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1321 lines
37 KiB
1321 lines
37 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The "weapon" used to build objects
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//
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "entitylist.h"
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#include "in_buttons.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "engine/IEngineSound.h"
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#include "tf_obj.h"
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#include "sendproxy.h"
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#include "tf_weapon_builder.h"
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#include "vguiscreen.h"
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#include "tf_gamerules.h"
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#include "tf_obj_teleporter.h"
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#include "tf_obj_sapper.h"
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extern ISoundEmitterSystemBase *soundemitterbase;
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extern ConVar tf2_object_hard_limits;
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extern ConVar tf_fastbuild;
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EXTERN_SEND_TABLE(DT_BaseCombatWeapon)
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BEGIN_NETWORK_TABLE_NOBASE( CTFWeaponBuilder, DT_BuilderLocalData )
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SendPropInt( SENDINFO( m_iObjectType ), BUILDER_OBJECT_BITS, SPROP_UNSIGNED ),
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SendPropEHandle( SENDINFO( m_hObjectBeingBuilt ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_aBuildableObjectTypes ), SendPropBool( SENDINFO_ARRAY( m_aBuildableObjectTypes ) ) ),
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END_NETWORK_TABLE()
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IMPLEMENT_SERVERCLASS_ST(CTFWeaponBuilder, DT_TFWeaponBuilder)
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SendPropInt( SENDINFO( m_iBuildState ), 4, SPROP_UNSIGNED ),
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SendPropDataTable( "BuilderLocalData", 0, &REFERENCE_SEND_TABLE( DT_BuilderLocalData ), SendProxy_SendLocalWeaponDataTable ),
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SendPropInt( SENDINFO( m_iObjectMode ) , 4, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO( m_flWheatleyTalkingUntil) ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( tf_weapon_builder, CTFWeaponBuilder );
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PRECACHE_WEAPON_REGISTER( tf_weapon_builder );
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//
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IMPLEMENT_SERVERCLASS_ST( CTFWeaponSapper, DT_TFWeaponSapper )
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SendPropFloat( SENDINFO( m_flChargeBeginTime ) ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( tf_weapon_sapper, CTFWeaponSapper );
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PRECACHE_WEAPON_REGISTER( tf_weapon_sapper );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBuilder::CTFWeaponBuilder()
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{
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m_iObjectType.Set( BUILDER_INVALID_OBJECT );
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m_iObjectMode = 0;
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m_bAttack3Down = false;
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//Sapper VO Pack stuff
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WheatleyReset( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFWeaponBuilder::~CTFWeaponBuilder()
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{
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StopPlacement();
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if (m_pkvWavList)
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{
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m_pkvWavList->deleteThis();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBuilder::SetSubType( int iSubType )
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{
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m_iObjectType = iSubType;
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// m_iViewModelIndex is set by the base Precache(), which didn't know what
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// type of object we built, so it didn't get the right viewmodel index.
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// Now that our data is filled in, go and get the right index.
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const char *pszViewModel = GetViewModel(0);
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if ( pszViewModel && pszViewModel[0] )
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{
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m_iViewModelIndex = CBaseEntity::PrecacheModel( pszViewModel );
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}
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if ( m_iObjectType == OBJ_ATTACHMENT_SAPPER )
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{
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if ( IsWheatleySapper() )
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{
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if (m_pkvWavList)
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{
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m_pkvWavList->deleteThis();
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}
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m_pkvWavList = new KeyValues("sappervo");
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}
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}
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BaseClass::SetSubType( iSubType );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBuilder::Precache( void )
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{
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BaseClass::Precache();
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// Precache all the viewmodels we could possibly be building
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for ( int iObj=0; iObj < OBJ_LAST; iObj++ )
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{
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const CObjectInfo *pInfo = GetObjectInfo( iObj );
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if ( pInfo )
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{
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if ( pInfo->m_pViewModel )
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{
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PrecacheModel( pInfo->m_pViewModel );
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}
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if ( pInfo->m_pPlayerModel )
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{
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PrecacheModel( pInfo->m_pPlayerModel );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFWeaponBuilder::CanDeploy( void )
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{
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if (!pPlayer)
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return false;
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if ( pPlayer->m_Shared.IsCarryingObject() )
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return BaseClass::CanDeploy();
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if ( pPlayer->CanBuild( m_iObjectType, m_iObjectMode ) != CB_CAN_BUILD )
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{
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return false;
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}
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return BaseClass::CanDeploy();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFWeaponBuilder::Deploy( void )
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{
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bool bDeploy = BaseClass::Deploy();
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if ( bDeploy )
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{
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SetCurrentState( BS_PLACING );
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StartPlacement();
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
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m_flNextSecondaryAttack = gpGlobals->curtime; // asap
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CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
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if (!pPlayer)
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return false;
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pPlayer->SetNextAttack( gpGlobals->curtime );
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m_iWorldModelIndex = modelinfo->GetModelIndex( GetWorldModel() );
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m_flNextDenySound = 0;
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// Set off the hint here, because we don't know until now if our building
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// is rotate-able or not.
