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: Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cs_player.h"
#include "cs_gamerules.h"
#include "trains.h"
#include "vcollide_parse.h"
#include "in_buttons.h"
#include "igamemovement.h"
#include "ai_hull.h"
#include "ndebugoverlay.h"
#include "weapon_csbase.h"
#include "decals.h"
#include "cs_ammodef.h"
#include "IEffects.h"
#include "cs_client.h"
#include "client.h"
#include "cs_shareddefs.h"
#include "shake.h"
#include "team.h"
#include "weapon_c4.h"
#include "weapon_parse.h"
#include "weapon_knife.h"
#include "movehelper_server.h"
#include "tier0/vprof.h"
#include "te_effect_dispatch.h"
#include "vphysics/player_controller.h"
#include "weapon_hegrenade.h"
#include "weapon_flashbang.h"
#include "weapon_csbasegun.h"
#include "weapon_smokegrenade.h"
#include <KeyValues.h>
#include "engine/IEngineSound.h"
#include "bot.h"
#include "studio.h"
#include <coordsize.h>
#include "predicted_viewmodel.h"
#include "props_shared.h"
#include "tier0/icommandline.h"
#include "info_camera_link.h"
#include "hintmessage.h"
#include "obstacle_pushaway.h"
#include "movevars_shared.h"
#include "death_pose.h"
#include "basecsgrenade_projectile.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "CRagdollMagnet.h"
#include "datacache/imdlcache.h"
#include "npcevent.h"
#include "cs_gamestats.h"
#include "gamestats.h"
#include "holiday_gift.h"
#include "../../shared/cstrike/cs_achievement_constants.h"
//=============================================================================
// HPE_BEGIN
//=============================================================================
// [dwenger] Needed for global hostage list
#include "cs_simple_hostage.h"
// [dwenger] Needed for weapon type used tracking
#include "../../shared/cstrike/cs_weapon_parse.h"
#define REPORT_PLAYER_DAMAGE 0
//=============================================================================
// HPE_END
//=============================================================================
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#pragma optimize( "", off )
#pragma warning( disable : 4355 )
// Minimum interval between rate-limited commands that players can run.
#define CS_COMMAND_MAX_RATE 0.3
const float CycleLatchInterval = 0.2f;
#define CS_PUSHAWAY_THINK_CONTEXT "CSPushawayThink"
ConVar cs_ShowStateTransitions( "cs_ShowStateTransitions", "-2", FCVAR_CHEAT, "cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions." );
ConVar sv_max_usercmd_future_ticks( "sv_max_usercmd_future_ticks", "8", 0, "Prevents clients from running usercmds too far in the future. Prevents speed hacks." );
ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
//=============================================================================
// HPE_BEGIN:
// [Forrest] Allow MVP to be turned off for a server
// [Forrest] Allow freezecam to be turned off for a server
// [Forrest] Allow win panel to be turned off for a server
//=============================================================================
static void SvNoMVPChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
{
ConVarRef var( pConVar );
if ( var.IsValid() && var.GetBool() )
{
// Clear the MVPs of all players when MVP is turned off.
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
pPlayer->SetNumMVPs( 0 );
}
}
}
}
ConVar sv_nomvp( "sv_nomvp", "0", 0, "Disable MVP awards.", SvNoMVPChangeCallback );
ConVar sv_disablefreezecam( "sv_disablefreezecam", "0", FCVAR_REPLICATED, "Turn on/off freezecam on server" );
ConVar sv_nowinpanel( "sv_nowinpanel", "0", FCVAR_REPLICATED, "Turn on/off win panel on server" );
//=============================================================================
// HPE_END
//=============================================================================
// ConVar bot_mimic( "bot_mimic", "0", FCVAR_CHEAT );
ConVar bot_freeze( "bot_freeze", "0", FCVAR_CHEAT );
ConVar bot_crouch( "bot_crouch", "0", FCVAR_CHEAT );
ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "180", FCVAR_CHEAT );
ConVar sv_legacy_grenade_damage( "sv_legacy_grenade_damage", "0", FCVAR_REPLICATED, "Enable to replicate grenade damage behavior of the original Counter-Strike Source game." );
extern ConVar mp_autokick;
extern ConVar mp_holiday_nogifts;
extern ConVar sv_turbophysics;
//=============================================================================
// HPE_BEGIN:
// [menglish] Added in convars for freeze cam time length
//=============================================================================
extern ConVar spec_freeze_time;
extern ConVar spec_freeze_traveltime;
//=============================================================================
// HPE_END
//=============================================================================
extern ConVar ammo_hegrenade_max;
extern ConVar ammo_flashbang_max;
extern ConVar ammo_smokegrenade_max;
#define THROWGRENADE_COUNTER_BITS 3
EHANDLE g_pLastCTSpawn;
EHANDLE g_pLastTerroristSpawn;
void TE_RadioIcon( IRecipientFilter& filter, float delay, CBaseEntity *pPlayer );
// -------------------------------------------------------------------------------- //
// Classes
// -------------------------------------------------------------------------------- //
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent
{
public:
int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position )
{
CCSPlayer *pPlayer = (CCSPlayer *)pObject->GetGameData();
if ( pPlayer )
{
if ( pPlayer->TouchedPhysics() )
{
return 0;
}
}
return 1;
}
};
static CPhysicsPlayerCallback playerCallback;
// -------------------------------------------------------------------------------- //
// Ragdoll entities.
