);
|
||||
viewPunch.z = 0.0f;
|
||||
|
||||
//Add it to the view punch
|
||||
@ -755,13 +779,13 @@ void CHLCustomWeaponGun::AddViewKick(void)
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHLCustomWeaponGun::CheckZoomToggle(void)
|
||||
{
|
||||
if (!m_bHasZoom)
|
||||
if (!m_CustomData.m_bHasZoom)
|
||||
return;
|
||||
|
||||
CBasePlayer* pPlayer = ToBasePlayer(GetOwner());
|
||||
|
||||
int iButtonsTest = IN_ATTACK3;
|
||||
if (!m_bHasSecondaryFire)
|
||||
if (!m_CustomData.m_bHasSecondaryFire)
|
||||
iButtonsTest |= IN_ATTACK2;
|
||||
|
||||
if (pPlayer->m_afButtonPressed & iButtonsTest)
|
||||
@ -819,7 +843,7 @@ bool CHLCustomWeaponGun::StartReload(void)
|
||||
//NOTENOTE: This is kinda lame because the player doesn't get strong feedback on when the reload has finished,
|
||||
// without the pump. Technically, it's incorrect, but it's good for feedback...
|
||||
|
||||
if (m_bUsePumpAnimation && m_iClip1 <= 0)
|
||||
if (m_CustomData.m_bUsePumpAnimation && m_iClip1 <= 0)
|
||||
{
|
||||
m_bNeedPump = true;
|
||||
}
|
||||
@ -844,7 +868,7 @@ bool CHLCustomWeaponGun::StartReload(void)
|
||||
}
|
||||
#endif
|
||||
|
||||
if (m_bInZoom && !m_bZoomDuringReload)
|
||||
if (m_bInZoom && !m_CustomData.m_bZoomDuringReload)
|
||||
{
|
||||
ToggleZoom();
|
||||
}
|
||||
@ -897,7 +921,7 @@ bool CHLCustomWeaponGun::Reload(void)
|
||||
}
|
||||
else if (BaseClass::Reload())
|
||||
{
|
||||
if (m_bInZoom && !m_bZoomDuringReload)
|
||||
if (m_bInZoom && !m_CustomData.m_bZoomDuringReload)
|
||||
{
|
||||
ToggleZoom();
|
||||
}
|
||||
@ -1032,7 +1056,7 @@ void CHLCustomWeaponGun::ItemBusyFrame(void)
|
||||
{
|
||||
BaseClass::ItemBusyFrame();
|
||||
|
||||
if (m_bZoomDuringReload)
|
||||
if (m_CustomData.m_bZoomDuringReload)
|
||||
CheckZoomToggle();
|
||||
}
|
||||
|
||||
@ -1050,7 +1074,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
|
||||
|
||||
UpdateAutoFire();
|
||||
|
||||
if (m_bZoomDuringReload || !m_bInReload)
|
||||
if (m_CustomData.m_bZoomDuringReload || !m_bInReload)
|
||||
CheckZoomToggle();
|
||||
|
||||
if (m_bReloadsSingly)
|
||||
@ -1067,7 +1091,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
|
||||
m_bDelayedFire1 = true;
|
||||
}
|
||||
// If I'm secondary firing and have one round stop reloading and fire
|
||||
else if (m_bHasSecondaryFire && (pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
|
||||
else if (m_CustomData.m_bHasSecondaryFire && (pOwner->m_nButtons & IN_ATTACK2) && (m_iClip1 >= 2))
|
||||
{
|
||||
m_bInReload = false;
|
||||
m_bNeedPump = false;
|
||||
@ -1106,7 +1130,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
|
||||
CheckReload();
|
||||
}
|
||||
|
||||
if (m_bUsePumpAnimation && (m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
||||
if (m_CustomData.m_bUsePumpAnimation && (m_bNeedPump) && (m_flNextPrimaryAttack <= gpGlobals->curtime))
|
||||
{
|
||||
m_fFireDuration = 0.f;
|
||||
Pump();
|
||||
@ -1121,7 +1145,7 @@ void CHLCustomWeaponGun::ItemPostFrame(void)
|
||||
bool bFired = false;
|
||||
|
||||
// Secondary attack has priority