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if ( m_hObjectBeingBuilt && !m_hObjectBeingBuilt->MustBeBuiltOnAttachmentPoint() )
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{
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// set the alt-fire hint so it gets removed when we holster
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m_iAltFireHint = HINT_ALTFIRE_ROTATE_BUILDING;
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pPlayer->StartHintTimer( m_iAltFireHint );
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}
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pPlayer->PlayWearableAnimsForPlaybackEvent( WAP_START_BUILDING );
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}
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return bDeploy;
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}
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Activity CTFWeaponBuilder::GetDrawActivity( void )
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{
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// sapper used to call different draw animations , one when invis and one when not.
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// now you can go invis *while* deploying, so let's always use the one-handed deploy.
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if ( GetType() == OBJ_ATTACHMENT_SAPPER )
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{
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return ACT_VM_DRAW_DEPLOYED;
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}
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return BaseClass::GetDrawActivity();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stop placement when holstering
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//-----------------------------------------------------------------------------
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bool CTFWeaponBuilder::Holster( CBaseCombatWeapon *pSwitchingTo )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return false;
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if ( pOwner->m_Shared.IsCarryingObject() )
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return false;
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if ( m_iObjectType == OBJ_ATTACHMENT_SAPPER )
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{
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if( IsWheatleySapper() )
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{
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pOwner->ClearSappingTracking();
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if ( pOwner->m_Shared.GetState() == TF_STATE_DYING)
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{
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if ( RandomInt( 0, 4) == 0 )
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{
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WheatleyEmitSound( "PSap.DeathLong", true );
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}
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else
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{
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WheatleyEmitSound( "PSap.Death", true );
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}
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}
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else
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{
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float flSoundDuration;
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if ( gpGlobals->curtime - m_flWheatleyLastDeploy < 1.5 && gpGlobals->curtime - m_flWheatleyLastDeploy > -1.0 )
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{
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flSoundDuration = WheatleyEmitSound( "PSap.HolsterFast");
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}
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else
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{
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flSoundDuration = WheatleyEmitSound( "PSap.Holster");
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}
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m_flWheatleyLastHolster = gpGlobals->curtime + flSoundDuration;
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}
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}
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}
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m_flNextVoicePakIdleStartTime = -1.0f;
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if ( m_iBuildState == BS_PLACING || m_iBuildState == BS_PLACING_INVALID )
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{
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SetCurrentState( BS_IDLE );
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}
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StopPlacement();
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pOwner->PlayWearableAnimsForPlaybackEvent( WAP_STOP_BUILDING );
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return BaseClass::Holster(pSwitchingTo);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFWeaponBuilder::ItemPostFrame( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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// If we're building, and our team has lost, stop placing the object
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if ( m_hObjectBeingBuilt.Get() &&
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TFGameRules()->State_Get() == GR_STATE_TEAM_WIN &&
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pOwner->GetTeamNumber() != TFGameRules()->GetWinningTeam() )
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{
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StopPlacement();
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return;
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}
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// Check that I still have enough resources to build this item
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if ( pOwner->CanBuild( m_iObjectType, m_iObjectMode ) != CB_CAN_BUILD )
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{
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SwitchOwnersWeaponToLast();
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}
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if ( ( pOwner->m_nButtons & IN_ATTACK ) && ( m_flNextPrimaryAttack <= gpGlobals->curtime ) )
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{
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PrimaryAttack();
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}
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if ( pOwner->m_nButtons & IN_ATTACK2 )
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{
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if ( m_flNextSecondaryAttack <= gpGlobals->curtime )
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{
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SecondaryAttack();
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}
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}
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else
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{
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m_bInAttack2 = false;
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}
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// Attrib
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int iMarkForDeathOnPickup = 0;
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if ( pOwner->m_Shared.IsCarryingObject () )
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{
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CALL_ATTRIB_HOOK_INT_ON_OTHER( pOwner, iMarkForDeathOnPickup, mark_for_death_on_building_pickup );
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if ( iMarkForDeathOnPickup )
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{
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pOwner->m_Shared.AddCond( TF_COND_MARKEDFORDEATH_SILENT, 3.f );
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}
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}
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WeaponIdle();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start placing or building the currently selected object
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//-----------------------------------------------------------------------------
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void CTFWeaponBuilder::PrimaryAttack( void )
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{
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CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
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if ( !pOwner )
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return;
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if ( !CanAttack() )
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return;
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// Necessary so that we get the latest building position for the test, otherwise
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// we are one frame behind.
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UpdatePlacementState();
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// What state should we move to?
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switch( m_iBuildState )
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{
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case BS_IDLE:
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{
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// Idle state starts selection
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SetCurrentState( BS_SELECTING );
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}
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break;
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case BS_SELECTING:
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{
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// Do nothing, client handles selection
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return;
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}
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break;
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case BS_PLACING:
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{
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if ( m_hObjectBeingBuilt )
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{
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int iFlags = m_hObjectBeingBuilt->GetObjectFlags();
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// Tricky, because this can re-calc the object position and change whether its a valid
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// pos or not. Best not to do this only in debug, but we can be pretty sure that this
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// will give the same result as was calculated in UpdatePlacementState() above.
