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:
//
//=============================================================================
#include "cbase.h"
#include "c_dod_bombtarget.h"
#include "dod_shareddefs.h"
#include "c_dod_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( DODBombTarget, DT_DODBombTarget )
BEGIN_NETWORK_TABLE(C_DODBombTarget, DT_DODBombTarget )
RecvPropInt( RECVINFO(m_iState) ),
RecvPropInt( RECVINFO(m_iBombingTeam) ),
RecvPropInt( RECVINFO(m_iTargetModel) ),
RecvPropInt( RECVINFO(m_iUnavailableModel) ),
END_NETWORK_TABLE()
void C_DODBombTarget::NotifyShouldTransmit( ShouldTransmitState_t state )
{
BaseClass::NotifyShouldTransmit( state );
// Turn off
if ( state == SHOULDTRANSMIT_END )
{
SetNextClientThink( CLIENT_THINK_NEVER );
}
// Turn on
if ( state == SHOULDTRANSMIT_START )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
void C_DODBombTarget::ClientThink( void )
{
// if we are near the player, maybe give them a hint!
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if ( pPlayer && pPlayer->IsAlive() )
{
Vector vecDist = GetAbsOrigin() - pPlayer->GetAbsOrigin();
if ( vecDist.Length() < 200 )
{
int iOppositeTeam = ( m_iBombingTeam == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
if ( pPlayer->GetTeamNumber() == m_iBombingTeam && m_iState == BOMB_TARGET_ACTIVE )
{
pPlayer->CheckBombTargetPlantHint();
}
else if ( pPlayer->GetTeamNumber() == iOppositeTeam && m_iState == BOMB_TARGET_ARMED )
{
pPlayer->CheckBombTargetDefuseHint();
}
}
}
SetNextClientThink( gpGlobals->curtime + 0.5 );
}
int C_DODBombTarget::DrawModel( int flags )
{
if ( m_iState == BOMB_TARGET_ACTIVE )
{
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
int iOppositeTeam = ( m_iBombingTeam == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
#ifdef _DEBUG
if ( m_iBombingTeam == TEAM_UNASSIGNED )
iOppositeTeam = TEAM_UNASSIGNED;
#endif
if ( pPlayer && pPlayer->GetTeamNumber() == iOppositeTeam )
{
// draw a different model for the non-planting team
if ( GetModelIndex() != m_iUnavailableModel )
{
SetModelIndex( m_iUnavailableModel );
}
}
else
{
if ( GetModelIndex() != m_iTargetModel )
{
SetModelIndex( m_iTargetModel );
}
}
}
return BaseClass::DrawModel( flags );
}
// a player of the passed team is looking at us, see if we should
// play the hint telling them how to defuse
bool C_DODBombTarget::ShouldPlayDefuseHint( int team )
{
return ( m_iState == BOMB_TARGET_ARMED && team != m_iBombingTeam );
}
// a player of the passed team is looking at us, see if we should
// play the hint telling them how to plant a bomb here
bool C_DODBombTarget::ShouldPlayPlantHint( int team )
{
return ( m_iState == BOMB_TARGET_ACTIVE && team == m_iBombingTeam );
}