|
||||
if (m_bHasSecondaryFire && !m_bMustReload && (m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
||||
if (m_CustomData.m_bHasSecondaryFire && !m_bMustReload && (m_bDelayedFire2 || pOwner->m_nButtons & IN_ATTACK2) && (m_flNextSecondaryAttack <= gpGlobals->curtime))
|
||||
{
|
||||
m_bDelayedFire2 = false;
|
||||
|
||||
@ -1259,7 +1283,7 @@ void CHLCustomWeaponGun::PrimaryAttack()
|
||||
if ((UsesClipsForAmmo1() && m_iClip1 == 0) || (!UsesClipsForAmmo1() && !pPlayer->GetAmmoCount(m_iPrimaryAmmoType)))
|
||||
return;
|
||||
|
||||
if (m_bFullAuto)
|
||||
if (m_CustomData.m_bFullAuto)
|
||||
{
|
||||
m_nShotsFired++;
|
||||
|
||||
@ -1288,7 +1312,7 @@ void CHLCustomWeaponGun::PrimaryAttack()
|
||||
|
||||
// Fire the bullets
|
||||
FireBulletsInfo_t info;
|
||||
info.m_iShots = iBulletsToFire * m_nBulletsPerShot;
|
||||
info.m_iShots = iBulletsToFire * m_CustomData.m_nBulletsPerShot;
|
||||
info.m_vecSrc = pPlayer->Weapon_ShootPosition();
|
||||
info.m_vecDirShooting = pPlayer->GetAutoaimVector(AUTOAIM_SCALE_DEFAULT);
|
||||
info.m_vecSpread = pPlayer->GetAttackSpread(this);
|
||||
@ -1296,20 +1320,22 @@ void CHLCustomWeaponGun::PrimaryAttack()
|
||||
info.m_iAmmoType = m_iPrimaryAmmoType;
|
||||
info.m_iTracerFreq = 2;
|
||||
FireBullets(info);
|
||||
|
||||
SendWeaponAnim(GetPrimaryAttackActivity());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!m_bNextAttackFromSequence && !m_bUsePumpAnimation && !(pPlayer->m_afButtonPressed & IN_ATTACK))
|
||||
if (!m_CustomData.m_bNextAttackFromSequence && !m_CustomData.m_bUsePumpAnimation && !(pPlayer->m_afButtonPressed & IN_ATTACK))
|
||||
return;
|
||||
|
||||
m_nShotsFired++;
|
||||
|
||||
// MUST call sound before removing a round from the clip of a CMachineGun
|
||||
WeaponSound(SINGLE);
|
||||
|
||||
pPlayer->DoMuzzleFlash();
|
||||
SendWeaponAnim(GetPrimaryAttackActivity());
|
||||
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + ((m_bNextAttackFromSequence || m_bUsePumpAnimation) ? GetViewModelSequenceDuration() : GetFireRate());
|
||||
m_flNextPrimaryAttack = gpGlobals->curtime + ((m_CustomData.m_bNextAttackFromSequence || m_CustomData.m_bUsePumpAnimation) ? GetViewModelSequenceDuration() : GetFireRate());
|
||||
m_iClip1 -= 1;
|
||||
|
||||
Vector vecSrc = pPlayer->Weapon_ShootPosition();
|
||||
@ -1318,9 +1344,9 @@ void CHLCustomWeaponGun::PrimaryAttack()
|
||||
pPlayer->SetMuzzleFlashTime(gpGlobals->curtime + 1.0);
|
||||
|
||||
// Fire the bullets, and force the first shot to be perfectly accuracy
|
||||
pPlayer->FireBullets(m_nBulletsPerShot, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, (m_nBulletsPerShot > 1), true);
|
||||
pPlayer->FireBullets(m_CustomData.m_nBulletsPerShot, vecSrc, vecAiming, GetBulletSpread(), MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 0, -1, -1, 0, NULL, (m_CustomData.m_nBulletsPerShot > 1), true);
|
||||
|
||||
if (m_bUsePumpAnimation && m_iClip1)
|
||||
if (m_CustomData.m_bUsePumpAnimation && m_iClip1)
|
||||
{
|
||||
// pump so long as some rounds are left.