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Assert( IsValidPlacement() );
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// If we're placing an attachment, like a sapper, play a placement animation on the owner
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if ( m_hObjectBeingBuilt->MustBeBuiltOnAttachmentPoint() )
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{
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pOwner->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_GRENADE );
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}
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CBaseEntity *pBuiltOnObject = m_hObjectBeingBuilt->GetBuiltOnObject();
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if ( pBuiltOnObject && m_iObjectType == OBJ_ATTACHMENT_SAPPER )
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{
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m_vLastKnownSapPos = pBuiltOnObject->GetAbsOrigin();
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m_hLastSappedBuilding = pBuiltOnObject;
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}
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StartBuilding();
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if ( m_iObjectType == OBJ_ATTACHMENT_SAPPER )
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{
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// tell players a sapper was just placed (so bots can react)
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CUtlVector< CTFPlayer * > playerVector;
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CollectPlayers( &playerVector, TEAM_ANY, COLLECT_ONLY_LIVING_PLAYERS );
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for( int i=0; i<playerVector.Count(); ++i )
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playerVector[i]->OnSapperPlaced( pBuiltOnObject );
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// if we just placed a sapper on a teleporter...try to sap the match, too?
|
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if ( pBuiltOnObject )
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{
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CObjectTeleporter *pTeleporter = dynamic_cast<CObjectTeleporter*>( pBuiltOnObject );
|
||
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if ( pTeleporter && pTeleporter->GetMatchingTeleporter() && !pTeleporter->GetMatchingTeleporter()->HasSapper() )
|
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{
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// Start placing another
|
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SetCurrentState( BS_PLACING );
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StartPlacement();
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||
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if ( m_hObjectBeingBuilt.Get() )
|
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{
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m_hObjectBeingBuilt->UpdateAttachmentPlacement( pTeleporter->GetMatchingTeleporter() );
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StartBuilding();
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}
|
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}
|
||
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}
|
||
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}
|
||
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||
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// Should we switch away?
|
||
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if ( iFlags & OF_ALLOW_REPEAT_PLACEMENT )
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{
|
||
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// Start placing another
|
||
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SetCurrentState( BS_PLACING );
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||
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StartPlacement();
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||
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}
|
||
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else
|
||
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{
|
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SwitchOwnersWeaponToLast();
|
||
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}
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||
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}
|
||
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}
|
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break;
|
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|
||
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case BS_PLACING_INVALID:
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||
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{
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if ( m_flNextDenySound < gpGlobals->curtime )
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{
|
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CSingleUserRecipientFilter filter( pOwner );
|
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EmitSound( filter, entindex(), "Player.DenyWeaponSelection" );
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||
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||
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m_flNextDenySound = gpGlobals->curtime + 0.5;
|
||
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}
|
||
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}
|
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break;
|
||
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}
|
||
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|
||
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m_flNextPrimaryAttack = gpGlobals->curtime + 0.2f;
|
||
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}
|
||
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|
||
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void CTFWeaponBuilder::SecondaryAttack( void )
|
||
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{
|
||
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if ( m_bInAttack2 )
|
||
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return;
|
||
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|
||
|
// require a re-press
|
||
|
m_bInAttack2 = true;
|
||
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|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
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|
||
|
UpdatePlacementState();
|
||
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|
||
|
if ( !pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) && pOwner->DoClassSpecialSkill() )
|
||
|
{
|
||
|
// Spies do the special skill first.
|
||
|
}
|
||
|
else if ( m_iBuildState == BS_PLACING || m_iBuildState == BS_PLACING_INVALID )
|
||
|
{
|
||
|
if ( m_hObjectBeingBuilt )
|
||
|
{
|
||
|
pOwner->StopHintTimer( HINT_ALTFIRE_ROTATE_BUILDING );
|
||
|
m_hObjectBeingBuilt->RotateBuildAngles();
|
||
|
}
|
||
|
}
|
||
|
else if ( pOwner->DoClassSpecialSkill() )
|
||
|
{
|
||
|
// Engineers do the special skill last.
|
||
|
}
|
||
|
|
||
|
m_flNextSecondaryAttack = gpGlobals->curtime + 0.2f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Set the builder to the specified state
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::SetCurrentState( int iState )
|
||
|
{
|
||
|
m_iBuildState = iState;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Set the owner's weapon and last weapon appropriately when we need to
|
||
|
// switch away from the builder weapon.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::SwitchOwnersWeaponToLast()
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
// for engineer, switch to wrench and set last weapon appropriately
|
||
|
if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
|
||
|
{
|
||
|
// Switch to wrench if possible. if not, then best weapon
|
||
|
CBaseCombatWeapon *pWpn = pOwner->Weapon_GetSlot( 2 );
|
||
|
|
||
|
// Don't store last weapon when we autoswitch off builder
|
||
|
CBaseCombatWeapon *pLastWpn = pOwner->GetLastWeapon();
|
||
|
|
||
|
if ( pWpn )
|
||
|
{
|
||
|
pOwner->Weapon_Switch( pWpn );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pOwner->SwitchToNextBestWeapon( NULL );
|
||
|
}
|
||
|
|
||
|
if ( pWpn == pLastWpn )
|
||
|
{
|
||
|
// We had the wrench out before we started building. Go ahead and set out last
|
||
|
// weapon to our primary weapon.