// -------------------------------------------------------------------------------- //
class CCSRagdoll : public CBaseAnimatingOverlay
{
public:
DECLARE_CLASS( CCSRagdoll, CBaseAnimatingOverlay );
DECLARE_SERVERCLASS();
// Transmit ragdolls to everyone.
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void Init( void )
{
SetSolid( SOLID_BBOX );
SetMoveType( MOVETYPE_STEP );
SetFriction( 1.0f );
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
m_takedamage = DAMAGE_NO;
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
SetAbsOrigin( m_hPlayer->GetAbsOrigin() );
SetAbsVelocity( m_hPlayer->GetAbsVelocity() );
AddSolidFlags( FSOLID_NOT_SOLID );
ChangeTeam( m_hPlayer->GetTeamNumber() );
UseClientSideAnimation();
}
public:
// In case the client has the player entity, we transmit the player index.
// In case the client doesn't have it, we transmit the player's model index, origin, and angles
// so they can create a ragdoll in the right place.
CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
CNetworkVector( m_vecRagdollVelocity );
CNetworkVector( m_vecRagdollOrigin );
CNetworkVar(int, m_iDeathPose );
CNetworkVar(int, m_iDeathFrame );
};
LINK_ENTITY_TO_CLASS( cs_ragdoll, CCSRagdoll );
IMPLEMENT_SERVERCLASS_ST_NOBASE( CCSRagdoll, DT_CSRagdoll )
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
SendPropEHandle( SENDINFO( m_hPlayer ) ),
SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
SendPropVector( SENDINFO( m_vecRagdollVelocity ) ),
SendPropInt( SENDINFO( m_iDeathPose ), ANIMATION_SEQUENCE_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iDeathFrame ), 5 ),
SendPropInt( SENDINFO(m_iTeamNum), TEAMNUM_NUM_BITS, 0),
SendPropInt( SENDINFO( m_bClientSideAnimation ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class CTEPlayerAnimEvent : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name )
{
}
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent )
SendPropEHandle( SENDINFO( m_hPlayer ) ),
SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_nData ), 32 )
END_SEND_TABLE()
static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
{
CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
g_TEPlayerAnimEvent.m_iEvent = event;
g_TEPlayerAnimEvent.m_nData = nData;
g_TEPlayerAnimEvent.Create( filter, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Filters updates to a variable so that only non-local players see
// the changes. This is so we can send a low-res origin to non-local players
// while sending a hi-res one to the local player.
// Input : *pVarData -
// *pOut -
// objectID -
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
pRecipients->SetAllRecipients();
pRecipients->ClearRecipient( objectID - 1 );
return ( void * )pVarData;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );
// -------------------------------------------------------------------------------- //
// Tables.
// -------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS( player, CCSPlayer );
PRECACHE_REGISTER(player);
BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSLocalPlayerExclusive )
SendPropFloat( SENDINFO( m_flStamina ), 14, 0, 0, 1400 ),
SendPropInt( SENDINFO( m_iDirection ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO( m_flVelocityModifier ), 8, 0, 0, 1 ),
// send a hi-res origin to the local player for use in prediction
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
//=============================================================================
// HPE_BEGIN:
// [tj]Set up the send table for per-client domination data
//=============================================================================
SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominated ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominated ) ) ),
SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominatingMe ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominatingMe ) ) ),
//=============================================================================
// HPE_END
//=============================================================================
END_SEND_TABLE()
BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSNonLocalPlayerExclusive )
// send a lo-res origin to other players
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
END_SEND_TABLE()
IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer )
SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
SendPropExclude( "DT_BaseAnimating", "m_nMuzzleFlashParity" ),
SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
// cs_playeranimstate and clientside animation takes care of these on the client
SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
// We need to send a hi-res origin to the local player to avoid prediction errors sliding along walls
SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
// Data that only gets sent to the local player.