|
||||
m_bNeedPump = true;
|
||||
@ -1340,7 +1366,6 @@ void CHLCustomWeaponGun::PrimaryAttack()
|
||||
pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
}
|
||||
|
||||
SendWeaponAnim(GetPrimaryAttackActivity());
|
||||
pPlayer->SetAnimation(PLAYER_ATTACK1);
|
||||
|
||||
// Register a muzzleflash for the AI
|
||||
@ -1353,7 +1378,7 @@ void CHLCustomWeaponGun::PrimaryAttack()
|
||||
//-----------------------------------------------------------------------------
|
||||
Activity CHLCustomWeaponGun::GetPrimaryAttackActivity(void)
|
||||
{
|
||||
if (!m_bUseRecoilAnims || m_nShotsFired < 2)
|
||||
if (!m_CustomData.m_bUseRecoilAnims || m_nShotsFired < 2)
|
||||
return ACT_VM_PRIMARYATTACK;
|
||||
|
||||
if (m_nShotsFired < 3)
|
||||
@ -1423,18 +1448,18 @@ void CHLCustomWeaponGun::FireNPCPrimaryAttack(CBaseCombatCharacter* pOperator, b
|
||||
|
||||
CSoundEnt::InsertSound(SOUND_COMBAT | SOUND_CONTEXT_GUNFIRE, pOperator->GetAbsOrigin(), SOUNDENT_VOLUME_MACHINEGUN, 0.2f, pOperator, SOUNDENT_CHANNEL_WEAPON, pOperator->GetEnemy());
|
||||
|
||||
const Vector& vecSpread = (bUseWeaponAngles || m_nBulletsPerShot > 1) ? GetBulletSpread() : VECTOR_CONE_PRECALCULATED;
|
||||
if (m_bFullAuto)
|
||||
const Vector& vecSpread = (bUseWeaponAngles || m_CustomData.m_nBulletsPerShot > 1) ? GetBulletSpread() : VECTOR_CONE_PRECALCULATED;
|
||||
if (m_CustomData.m_bFullAuto)
|
||||
{
|
||||
int nShots = WeaponSoundRealtime(SINGLE_NPC);
|
||||
pOperator->FireBullets(nShots * m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
|
||||
pOperator->FireBullets(nShots * m_CustomData.m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
|
||||
pOperator->DoMuzzleFlash();
|
||||
m_iClip1 = m_iClip1 - nShots;
|
||||
}
|
||||
else
|
||||
{
|
||||
WeaponSound(SINGLE_NPC);
|
||||
pOperator->FireBullets(m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
|
||||
pOperator->FireBullets(m_CustomData.m_nBulletsPerShot, vecShootOrigin, vecShootDir, vecSpread, MAX_TRACE_LENGTH, m_iPrimaryAmmoType, 2, entindex(), iMuzzle);
|
||||
pOperator->DoMuzzleFlash();
|
||||
m_iClip1 = m_iClip1 - 1;
|
||||
}
|
||||
|
@ -576,15 +576,22 @@ int CWeaponCustomScripted::WeaponMeleeAttack2Condition( float flDot, float flDis
|
||||
return BaseClass::WeaponMeleeAttack2Condition( flDot, flDist );
|
||||
}
|
||||
|
||||
DEFINE_CUSTOM_WEAPON_FACTORY(vscript, CWeaponCustomScripted);
|
||||
void CWeaponCustomScripted::ParseCustomFromWeaponFile(const char* pFileName)
|
||||
struct VScriptWeaponCustomData_s
|
||||
{
|
||||
Q_FileBase(pFileName, m_iszWeaponScriptName.GetForModify(), 256);
|
||||
KeyValuesAD pKVWeapon("WeaponData");
|
||||
if (pKVWeapon->LoadFromFile(filesystem, pFileName, "GAME"))
|
||||
char cScripts[256];
|
||||
|
||||
bool Parse(KeyValues* pKVWeapon)
|
||||
{
|
||||
Q_strncpy(m_iszClientScripts.GetForModify(), pKVWeapon->GetString("vscript_file"), 256);
|
||||
Q_strncpy(cScripts, pKVWeapon->GetString("vscript_file"), 256);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
DEFINE_CUSTOM_WEAPON_FACTORY(vscript, CWeaponCustomScripted, VScriptWeaponCustomData_s);
|
||||
void CWeaponCustomScripted::InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript)
|
||||
{
|
||||
Q_FileBase(pszWeaponScript, m_iszWeaponScriptName.GetForModify(), 256);
|
||||
Q_strncpy(m_iszClientScripts.GetForModify(), static_cast<const VScriptWeaponCustomData_s *> (pData)->cScripts, 256);
|
||||
}
|
||||
|
||||
extern ConVar sv_script_think_interval;
|
||||
|
@ -115,7 +115,7 @@ public:
|
||||
int WeaponMeleeAttack2Condition( float flDot, float flDist );
|
||||
|
||||
// Inherited via ICustomWeapon
|
||||
virtual void ParseCustomFromWeaponFile(const char* pFileName) override;
|
||||
virtual void InitCustomWeaponFromData(const void* pData, const char* pszWeaponScript);
|
||||
#else
|
||||
void OnDataChanged(DataUpdateType_t type);
|
||||
#endif
|
||||
|
Loading…
x
Reference in New Issue
Block a user