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: CTF AmmoPack.
//
//=============================================================================//
#include "cbase.h"
#include "items.h"
#include "tf_gamerules.h"
#include "tf_shareddefs.h"
#include "tf_player.h"
#include "tf_team.h"
#include "engine/IEngineSound.h"
#include "filesystem.h"
#include "tf_powerup.h"
#include "bot/tf_bot.h"
//=============================================================================
float PackRatios[POWERUP_SIZES] =
{
0.2, // SMALL
0.5, // MEDIUM
1.0, // FULL
};
//=============================================================================
//
// CTF Powerup tables.
//
BEGIN_DATADESC( CTFPowerup )
// Keyfields.
DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
DEFINE_KEYFIELD( m_iszModel, FIELD_STRING, "powerup_model" ),
DEFINE_KEYFIELD( m_bAutoMaterialize, FIELD_BOOLEAN, "AutoMaterialize" ),
// Inputs.
DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Outputs.
END_DATADESC();
//=============================================================================
//
// CTF Powerup functions.
//
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFPowerup::CTFPowerup()
{
m_bDisabled = false;
m_bRespawning = false;
m_bAutoMaterialize = true;
m_iszModel = NULL_STRING;
m_flThrowerTouchTime = -1;
UseClientSideAnimation();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Spawn( void )
{
Precache();
SetModel( GetPowerupModel() );
BaseClass::Spawn();
BaseClass::SetOriginalSpawnOrigin( GetAbsOrigin() );
BaseClass::SetOriginalSpawnAngles( GetAbsAngles() );
VPhysicsDestroyObject();
SetMoveType( MOVETYPE_NONE );
SetSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );
if ( m_bDisabled )
{
SetDisabled( true );
}
m_bRespawning = false;
ResetSequence( LookupSequence("idle") );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Precache()
{
PrecacheModel( GetPowerupModel() );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CBaseEntity* CTFPowerup::Respawn( void )
{
m_bRespawning = true;
CBaseEntity *pReturn = BaseClass::Respawn();
// Override the respawn time
SetNextThink( gpGlobals->curtime + GetRespawnDelay() );
return pReturn;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Materialize( void )
{
if ( !m_bAutoMaterialize )
{
return;
}
Materialize_Internal();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::Materialize_Internal( void )
{
if ( !m_bDisabled && IsEffectActive( EF_NODRAW ) )
{
// changing from invisible state to visible.
EmitSound( "Item.Materialize" );
RemoveEffects( EF_NODRAW );
}
m_bRespawning = false;
SetTouch( &CItem::ItemTouch );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::ValidTouch( CBasePlayer *pPlayer )
{
// Is the item enabled?
if ( IsDisabled() )
{
return false;
}
// Only touch a live player.
if ( !pPlayer || !pPlayer->IsPlayer() || !pPlayer->IsAlive() )
{
return false;
}
// Team number and does it match?
int iTeam = GetTeamNumber();
if ( iTeam && ( pPlayer->GetTeamNumber() != iTeam ) )
{
return false;
}
// enemies in mann vs machine can't pick up any powerups
if ( TFGameRules()->IsMannVsMachineMode() && pPlayer->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
{
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::MyTouch( CBasePlayer *pPlayer )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::DropSingleInstance( Vector &vecLaunchVel, CBaseCombatCharacter *pThrower, float flThrowerTouchDelay, float flResetTime /*= 0.1f*/ )
{
// SetSize( Vector(-8,-8,-8), Vector(8,8,8) );
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
SetAbsVelocity( vecLaunchVel );
SetSolid( SOLID_BBOX );
if ( flResetTime )
{
ActivateWhenAtRest( flResetTime );
}
m_bThrownSingleInstance = true;
AddSpawnFlags( SF_NORESPAWN );
SetOwnerEntity( pThrower );
m_flThrowerTouchTime = gpGlobals->curtime + flThrowerTouchDelay;
// Remove ourselves after some time
SetContextThink( &CBaseEntity::SUB_Remove, gpGlobals->curtime + GetLifeTime(), "PowerupRemoveThink" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::InputEnable( inputdata_t &inputdata )
{
SetDisabled( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::InputDisable( inputdata_t &inputdata )
{
SetDisabled( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::IsDisabled( void )
{
return m_bDisabled;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::InputToggle( inputdata_t &inputdata )
{
if ( m_bDisabled )
{
SetDisabled( false );
}
else
{
SetDisabled( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFPowerup::SetDisabled( bool bDisabled )
{
m_bDisabled = bDisabled;
if ( bDisabled )
{
AddEffects( EF_NODRAW );
}
else
{
// only turn it back on if we're not in the middle of respawning
if ( !m_bRespawning )
{
RemoveEffects( EF_NODRAW );
}
else if ( !m_bAutoMaterialize )
{
// We wait for a set-enabled to re-materialize if we were
// set to not auto-materialize
Materialize_Internal();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFPowerup::GetPowerupModel( void )
{
if ( m_iszModel != NULL_STRING )
{
if ( g_pFullFileSystem->FileExists( STRING( m_iszModel ), "GAME" ) )
{
return ( STRING( m_iszModel ) );
}
}
return GetDefaultPowerupModel();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFPowerup::ItemCanBeTouchedByPlayer( CBasePlayer *pPlayer )
{
if ( pPlayer == GetOwnerEntity() )
{
if ( ( m_flThrowerTouchTime > 0 ) && ( gpGlobals->curtime < m_flThrowerTouchTime ) )
{
return false;
}
}
return BaseClass::ItemCanBeTouchedByPlayer( pPlayer );
}