|
||
|
pWpn = pOwner->Weapon_GetSlot( 0 );
|
||
|
pOwner->Weapon_SetLast( pWpn );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pOwner->Weapon_SetLast( pLastWpn );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// for all other classes, just switch to last weapon used
|
||
|
pOwner->Weapon_Switch( pOwner->GetLastWeapon() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: updates the building postion and checks the new postion
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::UpdatePlacementState( void )
|
||
|
{
|
||
|
// This updates the building position
|
||
|
bool bValidPos = IsValidPlacement();
|
||
|
|
||
|
// If we're in placement mode, update the placement model
|
||
|
switch( m_iBuildState )
|
||
|
{
|
||
|
case BS_PLACING:
|
||
|
case BS_PLACING_INVALID:
|
||
|
{
|
||
|
if ( bValidPos )
|
||
|
{
|
||
|
SetCurrentState( BS_PLACING );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetCurrentState( BS_PLACING_INVALID );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Idle updates the position of the build placement model
|
||
|
//-----------------------------------------------------------------------------
|
||
|
/*#define SAPPER_VOPAK_DEFAULT_WAIT 0.0f*/
|
||
|
void CTFWeaponBuilder::WeaponIdle( void )
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return;
|
||
|
|
||
|
WheatleySapperIdle( pOwner );
|
||
|
|
||
|
if ( HasWeaponIdleTimeElapsed() )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_IDLE );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Special Item Idle
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBuilder::IsWheatleySapper( void )
|
||
|
{
|
||
|
float flVoicePak = 0.0;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flVoicePak, sapper_voice_pak );
|
||
|
return (flVoicePak == 1.0);
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Special Item Reset
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::WheatleyReset( bool bResetIntro )
|
||
|
{
|
||
|
if ( IsWheatleySapper() )
|
||
|
{
|
||
|
WheatleyEmitSound( "PSap.null" );
|
||
|
}
|
||
|
if ( bResetIntro )
|
||
|
{
|
||
|
m_bWheatleyIntroPlayed = false;
|
||
|
}
|
||
|
m_flNextVoicePakIdleStartTime = -1.0f;
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_flWheatleyTalkingUntil = 0.00;
|
||
|
m_flWheatleyLastDamage = 0.00;
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
m_flWheatleyLastDeploy = 0.00;
|
||
|
m_flWheatleyLastHolster = 0.00;
|
||
|
}
|
||
|
|
||
|
bool CTFWeaponBuilder::IsWheatleyTalking( void )
|
||
|
{
|
||
|
return gpGlobals->curtime <= m_flWheatleyTalkingUntil;
|
||
|
}
|
||
|
|
||
|
float CTFWeaponBuilder::WheatleyEmitSound( const char *snd, bool bEmitToAll /*= false*/, bool bNoRepeats /*= false */ )
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
CSoundParameters params;
|
||
|
if ( !soundemitterbase->GetParametersForSound( snd, params, GENDER_NONE ) )
|
||
|
{
|
||
|
return 0.00;
|
||
|
}
|
||
|
//Should we check to see if it's already been played?
|
||
|
if ( bNoRepeats && m_pkvWavList )
|
||
|
{
|
||
|
if ( m_pkvWavList->GetInt( params.soundname , 0 ) )
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pkvWavList->SetInt( params.soundname , 1);
|
||
|
}
|
||
|
}
|
||
|
//Look for special cases that require us to pick the next lines from a sequential list
|
||
|
if ( Q_strcmp( params.soundname, "vo/items/wheatley_sapper/wheatley_sapper_idle38.mp3") == NULL )
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_SPECIALIDLE_HARMLESS );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
}
|
||
|
else if ( Q_strcmp( params.soundname, "vo/items/wheatley_sapper/wheatley_sapper_idle41.mp3") == NULL )
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_SPECIALIDLE_HACK );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
}
|
||
|
else if ( Q_strcmp( params.soundname, "vo/items/wheatley_sapper/wheatley_sapper_idle35.mp3") == NULL )
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_SPECIALIDLE_KNIFE );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
}
|
||
|
|
||
|
//Play the sound
|
||
|
// When playing a sound to all players, do it at the last known sapper location
|
||
|
// This is not played on the object itself (building or sapper) cause it may not exist in the case of death and follow up audio
|
||
|
// Also having it played on this entity itself prevents multiple VO playing in the case of mass sapping
|
||
|
if ( bEmitToAll )
|
||
|
{
|
||
|
//int entIndex = 0;
|
||
|
CBroadcastNonOwnerRecipientFilter filter( pOwner );
|
||
|
EmitSound( filter, entindex(), snd, &m_vLastKnownSapPos );
|
||
|
}
|
||
|
|
||
|
// GetSoundDuration is not supported on Linux or for MP3s. So lets just put in a good number
|
||
|
//float flSoundDuration = enginesound->GetSoundDuration( params.soundname );
|
||
|
float flSoundDuration = 3.0f;
|
||
|
CSingleUserRecipientFilter filter( pOwner );
|
||
|
EmitSound( filter, entindex(), params );
|
||
|
m_flWheatleyTalkingUntil = gpGlobals->curtime + flSoundDuration;
|
||
|
return flSoundDuration;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Set Wheatley Sapper State
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::SetWheatleyState( int iNewState )
|
||
|
{
|
||
|
m_iSapState = iNewState;
|
||
|
}
|
||
|
|
||
|
int CTFWeaponBuilder::GetWheatleyIdleWait()
|
||
|
{
|
||
|
return RandomInt( WHEATLEY_IDLE_WAIT_SECS_MIN, WHEATLEY_IDLE_WAIT_SECS_MAX );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Set Wheatley Sapper State
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::WheatleyDamage( void )
|
||
|
{
|
||
|
if ( (gpGlobals->curtime - m_flWheatleyLastDamage) > 10.0)
|
||
|
{
|
||
|
if ( RandomInt(0,2) == 0 )
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if (pOwner)
|
||
|
{
|
||
|
pOwner->ClearSappingEvent();
|
||
|
}
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_flWheatleyLastDamage = gpGlobals->curtime;
|
||
|
WheatleyEmitSound( "PSap.Damage" );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Special Item Idle
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::WheatleySapperIdle( CTFPlayer *pOwner )
|
||
|
{
|
||
|
if ( pOwner && m_iObjectType == OBJ_ATTACHMENT_SAPPER && IsWheatleySapper())
|
||
|
{
|
||
|
//Is Wheatley coming out of the player's pocket?
