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: A stationary shield that players can man
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_obj_base_manned_gun.h"
#include "tf_shield.h"
#include "in_buttons.h"
// ------------------------------------------------------------------------ //
// A stationary gun that players can man that's built by the player
// ------------------------------------------------------------------------ //
class CObjectMannedShield : public CObjectBaseMannedGun
{
DECLARE_CLASS( CObjectMannedShield, CObjectBaseMannedGun );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CObjectMannedShield();
virtual ~CObjectMannedShield();
static CObjectMannedShield* Create(const Vector &vOrigin, const QAngle &vAngles);
virtual void Spawn();
virtual void Precache();
virtual void SetPassenger( int nRole, CBasePlayer *pEnt );
virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
virtual void PowerupEnd( int iPowerup );
protected:
virtual void OnItemPostFrame( CBaseTFPlayer *pDriver );
private:
void ShieldRotationThink();
CHandle<CShield> m_hDeployedShield;
};
#define MANNED_SHIELD_CLIP_COUNT 3
#define MANNED_SHIELD_MINS Vector(-20, -20, 0)
#define MANNED_SHIELD_MAXS Vector( 20, 20, 55)
#define MANNED_SHIELD_MODEL "models/objects/obj_manned_plasmagun.mdl"
BEGIN_DATADESC( CObjectMannedShield )
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST(CObjectMannedShield, DT_ObjectMannedShield)
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(obj_manned_shield, CObjectMannedShield);
PRECACHE_REGISTER(obj_manned_shield);
// CVars
ConVar obj_manned_shield_health( "obj_manned_shield_health","100", FCVAR_NONE, "Manned Missile Launcher health" );
const char *g_pMannedShieldThinkContextName = "MannedShieldThinkContext";
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CObjectMannedShield::CObjectMannedShield()
{
}
CObjectMannedShield::~CObjectMannedShield()
{
UTIL_Remove( m_hDeployedShield );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedShield::Spawn()
{
m_iHealth = obj_manned_shield_health.GetInt();
BaseClass::Spawn();
SetMovementStyle( MOVEMENT_STYLE_SIMPLE );
SetModel( MANNED_SHIELD_MODEL );
OnModelSelected();
SetSolid( SOLID_BBOX );
UTIL_SetSize(this, MANNED_SHIELD_MINS, MANNED_SHIELD_MAXS);
SetMaxPassengerCount( 1 );
SetType( OBJ_MANNED_SHIELD );
SetContextThink( ShieldRotationThink, gpGlobals->curtime + 0.1, g_pMannedShieldThinkContextName );
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CObjectMannedShield::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
{
switch( iPowerup )
{
case POWERUP_BOOST:
// Increase our shield's energy
if ( m_hDeployedShield )
{
m_hDeployedShield->SetPower( m_hDeployedShield->GetPower() + (flAmount * 10) );
}
break;
case POWERUP_EMP:
if (m_hDeployedShield)
{
m_hDeployedShield->SetEMPed(true);
}
break;
default:
break;
}
BaseClass::PowerupStart( iPowerup, flAmount, pAttacker, pDamageModifier );
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CObjectMannedShield::PowerupEnd( int iPowerup )
{
switch ( iPowerup )
{
case POWERUP_EMP:
if (m_hDeployedShield)
{
m_hDeployedShield->SetEMPed(false);
}
break;
default:
break;
}
BaseClass::PowerupEnd( iPowerup );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedShield::ShieldRotationThink( void )
{
if ( m_hDeployedShield )
{
QAngle vAngles;
vAngles[YAW] = GetAbsAngles()[YAW] + GetGunYaw();
vAngles[PITCH] = GetAbsAngles()[PITCH] + GetGunPitch();
vAngles[ROLL] = 0;
m_hDeployedShield->SetCenterAngles( vAngles );
}
SetContextThink( ShieldRotationThink, gpGlobals->curtime + 0.1, g_pMannedShieldThinkContextName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedShield::Precache( void )
{
PrecacheModel( MANNED_SHIELD_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose: Get and set the current driver.
//-----------------------------------------------------------------------------
void CObjectMannedShield::SetPassenger( int nRole, CBasePlayer *pEnt )
{
BaseClass::SetPassenger( nRole, pEnt );
// If we just got a player, create the shield. Otherwise, remove it
if ( pEnt )
{
if ( !m_hDeployedShield )
{
// Hack our angles so the mobile shield appears directly in front of the gun
QAngle vecOldAngles = GetAbsAngles();
QAngle vAngles;
vAngles[YAW] = GetAbsAngles()[YAW] + GetGunYaw();
vAngles[PITCH] = GetAbsAngles()[PITCH] + GetGunPitch();
vAngles[ROLL] = 0;
SetAbsAngles( vAngles );
int nAttachmentIndex = LookupAttachment( "barrel" );
m_hDeployedShield = CreateMobileShield( this, 0 );
if ( m_hDeployedShield )
{
m_hDeployedShield->SetThetaPhi( 60, 40 );
m_hDeployedShield->SetAngularSpringConstant( 15 );
m_hDeployedShield->SetAlwaysOrient( false );
m_hDeployedShield->SetAttachmentIndex( nAttachmentIndex );
}
SetAbsAngles( vecOldAngles );
}
}
else
{
if ( m_hDeployedShield )
{
UTIL_Remove( m_hDeployedShield );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CObjectMannedShield::OnItemPostFrame( CBaseTFPlayer *pDriver )
{
int iOldButtons = pDriver->m_nButtons;
// Manned shields have no gun, so map both attack buttons to laser designate
if ( pDriver->m_nButtons & IN_ATTACK )
{
pDriver->m_nButtons &= ~IN_ATTACK;
pDriver->m_nButtons |= IN_ATTACK2;
}
BaseClass::OnItemPostFrame( pDriver );
pDriver->m_nButtons = iOldButtons;
}