Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The Sniper Player Class
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_class_sniper.h"
#include "in_buttons.h"
#include "tf_team.h"
#include "tf_class_support.h"
#include "order_killmortarguy.h"
bool IsEntityVisibleToTactical( int iLocalTeamNumber, int iLocalTeamPlayers,
int iLocalTeamScanners, int iEntIndex, const char *pEntName, int pEntTeamNumber, const Vector &pEntOrigin );
ConVar class_sniper_speed( "class_sniper_speed","200", FCVAR_NONE, "Sniper movement speed" );
// Stationary Camo
#define SNIPER_MAX_HIDE_LEVEL 60
#define SNIPER_HIDE_INCREASE_PER_SEC 15
#define SNIPER_FIRE_UNHIDE_TIME 5.0
//=============================================================================
//
// Sniper Data Table
//
BEGIN_SEND_TABLE_NOBASE( CPlayerClassSniper, DT_PlayerClassSniperData )
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CPlayerClassSniper::GetClassModelString( int nTeam )
{
static const char *string = "models/player/sniper.mdl";
return string;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassSniper::CPlayerClassSniper( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
{
for (int i = 0; i < MAX_TF_TEAMS; ++i)
{
SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassSniper::~CPlayerClassSniper()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSniper::ClassActivate( void )
{
BaseClass::ClassActivate();
// Setup movement data.
SetupMoveData();
m_bHiding = false;
m_flHideTransparency = 0.0f;
m_flLastHideUpdate = 0.0f;
m_bCanHide = false;
memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSniper::ClassDeactivate( void )
{
BaseClass::ClassDeactivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSniper::RespawnClass( void )
{
BaseClass::RespawnClass();
// Hiding values
m_bHiding = false;
m_flHideTransparency = m_flLastHideUpdate = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassSniper::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
{
bool bGiven = false;
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
{
if (ResupplyAmmoType( 100 * flFraction, "Bullets" ))
bGiven = true;
}
if ( BaseClass::ResupplyAmmo(flFraction, reason) )
bGiven = true;
return bGiven;
}
//-----------------------------------------------------------------------------
// Purpose: Set sniper class specific movement data here.
//-----------------------------------------------------------------------------
void CPlayerClassSniper::SetupMoveData( void )
{
// Setup Class statistics
m_flMaxWalkingSpeed = class_sniper_speed.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSniper::SetupSizeData( void )
{
// Initially set the player to the base player class standing hull size.
m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_STAND_MIN, SNIPERCLASS_HULL_STAND_MAX );
m_pPlayer->SetViewOffset( SNIPERCLASS_VIEWOFFSET_STAND );
m_pPlayer->m_Local.m_flStepSize = SNIPERCLASS_STEPSIZE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CPlayerClassSniper::GetDeployTime( void )
{
return 2.8;
};
//-----------------------------------------------------------------------------
// Purpose: Called every frame by the player PostThink()
//-----------------------------------------------------------------------------
void CPlayerClassSniper::ClassThink( void )
{
// Only hide if we have the technology
if ( m_bCanHide )
{
CheckHiding();
}
BaseClass::ClassThink();
}
//-----------------------------------------------------------------------------
// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
//-----------------------------------------------------------------------------
void CPlayerClassSniper::GainedNewTechnology( CBaseTechnology *pTechnology )
{
// Stealthed on deploy
if ( m_pPlayer->HasNamedTechnology( "sniper_deploy_stealth" ) )
{
m_bCanHide = true;
}
else
{
m_bCanHide = false;
}
BaseClass::GainedNewTechnology( pTechnology );
}
//-----------------------------------------------------------------------------
// Purpose: If the player's prone, slowly make him transparent
//-----------------------------------------------------------------------------
void CPlayerClassSniper::CheckHiding( void )
{
// Can't hide or stay hidden if taking EMP damage
if ( m_pPlayer->HasPowerup(POWERUP_EMP) )
{
m_pPlayer->ClearCamouflage();
return;
}
// See if the player's just fired
if ( m_pPlayer->m_afButtonReleased & IN_ATTACK )
{
// Immediately mostly unhide if so
m_pPlayer->ClearCamouflage();
}
else if ( !m_pPlayer->IsDeployed() )
{
// Not deployed? Immediately unhide if so
m_pPlayer->ClearCamouflage();
}
else
{
// We're deployed, hide if we haven't fired for a bit.
if ( m_pPlayer->LastAttackTime() + SNIPER_FIRE_UNHIDE_TIME < gpGlobals->curtime )
{
m_pPlayer->SetCamouflaged( SNIPER_MAX_HIDE_LEVEL, SNIPER_HIDE_INCREASE_PER_SEC );
}
else
{
m_pPlayer->ClearCamouflage();
}
}
}
void CPlayerClassSniper::CreatePersonalOrder( void )
{
if ( CreateInitialOrder() )
return;
// Kill a support guy?
if ( COrderKillMortarGuy::CreateOrder( this ) )
return;
BaseClass::CreatePersonalOrder();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSniper::SetPlayerHull( void )
{
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_DUCK_MIN, SNIPERCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_STAND_MIN, SNIPERCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSniper::ResetViewOffset( void )
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( SNIPERCLASS_VIEWOFFSET_STAND );
}
}