SendPropDataTable( "cslocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSLocalPlayerExclusive), SendProxy_SendLocalDataTable ),
SendPropDataTable( "csnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ),
SendPropInt( SENDINFO( m_iThrowGrenadeCounter ), THROWGRENADE_COUNTER_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iAddonBits ), NUM_ADDON_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iPrimaryAddon ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iSecondaryAddon ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iAccount ), 16, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bInBombZone ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_bInBuyZone ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_ArmorValue ), 8 ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11, SPROP_CHANGES_OFTEN ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11, SPROP_CHANGES_OFTEN ),
SendPropBool( SENDINFO( m_bHasDefuser ) ),
SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
SendPropBool( SENDINFO( m_bHasNightVision ) ),
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
//SendPropBool( SENDINFO( m_bPickedUpDefuser ) ),
//SendPropBool( SENDINFO( m_bDefusedWithPickedUpKit) ),
//=============================================================================
// HPE_END
//=============================================================================
SendPropBool( SENDINFO( m_bInHostageRescueZone ) ),
SendPropBool( SENDINFO( m_bIsDefusing ) ),
SendPropBool( SENDINFO( m_bResumeZoom ) ),
SendPropInt( SENDINFO( m_iLastZoom ), 8, SPROP_UNSIGNED ),
#ifdef CS_SHIELD_ENABLED
SendPropBool( SENDINFO( m_bHasShield ) ),
SendPropBool( SENDINFO( m_bShieldDrawn ) ),
#endif
SendPropBool( SENDINFO( m_bHasHelmet ) ),
SendPropFloat (SENDINFO(m_flFlashDuration), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flFlashMaxAlpha), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO( m_iProgressBarDuration ), 4, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO( m_flProgressBarStartTime ), 0, SPROP_NOSCALE ),
SendPropEHandle( SENDINFO( m_hRagdoll ) ),
SendPropInt( SENDINFO( m_cycleLatch ), 4, SPROP_UNSIGNED ),
END_SEND_TABLE()
BEGIN_DATADESC( CCSPlayer )
DEFINE_INPUTFUNC( FIELD_VOID, "OnRescueZoneTouch", RescueZoneTouch ),
DEFINE_THINKFUNC( PushawayThink )
END_DATADESC()
// has to be included after above macros
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// -------------------------------------------------------------------------------- //
void cc_CreatePredictionError_f( const CCommand &args )
{
float distance = 32;
if ( args.ArgC() >= 2 )
{
distance = atof(args[1]);
}
CBaseEntity *pEnt = CBaseEntity::Instance( 1 );
pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( distance, 0, 0 ) );
}
ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
// -------------------------------------------------------------------------------- //
// CCSPlayer implementation.
// -------------------------------------------------------------------------------- //
CCSPlayer::CCSPlayer()
{
m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
UseClientSideAnimation();
m_iLastWeaponFireUsercmd = 0;
m_iAddonBits = 0;
m_bEscaped = false;
m_iAccount = 0;
m_bIsVIP = false;
m_iClass = (int)CS_CLASS_NONE;
m_angEyeAngles.Init();
SetViewOffset( VEC_VIEW_SCALED( this ) );
m_pCurStateInfo = NULL; // no state yet
m_iThrowGrenadeCounter = 0;
m_lifeState = LIFE_DEAD; // Start "dead".
m_bInBombZone = false;
m_bInBuyZone = false;
m_bInHostageRescueZone = false;
m_flDeathTime = 0.0f;
m_iHostagesKilled = 0;
iRadioMenu = -1;
m_bTeamChanged = false;
m_iShotsFired = 0;
m_iDirection = 0;
m_receivesMoneyNextRound = true;
m_bIsBeingGivenItem = false;
m_isVIP = false;
m_bJustKilledTeammate = false;
m_bPunishedForTK = false;
m_iTeamKills = 0;
m_flLastMovement = gpGlobals->curtime;
m_iNextTimeCheck = 0;
m_szNewName[0] = 0;
m_szClanTag[0] = 0;
for ( int i=0; i<NAME_CHANGE_HISTORY_SIZE; i++ )
{
m_flNameChangeHistory[i] = -NAME_CHANGE_HISTORY_INTERVAL;
}
m_iIgnoreGlobalChat = 0;
m_bIgnoreRadio = false;
m_pHintMessageQueue = new CHintMessageQueue(this);
m_iDisplayHistoryBits = 0;
m_bShowHints = true;
m_flNextMouseoverUpdate = gpGlobals->curtime;
m_lastDamageHealth = 0;
m_lastDamageArmor = 0;
m_applyDeafnessTime = 0.0f;
m_cycleLatch = 0;
m_cycleLatchTimer.Invalidate();
m_iShouldHaveCash = 0;
m_lastNavArea = NULL;
//=============================================================================
// HPE_BEGIN:
// [menglish] Init achievement variables
// [menglish] Init bullet collision variables
