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