|
||
|
if( m_flNextVoicePakIdleStartTime < 0.0f )
|
||
|
{
|
||
|
pOwner->ClearSappingTracking();
|
||
|
float flSoundDuration;
|
||
|
if ( gpGlobals->curtime - m_flWheatleyLastHolster < 2.0 && gpGlobals->curtime - m_flWheatleyLastHolster >= -1.00 )
|
||
|
{
|
||
|
flSoundDuration = WheatleyEmitSound( "Psap.DeployAgain" );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
flSoundDuration = WheatleyEmitSound( (m_bWheatleyIntroPlayed) ? "Psap.Deploy" : "Psap.DeployIntro" );
|
||
|
}
|
||
|
m_flWheatleyLastDeploy = gpGlobals->curtime + flSoundDuration;
|
||
|
if ( (!m_bWheatleyIntroPlayed) && (RandomInt(0,2) == 0) )
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_INTRO );
|
||
|
m_bWheatleyIntroPlayed = true;
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + flSoundDuration + 3.0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_bWheatleyIntroPlayed = true;
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + flSoundDuration + GetWheatleyIdleWait();
|
||
|
}
|
||
|
}
|
||
|
//Is there a sapper event? (sapper placed / sapper finished)
|
||
|
else if( pOwner->GetSappingEvent() != TF_SAPEVENT_NONE)
|
||
|
{
|
||
|
char *pVoicePakString = NULL;
|
||
|
switch ( pOwner->GetSappingEvent() )
|
||
|
{
|
||
|
case TF_SAPEVENT_PLACED:
|
||
|
if (RandomInt(0,1) == 0)
|
||
|
{
|
||
|
if ( RandomInt(0,3) == 0 )
|
||
|
{
|
||
|
pVoicePakString = "PSap.AttachedPW";
|
||
|
SetWheatleyState( TF_PSAPSTATE_WAITINGHACK );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pVoicePakString = "PSap.Attached";
|
||
|
SetWheatleyState( TF_PSAPSTATE_WAITINGHACKPW );
|
||
|
}
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 0.2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pVoicePakString = "PSap.Hacking";
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
break;
|
||
|
case TF_SAPEVENT_DONE:
|
||
|
if ( IsWheatleyTalking() )
|
||
|
{
|
||
|
if ( m_hLastSappedBuilding && m_hLastSappedBuilding.Get() )
|
||
|
{
|
||
|
//Building Alive, Sapper died
|
||
|
pVoicePakString = "PSap.Death";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pVoicePakString = "PSap.HackedLoud";
|
||
|
}
|
||
|
|
||
|
if ( RandomInt( 0, 3 ) == 0 )
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_WAITINGFOLLOWUP);
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 1.3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_WAITINGHACKED );
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 0.5;
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
pOwner->ClearSappingEvent();
|
||
|
if ( pVoicePakString )
|
||
|
{
|
||
|
float flSoundDuration = WheatleyEmitSound( pVoicePakString, true );
|
||
|
m_flNextVoicePakIdleStartTime += flSoundDuration;
|
||
|
}
|
||
|
}
|
||
|
//Are we in the intro sequence?