//=============================================================================
m_NumEnemiesKilledThisRound = 0;
m_NumEnemiesAtRoundStart = 0;
m_KillingSpreeStartTime = -1;
m_firstKillBlindStartTime = -1;
m_killsWhileBlind = 0;
m_bSurvivedHeadshotDueToHelmet = false;
m_pGooseChaseDistractingPlayer = NULL;
m_gooseChaseStep = GC_NONE;
m_defuseDefenseStep = DD_NONE;
m_lastRoundResult = Invalid_Round_End_Reason;
m_bMadeFootstepNoise = false;
m_bombPickupTime = -1;
m_bMadePurchseThisRound = false;
m_roundsWonWithoutPurchase = 0;
m_iDeathFlags = 0;
m_lastFlashBangAttacker = NULL;
m_iMVPs = 0;
m_bKilledDefuser = false;
m_bKilledRescuer = false;
m_maxGrenadeKills = 0;
m_grenadeDamageTakenThisRound = 0;
m_vLastHitLocationObjectSpace = Vector(0,0,0);
m_wasNotKilledNaturally = false;
//=============================================================================
// HPE_END
//=============================================================================
}
CCSPlayer::~CCSPlayer()
{
delete m_pHintMessageQueue;
m_pHintMessageQueue = NULL;
// delete the records of damage taken and given
ResetDamageCounters();
m_PlayerAnimState->Release();
}
CCSPlayer *CCSPlayer::CreatePlayer( const char *className, edict_t *ed )
{
CCSPlayer::s_PlayerEdict = ed;
return (CCSPlayer*)CreateEntityByName( className );
}
void CCSPlayer::Precache()
{
Vector mins( -13, -13, -10 );
Vector maxs( 13, 13, 75 );
int i;
for ( i=0; i<CTPlayerModels.Count(); ++i )
{
PrecacheModel( CTPlayerModels[i] );
engine->ForceModelBounds( CTPlayerModels[i], mins, maxs );
}
for ( i=0; i<TerroristPlayerModels.Count(); ++i )
{
PrecacheModel( TerroristPlayerModels[i] );
engine->ForceModelBounds( TerroristPlayerModels[i], mins, maxs );
}
// Sigh - have to force identical VMTs for the player models. I'm just going to hard-code these
// strings here, rather than have char***'s or the CUtlVector<CUtlVector<>> equivalent.
engine->ForceSimpleMaterial( "materials/models/player/ct_urban/ct_urban.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/ct_urban/ct_urban_glass.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/ct_sas/ct_sas.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/ct_sas/ct_sas_glass.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/ct_gsg9/ct_gsg9.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/ct_gign/ct_gign.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/ct_gign/ct_gign_glass.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/t_phoenix/t_phoenix.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/t_guerilla/t_guerilla.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/t_leet/t_leet.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/t_leet/t_leet_glass.vmt" );
engine->ForceSimpleMaterial( "materials/models/player/t_arctic/t_arctic.vmt" );
#ifdef CS_SHIELD_ENABLED
PrecacheModel( SHIELD_VIEW_MODEL );
#endif
PrecacheScriptSound( "Player.DeathHeadShot" );
PrecacheScriptSound( "Player.Death" );
PrecacheScriptSound( "Player.DamageHelmet" );
PrecacheScriptSound( "Player.DamageHeadShot" );
PrecacheScriptSound( "Flesh.BulletImpact" );
PrecacheScriptSound( "Player.DamageKevlar" );
PrecacheScriptSound( "Player.PickupWeapon" );
PrecacheScriptSound( "Player.NightVisionOff" );
PrecacheScriptSound( "Player.NightVisionOn" );
PrecacheScriptSound( "Player.FlashlightOn" );
PrecacheScriptSound( "Player.FlashlightOff" );
// CS Bot sounds
PrecacheScriptSound( "Bot.StuckSound" );
PrecacheScriptSound( "Bot.StuckStart" );
PrecacheScriptSound( "Bot.FellOff" );
UTIL_PrecacheOther( "item_kevlar" );
UTIL_PrecacheOther( "item_assaultsuit" );
UTIL_PrecacheOther( "item_defuser" );
PrecacheModel ( "sprites/glow01.vmt" );
PrecacheModel ( "models/items/cs_gift.mdl" );
BaseClass::Precache();
}
//-----------------------------------------------------------------------------
// Purpose: Allow pre-frame adjustments on the player
//-----------------------------------------------------------------------------
ConVar sv_runcmds( "sv_runcmds", "1" );
void CCSPlayer::PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper )
{
VPROF( "CCSPlayer::PlayerRunCommand" );
if ( !sv_runcmds.GetInt() )
return;
// don't run commands in the future
if ( !IsEngineThreaded() &&
( ucmd->tick_count > (gpGlobals->tickcount + sv_max_usercmd_future_ticks.GetInt()) ) )
{
DevMsg( "Client cmd out of sync (delta %i).\n", ucmd->tick_count - gpGlobals->tickcount );
return;
}
// If they use a negative bot_mimic value, then don't process their usercmds, but have
// bots process them instead (so they can stay still and have the bot move around).
