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: The Sapper Player Class
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_class_sapper.h"
#include "basecombatweapon.h"
#include "weapon_builder.h"
#include "tf_team.h"
#include "entitylist.h"
#include "tf_obj.h"
#include "weapon_mortar.h"
#include "orders.h"
#include "engine/IEngineSound.h"
#include "weapon_twohandedcontainer.h"
#include "weapon_combatshield.h"
#include "tf_vehicle_teleport_station.h"
#define EMP_RADIUS_NORMAL ( 512.0f )
#define EMP_RADIUS_MEDIUM ( 1024.0f )
#define EMP_RADIUS_HUGE ( 4096.0f )
#define EMP_RECHARGETIME_NORMAL ( 20.0f )
#define EMP_RECHARGETIME_FAST ( 15.0f )
#define EMP_EFFECTTIME_NORMAL ( 10.0f )
#define EMP_EFFECTTIME_LONG ( 15.0f )
ConVar class_sapper_speed( "class_sapper_speed","225", FCVAR_NONE, "Sapper movement speed" );
ConVar class_sapper_boost_amount( "class_sapper_boost_amount","35", FCVAR_NONE, "Amount of energy drained for the Sapper to get a boost." );
ConVar class_sapper_boost_time( "class_sapper_boost_time","15", FCVAR_NONE, "Sapper's boost time after draining a full charge of boost." );
ConVar class_sapper_boost_rate( "class_sapper_boost_rate","1", FCVAR_NONE, "Sapper's boost rate on his self-boost." );
ConVar class_sapper_damage_modifier( "class_sapper_damage_modifier", "1.5", 0, "Scales the damage a Sapper does while he's self-boosted." );
BEGIN_SEND_TABLE_NOBASE( CPlayerClassSapper, DT_PlayerClassSapperData )
SendPropFloat( SENDINFO( m_flDrainedEnergy ), 8, SPROP_UNSIGNED, 0.0f, 1.0f ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CPlayerClassSapper::GetClassModelString( int nTeam )
{
static const char *string = "models/player/technician.mdl";
return string;
}
//-----------------------------------------------------------------------------
// Purpose: Sapper
//-----------------------------------------------------------------------------
CPlayerClassSapper::CPlayerClassSapper( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
{
for (int i = 0; i < MAX_TF_TEAMS; ++i)
{
SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
}
// Setup movement data.
SetupMoveData();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassSapper::~CPlayerClassSapper()
{
}
//-----------------------------------------------------------------------------
// Purpose: Any objects created/owned by class should be allocated and destroyed here
//-----------------------------------------------------------------------------
void CPlayerClassSapper::ClassActivate( void )
{
BaseClass::ClassActivate();
m_bHasMediumRangeEMP = false;
m_bHasFasterRechargingEMP = false;
m_bHasHugeRadiusEMP = false;
m_bHasLongerLastingEMPEffect = false;
m_vecLastOrigin.Init();
m_flLastMoveTime = 0.0f;
memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::ClassDeactivate( void )
{
m_DamageModifier.RemoveModifier();
BaseClass::ClassDeactivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::CreateClass( void )
{
BaseClass::CreateClass();
// Create our two handed weapon layout
m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_shotgun" ) );
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_hWpnPlasma.Get() )
{
m_hWpnShield->SetReflectViewModelAnimations( true );
p->SetWeapons( m_hWpnPlasma, m_hWpnShield );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::RespawnClass( void )
{
BaseClass::RespawnClass();
// Reset time of last move
m_vecLastOrigin.Init();
m_flLastMoveTime = 0.0f;
m_flDrainedEnergy = 0;
m_flBoostEndTime = 0;
m_DamageModifier.SetModifier( class_sapper_damage_modifier.GetFloat() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassSapper::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
{
bool bGiven = false;
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
{
if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
bGiven = true;
}
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
{
}
// On respawn, resupply base weapon ammo
if ( reason == RESUPPLY_RESPAWN )
{
}
if ( BaseClass::ResupplyAmmo(flFraction,reason) )
bGiven = true;
return bGiven;
}
//-----------------------------------------------------------------------------
// Purpose: Set sapper class specific movement data here.
//-----------------------------------------------------------------------------
void CPlayerClassSapper::SetupMoveData( void )
{
// Setup Class statistics
m_flMaxWalkingSpeed = class_sapper_speed.GetFloat();
m_vecLastOrigin.Init();
m_flLastMoveTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::SetupSizeData( void )
{
// Initially set the player to the base player class standing hull size.
m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX );
m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND );
m_pPlayer->m_Local.m_flStepSize = SAPPERCLASS_STEPSIZE;
}
//-----------------------------------------------------------------------------
// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
//-----------------------------------------------------------------------------
void CPlayerClassSapper::GainedNewTechnology( CBaseTechnology *pTechnology )
{
m_bHasMediumRangeEMP = false;
m_bHasFasterRechargingEMP = false;
m_bHasHugeRadiusEMP = false;
m_bHasLongerLastingEMPEffect = false;
if ( m_pPlayer->HasNamedTechnology( "emp1" ) )
{
m_bHasFasterRechargingEMP = true;
}
if ( m_pPlayer->HasNamedTechnology( "emp3" ) )
{
m_bHasMediumRangeEMP = true;
}
if ( m_pPlayer->HasNamedTechnology( "emp4" ) )
{
m_bHasLongerLastingEMPEffect = true;
}
if ( m_pPlayer->HasNamedTechnology( "emp5" ) )
{
m_bHasHugeRadiusEMP = true;
}
BaseClass::GainedNewTechnology( pTechnology );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::ClassThink( void )
{
if ( m_pPlayer->GetLocalOrigin() != m_vecLastOrigin )
{
m_vecLastOrigin = m_pPlayer->GetLocalOrigin();
m_flLastMoveTime = gpGlobals->curtime;
}
// Am I boosting myself?
if ( m_pPlayer->IsAlive() && (m_flBoostEndTime > gpGlobals->curtime) )
{
m_pPlayer->AttemptToPowerup( POWERUP_BOOST, class_sapper_boost_time.GetFloat(), class_sapper_boost_rate.GetFloat() * 0.1, m_pPlayer, &m_DamageModifier );
}
else
{
m_DamageModifier.RemoveModifier();
}
BaseClass::ClassThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassSapper::CheckStationaryTime( float time_required )
{
// Has enough time passed?
if ( gpGlobals->curtime >= m_flLastMoveTime + time_required )
{
return true;
}
// Not enough time yet
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::CreatePersonalOrder( void )
{
if ( CreateInitialOrder() )
return;
BaseClass::CreatePersonalOrder();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::SetPlayerHull( void )
{
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_DUCK_MIN, SAPPERCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( SAPPERCLASS_HULL_STAND_MIN, SAPPERCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::ResetViewOffset( void )
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( SAPPERCLASS_VIEWOFFSET_STAND );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::AddDrainedEnergy( float flEnergy )
{
// Convert to 0->1
flEnergy = ( flEnergy / class_sapper_boost_amount.GetFloat() );
m_flDrainedEnergy = MIN( 1.0, m_flDrainedEnergy + flEnergy );
// Did we hit max?
if ( m_flDrainedEnergy >= 1.0 )
{
m_flDrainedEnergy = 0;
// Boost the player
m_flBoostEndTime = gpGlobals->curtime + class_sapper_boost_time.GetFloat();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CPlayerClassSapper::GetDrainedEnergy( void )
{
return m_flDrainedEnergy;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSapper::DeductDrainedEnergy( float flEnergy )
{
m_flDrainedEnergy = MAX( 0, m_flDrainedEnergy - flEnergy );
}