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_INTRO && gpGlobals->curtime > m_flNextVoicePakIdleStartTime )
|
||
|
{
|
||
|
if ( !IsWheatleyTalking() )
|
||
|
{
|
||
|
char szVoicePakString[128];
|
||
|
szVoicePakString[0] = '\0';
|
||
|
if ( m_iWheatleyVOSequenceOffset >= 0 && m_iWheatleyVOSequenceOffset <=3 )
|
||
|
{
|
||
|
V_sprintf_safe( szVoicePakString, "PSap.IdleIntro0%i", ++m_iWheatleyVOSequenceOffset);
|
||
|
float flSoundDuration = WheatleyEmitSound( szVoicePakString );
|
||
|
if ( m_iWheatleyVOSequenceOffset == 4 )
|
||
|
{
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait() + flSoundDuration;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 1.0 + flSoundDuration;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
//Does a generic timed event need to be serviced?
|
||
|
else if( gpGlobals->curtime > m_flNextVoicePakIdleStartTime )
|
||
|
{
|
||
|
bool bNoRepeats = false;
|
||
|
bool bEmitAll = false;
|
||
|
char *pVoicePakString = NULL;
|
||
|
//Sapped! vo
|
||
|
if ( m_iSapState == TF_PSAPSTATE_WAITINGHACKED )
|
||
|
{
|
||
|
bEmitAll = true;
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
if ( IsWheatleyTalking() )
|
||
|
{
|
||
|
pVoicePakString = "PSap.HackedLoud";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pVoicePakString = "PSap.Hacked";
|
||
|
}
|
||
|
if ( RandomInt( 0, 3 ) == 0 )
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_WAITINGFOLLOWUP);
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 1.3;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
}
|
||
|
//Waiting to start the password guessing vo
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_WAITINGHACKPW )
|
||
|
{
|
||
|
bEmitAll = true;
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
pVoicePakString = "PSap.HackingPW";
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
//Waiting to start regular hacking vo
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_WAITINGHACK )
|
||
|
{
|
||
|
bEmitAll = true;
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
if ( RandomInt( 0, 2 ) == 0 )
|
||
|
{
|
||
|
pVoicePakString = "PSap.HackingShort";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pVoicePakString = "PSap.Hacking";
|
||
|
}
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
//Waiting to start successful hack followup vo
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_WAITINGFOLLOWUP )
|
||
|
{
|
||
|
bEmitAll = true;
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
pVoicePakString = "PSap.HackedFollowup";
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
//If Wheatley's talking, skip & check again later
|
||
|
else if ( IsWheatleyTalking() )
|
||
|
{
|
||
|
pVoicePakString = NULL;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 5.0;
|
||
|
}
|
||
|
//Are we in the SPECIAL IDLE SEQUENCE "HACK"?
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_SPECIALIDLE_HACK )
|
||
|
{
|
||
|
switch ( m_iWheatleyVOSequenceOffset )
|
||
|
{
|
||
|
case 0:
|
||
|
pVoicePakString = "PSap.IdleHack02";
|
||
|
m_iWheatleyVOSequenceOffset++;
|
||
|
break;
|
||
|
default:
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
break;
|
||
|
}
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
//Are we in the SPECIAL IDLE SEQUENCE "KNIFE"?
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_SPECIALIDLE_KNIFE )
|
||
|
{
|
||
|
switch ( m_iWheatleyVOSequenceOffset )
|
||
|
{
|
||
|
case 0:
|
||
|
pVoicePakString = "PSap.IdleKnife02";
|
||
|
m_iWheatleyVOSequenceOffset++;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + 0.3;
|
||
|
break;
|
||
|
case 1:
|
||
|
pVoicePakString = "PSap.IdleKnife03";
|
||
|
m_iWheatleyVOSequenceOffset++;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
break;
|
||
|
default:
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
//Are we in the SPECIAL IDLE SEQUENCE "HARMLESS"?
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_SPECIALIDLE_HARMLESS )
|
||
|
{
|
||
|
switch ( m_iWheatleyVOSequenceOffset )
|
||
|
{
|
||
|
case 0:
|
||
|
pVoicePakString = "PSap.IdleHarmless02";
|
||
|
m_iWheatleyVOSequenceOffset++;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
break;
|
||
|
default:
|
||
|
SetWheatleyState( TF_PSAPSTATE_IDLE );
|
||
|
m_iWheatleyVOSequenceOffset = 0;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
//Is the player stealthed?