CUserCmd tempCmd;
if ( -bot_mimic.GetInt() == entindex() )
{
tempCmd = *ucmd;
ucmd = &tempCmd;
ucmd->forwardmove = ucmd->sidemove = ucmd->upmove = 0;
ucmd->buttons = 0;
ucmd->impulse = 0;
}
if ( IsBot() && bot_crouch.GetInt() )
ucmd->buttons |= IN_DUCK;
BaseClass::PlayerRunCommand( ucmd, moveHelper );
}
bool CCSPlayer::RunMimicCommand( CUserCmd& cmd )
{
if ( !IsBot() )
return false;
int iMimic = abs( bot_mimic.GetInt() );
if ( iMimic > gpGlobals->maxClients )
return false;
CBasePlayer *pPlayer = UTIL_PlayerByIndex( iMimic );
if ( !pPlayer )
return false;
if ( !pPlayer->GetLastUserCommand() )
return false;
cmd = *pPlayer->GetLastUserCommand();
cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
pl.fixangle = FIXANGLE_NONE;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Simulates a single frame of movement for a player
//-----------------------------------------------------------------------------
void CCSPlayer::RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime )
{
CUserCmd cmd;
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime;
float flOldCurtime = gpGlobals->curtime;
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime;
this->SetTimeBase( flTimeBase );
CUserCmd lastUserCmd = *GetLastUserCommand();
Q_memset( &cmd, 0, sizeof( cmd ) );
if ( !RunMimicCommand( cmd ) )
{
cmd.forwardmove = forwardmove;
cmd.sidemove = sidemove;
cmd.upmove = upmove;
cmd.buttons = buttons;
cmd.impulse = impulse;
VectorCopy( viewangles, cmd.viewangles );
cmd.random_seed = random->RandomInt( 0, 0x7fffffff );
}
MoveHelperServer()->SetHost( this );
PlayerRunCommand( &cmd, MoveHelperServer() );
// save off the last good usercmd
if ( -bot_mimic.GetInt() == entindex() )
{
CUserCmd lastCmd = *GetLastUserCommand();
lastCmd.command_number = cmd.command_number;
lastCmd.tick_count = cmd.tick_count;
SetLastUserCommand( lastCmd );
}
else
{
SetLastUserCommand( cmd );
}
// Clear out any fixangle that has been set
pl.fixangle = FIXANGLE_NONE;
// Restore the globals..
gpGlobals->frametime = flOldFrametime;
gpGlobals->curtime = flOldCurtime;
MoveHelperServer()->SetHost( NULL );
}
void CCSPlayer::InitialSpawn( void )
{
BaseClass::InitialSpawn();
// we're going to give the bots money here instead of FinishClientPutInServer()
// because of the bots' timing for purchasing weapons/items.
if ( IsBot() )
{
m_iAccount = CSGameRules()->GetStartMoney();
}
if ( !engine->IsDedicatedServer() && TheNavMesh->IsOutOfDate() && this == UTIL_GetListenServerHost() )
{
ClientPrint( this, HUD_PRINTCENTER, "The Navigation Mesh was built using a different version of this map." );
}
State_Enter( STATE_WELCOME );
//=============================================================================
// HPE_BEGIN:
// [tj] We reset the stats at the beginning of the map (including domination tracking)
//=============================================================================
CCS_GameStats.ResetPlayerStats(this);
RemoveNemesisRelationships();
//=============================================================================
// HPE_END
//=============================================================================
}
void CCSPlayer::SetModelFromClass( void )
{
if ( GetTeamNumber() == TEAM_TERRORIST )
{
int index = m_iClass - FIRST_T_CLASS;
if ( index < 0 || index >= TerroristPlayerModels.Count() )
{
index = RandomInt( 0, TerroristPlayerModels.Count() - 1 );
m_iClass = index + FIRST_T_CLASS; // clean up players who selected a higher class than we support yet
}
SetModel( TerroristPlayerModels[index] );
}
else if ( GetTeamNumber() == TEAM_CT )
{
int index = m_iClass - FIRST_CT_CLASS;
if ( index < 0 || index >= CTPlayerModels.Count() )
{
index = RandomInt( 0, CTPlayerModels.Count() - 1 );
m_iClass = index + FIRST_CT_CLASS; // clean up players who selected a higher class than we support yet
}
SetModel( CTPlayerModels[index] );
}
else
{
SetModel( CTPlayerModels[0] );
}
}
void CCSPlayer::Spawn()
{
m_RateLimitLastCommandTimes.Purge();
// Get rid of the progress bar...
SetProgressBarTime( 0 );
CreateViewModel( 1 );
// Set their player model.
SetModelFromClass();
BaseClass::Spawn();
//=============================================================================
// HPE_BEGIN:
// [pfreese] Clear the last known nav area (used to be done by CBasePlayer)
//=============================================================================
m_lastNavArea = NULL;
//=============================================================================
// HPE_END
//=============================================================================
AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.
// Override what CBasePlayer set for the view offset.
SetViewOffset( VEC_VIEW_SCALED( this ) );
//
// Our player movement speed is set once here. This will override the cl_xxxx
// cvars unless they are set to be lower than this.
