//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "basecombatweapon.h" #include "tf_player.h" #include "tf_class_pyro.h" #include "weapon_twohandedcontainer.h" #include "weapon_gas_can.h" #include "weapon_flame_thrower.h" #include "gasoline_shared.h" #include "weapon_combatshield.h" BEGIN_SEND_TABLE_NOBASE( CPlayerClassPyro, DT_PlayerClassPyroData ) END_SEND_TABLE() CPlayerClassPyro::CPlayerClassPyro( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) { for (int i = 0; i < MAX_TF_TEAMS; ++i) { SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); } } CPlayerClassPyro::~CPlayerClassPyro() { } void CPlayerClassPyro::SetupSizeData() { // Initially set the player to the base player class standing hull size. m_pPlayer->SetCollisionBounds( PYROCLASS_HULL_STAND_MIN, PYROCLASS_HULL_STAND_MAX ); m_pPlayer->SetViewOffset( PYROCLASS_VIEWOFFSET_STAND ); m_pPlayer->m_Local.m_flStepSize = PYROCLASS_STEPSIZE; } void CPlayerClassPyro::ClassActivate() { BaseClass::ClassActivate(); // Setup movement data. SetupMoveData(); memset( &m_ClassData, 0, sizeof( m_ClassData ) ); } const char *CPlayerClassPyro::GetClassModelString( int nTeam ) { if (nTeam == TEAM_HUMANS) return "models/player/medic.mdl"; else return "models/player/recon.mdl"; } void CPlayerClassPyro::CreateClass() { BaseClass::CreateClass(); // Create our two handed weapon layout m_hWpnFlameThrower = static_cast< CWeaponFlameThrower * >( m_pPlayer->GiveNamedItem( "weapon_flame_thrower" ) ); m_hWpnGasCan = static_cast< CWeaponGasCan * >( m_pPlayer->GiveNamedItem( "weapon_gas_can" ) ); m_hWpnShield = m_pPlayer->GetCombatShield(); CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" ); if ( !p ) { p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) ); } if ( p && m_hWpnShield.Get() && m_hWpnGasCan.Get() ) { m_hWpnShield->SetReflectViewModelAnimations( true ); p->SetWeapons( m_hWpnGasCan, m_hWpnShield ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassPyro::SetPlayerHull() { if ( m_pPlayer->GetFlags() & FL_DUCKING ) { m_pPlayer->SetCollisionBounds( PYROCLASS_HULL_DUCK_MIN, PYROCLASS_HULL_DUCK_MAX ); } else { m_pPlayer->SetCollisionBounds( PYROCLASS_HULL_STAND_MIN, PYROCLASS_HULL_STAND_MAX ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassPyro::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax ) { if ( bDucking ) { VectorCopy( PYROCLASS_HULL_DUCK_MIN, vecMin ); VectorCopy( PYROCLASS_HULL_DUCK_MAX, vecMax ); } else { VectorCopy( PYROCLASS_HULL_STAND_MIN, vecMin ); VectorCopy( PYROCLASS_HULL_STAND_MAX, vecMax ); } } void CPlayerClassPyro::ResetViewOffset() { if ( m_pPlayer ) { m_pPlayer->SetViewOffset( PYROCLASS_VIEWOFFSET_STAND ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerClassPyro::InitVCollision() { CPhysCollide *pStandModel = PhysCreateBbox( PYROCLASS_HULL_STAND_MIN, PYROCLASS_HULL_STAND_MAX ); CPhysCollide *pCrouchModel = PhysCreateBbox( PYROCLASS_HULL_DUCK_MIN, PYROCLASS_HULL_DUCK_MAX ); m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_medic_stand", pCrouchModel, "tfplayer_medic_crouch" ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CPlayerClassPyro::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) { bool bGiven = false; if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) { if (ResupplyAmmoType( 80 * flFraction, PYRO_AMMO_TYPE )) bGiven = true; } // On respawn, resupply base weapon ammo if ( reason == RESUPPLY_RESPAWN ) { if ( ResupplyAmmoType( 30, PYRO_AMMO_TYPE ) ) bGiven = true; } if ( BaseClass::ResupplyAmmo(flFraction, reason) ) bGiven = true; return bGiven; }