|
||
|
else if ( pOwner->m_Shared.IsStealthed() )
|
||
|
{
|
||
|
if ( RandomInt(0,1) == 0 )
|
||
|
{
|
||
|
pVoicePakString = "PSap.Sneak";
|
||
|
}
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
else if ( m_iSapState == TF_PSAPSTATE_IDLE )
|
||
|
{
|
||
|
pVoicePakString = "PSap.Idle";
|
||
|
bNoRepeats = true;
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pVoicePakString = NULL;
|
||
|
}
|
||
|
if (!pVoicePakString)
|
||
|
{
|
||
|
m_flNextVoicePakIdleStartTime = gpGlobals->curtime + GetWheatleyIdleWait();
|
||
|
return;
|
||
|
}
|
||
|
float flSoundDuration = WheatleyEmitSound( pVoicePakString, bEmitAll, bNoRepeats );
|
||
|
m_flNextVoicePakIdleStartTime += flSoundDuration;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Start placing the object
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::StartPlacement( void )
|
||
|
{
|
||
|
StopPlacement();
|
||
|
|
||
|
CTFPlayer *pTFPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( !pTFPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( pTFPlayer->m_Shared.IsCarryingObject() )
|
||
|
{
|
||
|
m_hObjectBeingBuilt = pTFPlayer->m_Shared.GetCarriedObject();
|
||
|
m_hObjectBeingBuilt->StopFollowingEntity();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hObjectBeingBuilt = (CBaseObject*)CreateEntityByName( GetObjectInfo( m_iObjectType )->m_pClassName );
|
||
|
}
|
||
|
|
||
|
if ( m_hObjectBeingBuilt )
|
||
|
{
|
||
|
// Set the builder before Spawn() so attributes can hook correctly
|
||
|
m_hObjectBeingBuilt->SetBuilder( pTFPlayer );
|
||
|
|
||
|
bool bIsCarried = m_hObjectBeingBuilt->IsCarried();
|
||
|
|
||
|
// split this off from the block at the bottom because we need to know what type of building
|
||
|
// this is before we spawn so things like the teleporters have the correct placement models
|
||
|
// but we need to set the starting construction health after we've called spawn
|
||
|
if ( !bIsCarried )
|
||
|
{
|
||
|
m_hObjectBeingBuilt->SetObjectMode( m_iObjectMode );
|
||
|
}
|
||
|
|
||
|
m_hObjectBeingBuilt->Spawn();
|
||
|
m_hObjectBeingBuilt->StartPlacement( pTFPlayer );
|
||
|
|
||
|
if ( !bIsCarried )
|
||
|
{
|
||
|
m_hObjectBeingBuilt->m_iHealth = OBJECT_CONSTRUCTION_STARTINGHEALTH;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::StopPlacement( void )
|
||
|
{
|
||
|
if ( m_hObjectBeingBuilt )
|
||
|
{
|
||
|
if ( m_hObjectBeingBuilt->IsCarried() )
|
||
|
{
|
||
|
m_hObjectBeingBuilt->MakeCarriedObject( ToTFPlayer( GetOwner() ) );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_hObjectBeingBuilt->StopPlacement();
|
||
|
}
|
||
|
m_hObjectBeingBuilt = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::WeaponReset( void )
|
||
|
{
|
||
|
//Check to see if the active weapon is the wheatley sapper, and, if so, reset him
|
||
|
if ( m_iObjectType == OBJ_ATTACHMENT_SAPPER )
|
||
|
{
|
||
|
if ( IsWheatleySapper() )
|
||
|
{
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
pPlayer->ClearSappingTracking();
|
||
|
}
|
||
|
WheatleyReset();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::WeaponReset();
|
||
|
|
||
|
StopPlacement();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Move the placement model to the current position. Return false if it's an invalid position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBuilder::IsValidPlacement( void )
|
||
|
{
|
||
|
if ( !m_hObjectBeingBuilt )
|
||
|
return false;
|
||
|
|
||
|
CBaseObject *pObj = m_hObjectBeingBuilt.Get();
|
||
|
|
||
|
pObj->UpdatePlacement();
|
||
|
|
||
|
return m_hObjectBeingBuilt->IsValidPlacement();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Player holding this weapon has started building something
|
||
|
// Assumes we are in a valid build position
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::StartBuilding( void )
|
||
|
{
|
||
|
CBaseObject *pObj = m_hObjectBeingBuilt.Get();
|
||
|
|
||
|
Assert( pObj );
|
||
|
|
||
|
pObj->StartBuilding( GetOwner() );
|
||
|
|
||
|
m_hObjectBeingBuilt = NULL;
|
||
|
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if ( pOwner )
|
||
|
{
|
||
|
pOwner->RemoveInvisibility();
|
||
|
pOwner->m_Shared.SetCarriedObject( NULL );
|
||
|
|
||
|
if ( TFGameRules() && TFGameRules()->GameModeUsesUpgrades() )
|
||
|
{
|
||
|
if ( pObj->ObjectType() == OBJ_ATTACHMENT_SAPPER )
|
||
|
{
|
||
|
// Let human players place player-targeted sappers in modes that allow upgrades
|
||
|
if ( !pOwner->IsBot() && pObj->GetBuiltOnObject() && pObj->GetBuiltOnObject()->IsPlayer() )
|
||
|
{
|
||
|
int iRoboSapper = 0;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pOwner, iRoboSapper, robo_sapper );
|
||
|
|
||
|
int nMode = iRoboSapper ? MODE_SAPPER_ANTI_ROBOT_RADIUS : MODE_SAPPER_ANTI_ROBOT;
|
||
|
pObj->SetObjectMode( nMode );
|
||
|
|
||
|
pOwner->RemoveAmmo( 1, TF_AMMO_GRENADES2 );
|
||
|
StartEffectBarRegen();
|
||
|
}
|
||
|
}
|
||
|
#ifdef STAGING_ONLY
|
||
|
// Traps use TF_AMMO_GRENADES1
|
||
|
else if ( pObj->GetType() == OBJ_SPY_TRAP )
|
||
|
{
|
||
|
pOwner->RemoveAmmo( 1, TF_AMMO_GRENADES1 );
|
||
|
}
|
||
|
#endif // STAGING_ONLY
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Return true if this weapon has some ammo
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBuilder::HasAmmo( void )