//
SetMaxSpeed( CS_PLAYER_SPEED_RUN );
SetFOV( this, 0 );
m_bIsDefusing = false;
//=============================================================================
// HPE_BEGIN
// [dwenger] Reset hostage-related variables
//=============================================================================
m_bIsRescuing = false;
m_bInjuredAHostage = false;
m_iNumFollowers = 0;
// [tj] Reset this flag if the player is not in observer mode (as happens when a player spawns late)
if (m_iPlayerState != STATE_OBSERVER_MODE)
{
m_wasNotKilledNaturally = false;
}
//=============================================================================
// HPE_END
//=============================================================================
m_iShotsFired = 0;
m_iDirection = 0;
if ( m_pHintMessageQueue )
{
m_pHintMessageQueue->Reset();
}
m_iDisplayHistoryBits &= ~DHM_ROUND_CLEAR;
// Special-case here. A bunch of things happen in CBasePlayer::Spawn(), and we really want the
// player states to control these things, so give whatever player state we're in a chance
// to reinitialize itself.
State_Transition( m_iPlayerState );
ClearFlashbangScreenFade();
m_flVelocityModifier = 1.0f;
ResetStamina();
m_flLastRadarUpdateTime = 0.0f;
m_iNumSpawns++;
if ( !engine->IsDedicatedServer() && CSGameRules()->m_iTotalRoundsPlayed < 2 && TheNavMesh->IsOutOfDate() && this == UTIL_GetListenServerHost() )
{
ClientPrint( this, HUD_PRINTCENTER, "The Navigation Mesh was built using a different version of this map." );
}
m_bTeamChanged = false;
m_iOldTeam = TEAM_UNASSIGNED;
m_iRadioMessages = 60;
m_flRadioTime = gpGlobals->curtime;
if ( m_hRagdoll )
{
UTIL_Remove( m_hRagdoll );
}
m_hRagdoll = NULL;
// did we change our name while we were dead?
if ( m_szNewName[0] != 0 )
{
ChangeName( m_szNewName );
m_szNewName[0] = 0;
}
if ( m_bIsVIP )
{
HintMessage( "#Hint_you_are_the_vip", true, true );
}
m_bIsInAutoBuy = false;
m_bIsInRebuy = false;
m_bAutoReload = false;
SetContextThink( &CCSPlayer::PushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, CS_PUSHAWAY_THINK_CONTEXT );
if ( GetActiveWeapon() && !IsObserver() )
{
GetActiveWeapon()->Deploy();
m_flNextAttack = gpGlobals->curtime; // Allow reloads to finish, since we're playing the deploy anim instead. This mimics goldsrc behavior, anyway.
}
m_applyDeafnessTime = 0.0f;
m_cycleLatch = 0;
m_cycleLatchTimer.Start( RandomFloat( 0.0f, CycleLatchInterval ) );
StockPlayerAmmo();
}
void CCSPlayer::ShowViewPortPanel( const char * name, bool bShow, KeyValues *data )
{
if ( CSGameRules()->IsLogoMap() )
return;
if ( CommandLine()->FindParm("-makedevshots") )
return;
BaseClass::ShowViewPortPanel( name, bShow, data );
}
void CCSPlayer::ClearFlashbangScreenFade( void )
{
if( IsBlind() )
{
color32 clr = { 0, 0, 0, 0 };
UTIL_ScreenFade( this, clr, 0.01, 0.0, FFADE_OUT | FFADE_PURGE );
m_flFlashDuration = 0.0f;
m_flFlashMaxAlpha = 255.0f;
}
// clear blind time (after screen fades are canceled)
m_blindUntilTime = 0.0f;
m_blindStartTime = 0.0f;
}
void CCSPlayer::GiveDefaultItems()
{
// Always give the player the knife.
CBaseCombatWeapon *pistol = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if ( pistol )
{
return;
}
m_bUsingDefaultPistol = true;
if ( GetTeamNumber() == TEAM_CT )
{
GiveNamedItem( "weapon_knife" );
GiveNamedItem( "weapon_usp" );
GiveAmmo( 24, BULLET_PLAYER_45ACP );
}
else if ( GetTeamNumber() == TEAM_TERRORIST )
{
GiveNamedItem( "weapon_knife" );
GiveNamedItem( "weapon_glock" );
GiveAmmo( 40, BULLET_PLAYER_9MM );
}
}
void CCSPlayer::SetClanTag( const char *pTag )
{
if ( pTag )
{
Q_strncpy( m_szClanTag, pTag, sizeof( m_szClanTag ) );
}
}
void CCSPlayer::CreateRagdollEntity()
{
// If we already have a ragdoll, don't make another one.
