//========= 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 ); } }