|
||
|
{
|
||
|
CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
|
||
|
if ( !pOwner )
|
||
|
return false;
|
||
|
|
||
|
int iCost = pOwner->m_Shared.CalculateObjectCost( pOwner, m_iObjectType );
|
||
|
return ( pOwner->GetBuildResources() >= iCost );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFWeaponBuilder::GetSlot( void ) const
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_SelectionSlot;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CTFWeaponBuilder::GetPosition( void ) const
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_SelectionPosition;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : char const
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFWeaponBuilder::GetPrintName( void ) const
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_pStatusName;
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// -----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBuilder::CanBuildObjectType( int iObjectType )
|
||
|
{
|
||
|
if ( iObjectType < 0 || iObjectType >= OBJ_LAST )
|
||
|
return false;
|
||
|
|
||
|
return m_aBuildableObjectTypes.Get( iObjectType );
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// -----------------------------------------------------------------------------
|
||
|
void CTFWeaponBuilder::SetObjectTypeAsBuildable( int iObjectType )
|
||
|
{
|
||
|
if ( iObjectType < 0 || iObjectType >= OBJ_LAST )
|
||
|
return;
|
||
|
|
||
|
m_aBuildableObjectTypes.Set( iObjectType, true );
|
||
|
SetSubType( iObjectType );
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// -----------------------------------------------------------------------------
|
||
|
Activity CTFWeaponBuilder::TranslateViewmodelHandActivity( Activity actBase )
|
||
|
{
|
||
|
if ( GetObjectInfo( m_iObjectType )->m_bUseItemInfo )
|
||
|
{
|
||
|
return BaseClass::TranslateViewmodelHandActivity( actBase );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return actBase;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// -----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// -----------------------------------------------------------------------------
|
||
|
const char *CTFWeaponBuilder::GetViewModel( int iViewModel ) const
|
||
|
{
|
||
|
if ( m_iObjectType != BUILDER_INVALID_OBJECT )
|
||
|
{
|
||
|
if ( GetObjectInfo( m_iObjectType )->m_bUseItemInfo )
|
||
|
return BaseClass::GetViewModel();
|
||
|
|
||
|
return GetObjectInfo( m_iObjectType )->m_pViewModel;
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetViewModel();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFWeaponBuilder::GetWorldModel( void ) const
|
||
|
{
|
||
|
if ( m_iObjectType != BUILDER_INVALID_OBJECT )
|
||
|
{
|
||
|
return GetObjectInfo( m_iObjectType )->m_pPlayerModel;
|
||
|
}
|
||
|
|
||
|
return BaseClass::GetWorldModel();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CTFWeaponBuilder::AllowsAutoSwitchTo( void ) const
|
||
|
{
|
||
|
// ask the object we're building
|
||
|
return GetObjectInfo( m_iObjectType )->m_bAutoSwitchTo;
|
||
|
}
|
||
|
|
||
|
// ****************************************************************************
|
||
|
// SAPPER
|
||
|
// ****************************************************************************
|
||
|
CTFWeaponSapper::CTFWeaponSapper()
|
||
|
{
|
||
|
m_flChargeBeginTime = 0;
|
||
|
m_bAttackDown = false;
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFWeaponSapper::ItemPostFrame( void )
|
||
|
{
|
||
|
#ifdef STAGING_ONLY
|
||
|
CTFPlayer *pPlayer = ToTFPlayer( GetPlayerOwner() );
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
float flSapperDeployTime = 0;
|
||
|
CALL_ATTRIB_HOOK_FLOAT( flSapperDeployTime, sapper_deploy_time );
|
||
|
if ( flSapperDeployTime )
|
||
|
{
|
||
|
//IsValidPlacement
|
||
|
if ( !( pPlayer->m_nButtons & IN_ATTACK ) || !IsValidPlacement() )
|
||
|
{
|
||
|
m_bAttackDown = false;
|
||
|
m_flChargeBeginTime = 0;
|
||
|
}
|
||
|
else if ( m_bAttackDown == false && ( pPlayer->m_nButtons & IN_ATTACK ) )
|
||
|
{
|
||
|
m_bAttackDown = true;
|
||
|
m_flChargeBeginTime = gpGlobals->curtime;
|
||
|
}
|
||
|
|
||
|
if ( ( m_bAttackDown == true && m_flChargeBeginTime + flSapperDeployTime < gpGlobals->curtime ) || !( pPlayer->m_nButtons & IN_ATTACK ) )
|
||
|
{
|
||
|
BaseClass::ItemPostFrame();
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
#endif // STAGING_ONLY
|
||
|
BaseClass::ItemPostFrame();
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFWeaponSapper::GetViewModel( int iViewModel ) const
|
||
|
{
|
||
|
// Skip over Builder's version
|
||
|
return CTFWeaponBase::GetViewModel();
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
const char *CTFWeaponSapper::GetWorldModel( void ) const
|
||
|
{
|
||
|
// Skip over Builder's version
|
||
|
return CTFWeaponBase::GetWorldModel();
|
||
|
}
|
||
|
//-----------------------------------------------------------------------------
|
||
|
Activity CTFWeaponSapper::TranslateViewmodelHandActivity( Activity actBase )
|
||
|
{
|
||
|
return BaseClass::TranslateViewmodelHandActivity( actBase );
|
||
|
|
||
|
// Skip over Builder's version
|
||
|
//return CTFWeaponBase::TranslateViewmodelHandActivity( actBase );
|
||
|
}
|
||
|
|