CCSRagdoll *pRagdoll = dynamic_cast< CCSRagdoll* >( m_hRagdoll.Get() );
if ( !pRagdoll )
{
// create a new one
pRagdoll = dynamic_cast< CCSRagdoll* >( CreateEntityByName( "cs_ragdoll" ) );
}
if ( pRagdoll )
{
pRagdoll->m_hPlayer = this;
pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
pRagdoll->m_nModelIndex = m_nModelIndex;
pRagdoll->m_nForceBone = m_nForceBone;
pRagdoll->m_vecForce = m_vecTotalBulletForce;
pRagdoll->m_iDeathPose = m_iDeathPose;
pRagdoll->m_iDeathFrame = m_iDeathFrame;
pRagdoll->Init();
}
// ragdolls will be removed on round restart automatically
m_hRagdoll = pRagdoll;
}
int CCSPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// set damage type sustained
m_bitsDamageType |= info.GetDamageType();
if ( !CBaseCombatCharacter::OnTakeDamage_Alive( info ) )
return 0;
// don't apply damage forces in CS
// fire global game event
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("health", MAX(0, m_iHealth) );
event->SetInt("armor", MAX(0, ArmorValue()) );
event->SetInt( "dmg_health", m_lastDamageHealth );
event->SetInt( "dmg_armor", m_lastDamageArmor );
if ( info.GetDamageType() & DMG_BLAST )
{
event->SetInt( "hitgroup", HITGROUP_GENERIC );
}
else
{
event->SetInt( "hitgroup", m_LastHitGroup );
}
CBaseEntity * attacker = info.GetAttacker();
const char *weaponName = "";
if ( attacker->IsPlayer() )
{
CBasePlayer *player = ToBasePlayer( attacker );
event->SetInt("attacker", player->GetUserID() ); // hurt by other player
CBaseEntity *pInflictor = info.GetInflictor();
if ( pInflictor )
{
if ( pInflictor == player )
{
// If the inflictor is the killer, then it must be their current weapon doing the damage
if ( player->GetActiveWeapon() )
{
weaponName = player->GetActiveWeapon()->GetClassname();
}
}
else
{
weaponName = STRING( pInflictor->m_iClassname ); // it's just that easy
}
}
}
else
{
event->SetInt("attacker", 0 ); // hurt by "world"
}
if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
{
weaponName += 7;
}
else if( strncmp( weaponName, "hegrenade", 9 ) == 0 ) //"hegrenade_projectile"
{
//=============================================================================
// HPE_BEGIN:
// [tj] Handle grenade-surviving achievement
//=============================================================================
if (info.GetAttacker()->GetTeamNumber() != GetTeamNumber())
{
m_grenadeDamageTakenThisRound += info.GetDamage();
}
//=============================================================================
// HPE_END
//=============================================================================
weaponName = "hegrenade";
}
else if( strncmp( weaponName, "flashbang", 9 ) == 0 ) //"flashbang_projectile"
{
weaponName = "flashbang";
}
else if( strncmp( weaponName, "smokegrenade", 12 ) == 0 ) //"smokegrenade_projectile"
{
weaponName = "smokegrenade";
}
event->SetString( "weapon", weaponName );
event->SetInt( "priority", 5 );
gameeventmanager->FireEvent( event );
}
return 1;
}
//=============================================================================
// HPE_BEGIN:
// [dwenger] Supports fun-fact
//=============================================================================
// Returns the % of the enemies this player killed in the round
int CCSPlayer::GetPercentageOfEnemyTeamKilled()
{
if ( m_NumEnemiesAtRoundStart > 0 )
{
return (int)( ( (float)m_NumEnemiesKilledThisRound / (float)m_NumEnemiesAtRoundStart ) * 100.0f );
}
return 0;
}
//=============================================================================
// HPE_END
//=============================================================================
void CCSPlayer::Event_Killed( const CTakeDamageInfo &info )
{
//=============================================================================
// HPE_BEGIN:
// [pfreese] Process on-death achievements
//=============================================================================
ProcessPlayerDeathAchievements(ToCSPlayer(info.GetAttacker()), this, info);
//=============================================================================
// HPE_END
//=============================================================================
SetArmorValue( 0 );
//=============================================================================
// HPE_BEGIN:
// [tj] Added a parameter so we know if it was death that caused the drop
// [menglish] Keep track of what the player has dropped for the freeze panel callouts
//=============================================================================
CBaseEntity* pAttacker = info.GetAttacker();
bool friendlyFire = pAttacker && pAttacker->GetTeamNumber() == GetTeamNumber();
//Only count the drop if it was not friendly fire
DropWeapons(true, !friendlyFire);
//=============================================================================
// HPE_END
//=============================================================================
// Just in case the progress bar is on screen, kill it.
