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 Support/Suppression Player Class
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_class_support.h"
#include "basecombatweapon.h"
#include "tf_obj.h"
#include "in_buttons.h"
#include "menu_base.h"
#include "tf_team.h"
#include "weapon_builder.h"
ConVar class_support_speed( "class_support_speed","200", FCVAR_NONE, "Support movement speed" );
//=============================================================================
//
// Support Data Table
//
BEGIN_SEND_TABLE_NOBASE( CPlayerClassSupport, DT_PlayerClassSupportData )
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CPlayerClassSupport::GetClassModelString( int nTeam )
{
static const char *string = "models/player/alien_support.mdl";
return string;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassSupport::CPlayerClassSupport( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
{
for (int i = 1; i <= MAX_TF_TEAMS; ++i)
{
SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassSupport::~CPlayerClassSupport()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSupport::ClassActivate( void )
{
BaseClass::ClassActivate();
// Any objects created/owned by class should be allocated and destroyed here
// Setup movement data.
SetupMoveData();
m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );
memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSupport::ClassDeactivate( void )
{
BaseClass::ClassDeactivate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSupport::CreateClass( void )
{
BaseClass::CreateClass();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassSupport::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
{
bool bGiven = false;
// On respawn, resupply base weapon ammo
if ( reason == RESUPPLY_RESPAWN )
{
}
if ( BaseClass::ResupplyAmmo(flFraction, reason) )
bGiven = true;
return bGiven;
}
//-----------------------------------------------------------------------------
// Purpose: Set support class specific movement data here.
//-----------------------------------------------------------------------------
void CPlayerClassSupport::SetupMoveData( void )
{
// Setup Class statistics
m_flMaxWalkingSpeed = class_support_speed.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSupport::SetupSizeData( void )
{
// Initially set the player to the base player class standing hull size.
m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );
m_pPlayer->SetViewOffset( SUPPORTCLASS_VIEWOFFSET_STAND );
m_pPlayer->m_Local.m_flStepSize = SUPPORTCLASS_STEPSIZE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSupport::SetPlayerHull( void )
{
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_DUCK_MIN, SUPPORTCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassSupport::ResetViewOffset( void )
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( SUPPORTCLASS_VIEWOFFSET_STAND );
}
}