SetProgressBarTime( 0 );
m_bIsDefusing = false;
m_bHasNightVision = false;
m_bNightVisionOn = false;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
m_bPickedUpDefuser = false;
m_bDefusedWithPickedUpKit = false;
//=============================================================================
// HPE_END
//=============================================================================
m_bHasHelmet = false;
m_flFlashDuration = 0.0f;
FlashlightTurnOff();
// show killer in death cam mode
if( IsValidObserverTarget( info.GetAttacker() ) )
{
SetObserverTarget( info.GetAttacker() );
}
else
{
ResetObserverMode();
}
//update damage info with our accumulated physics force
CTakeDamageInfo subinfo = info;
// HACK[pfreese]: scale impulse up for visual effect
const float kImpulseBonusScale = 2.0f;
subinfo.SetDamageForce( m_vecTotalBulletForce * kImpulseBonusScale);
//Adrian: Select a death pose to extrapolate the ragdoll's velocity.
SelectDeathPose( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *pMagnet = CRagdollMagnet::FindBestMagnet( this );
if( pMagnet )
{
m_vecTotalBulletForce += pMagnet->GetForceVector( this );
}
// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
// because we still want to transmit to the clients in our PVS.
CreateRagdollEntity();
// Special code to drop holiday gifts for the holiday achievement
if ( ( mp_holiday_nogifts.GetBool() == false ) && UTIL_IsHolidayActive( 3 /*kHoliday_Christmas*/ ) )
{
if ( RandomInt( 0, 100 ) < 20 )
{
CHolidayGift::Create( WorldSpaceCenter(), GetAbsAngles(), EyeAngles(), GetAbsVelocity(), this );
}
}
State_Transition( STATE_DEATH_ANIM ); // Transition into the dying state.
BaseClass::Event_Killed( subinfo );
//=============================================================================
// HPE_BEGIN:
// [pfreese] If this kill ended the round, award the MVP to someone on the
// winning team.
// TODO - move this code somewhere else more MVP related
//=============================================================================
bool roundWasAlreadyWon = (CSGameRules()->m_iRoundWinStatus != WINNER_NONE);
bool roundIsWonNow = CSGameRules()->CheckWinConditions();
if ( !roundWasAlreadyWon && roundIsWonNow )
{
CCSPlayer* pMVP = NULL;
int maxKills = 0;
int maxDamage = 0;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer* pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer )
{
// only consider players on the winning team
if ( pPlayer->GetTeamNumber() != CSGameRules()->m_iRoundWinStatus )
continue;
int nKills = CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_KILLS];
int nDamage = CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_DAMAGE];
if ( nKills > maxKills || ( nKills == maxKills && nDamage > maxDamage ) )
{
pMVP = pPlayer;
maxKills = nKills;
maxDamage = nDamage;
}
}
}
if ( pMVP )
{
pMVP->IncrementNumMVPs( CSMVP_ELIMINATION );
}
}
//=============================================================================
// HPE_END
//=============================================================================
OutputDamageGiven();
OutputDamageTaken();
ResetDamageCounters();
if ( m_bPunishedForTK )
{
m_bPunishedForTK = false;
HintMessage( "#Hint_cannot_play_because_tk", true, true );
}
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) )
{
m_iDisplayHistoryBits |= DHF_SPEC_DUCK;
HintMessage( "#Spec_Duck", true, true );
}
}
//=============================================================================
// HPE_BEGIN:
// [menglish, tj] Update and check any one-off achievements based on the kill
//=============================================================================
// Notify that I've killed some other entity. (called from Victim's Event_Killed).
void CCSPlayer::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
{
BaseClass::Event_KilledOther(pVictim, info);
}
//=============================================================================
// HPE_END
//=============================================================================
void CCSPlayer::DeathSound( const CTakeDamageInfo &info )
{
if( m_LastHitGroup == HITGROUP_HEAD )
{
EmitSound( "Player.DeathHeadShot" );
}
else
{
EmitSound( "Player.Death" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayer::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
{
BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
if ( sv_turbophysics.GetBool() )
return;
// Setup the HL2 specific callback.
GetPhysicsController()->SetEventHandler( &playerCallback );
}
void CCSPlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
{
if ( !CanMove() )
return;
BaseClass::VPhysicsShadowUpdate( pPhysics );
}
bool CCSPlayer::HasShield() const
{
#ifdef CS_SHIELD_ENABLED
return m_bHasShield;
#else
return false;
#endif
}
bool CCSPlayer::IsShieldDrawn() const
{
#ifdef CS_SHIELD_ENABLED
return m_bShieldDrawn;
#else
return false;
#endif
}
void CCSPlayer::CheatImpulseCommands( int iImpulse )
{
switch( iImpulse )
{
case 101:
{
if( sv_cheats->GetBool() )
{
extern int gEvilImpulse101;
gEvilImpulse101 = true;
AddAccount( 16000 );
GiveAmmo( 250, BULLET_PLAYER_50AE );
GiveAmmo( 250, BULLET_PLAYER_762MM );
GiveAmmo( 250, BULLET_PLAYER_338MAG );
GiveAmmo( 250, BULLET_PLAYER_556MM );
GiveAmmo( 250, BULLET_PLAYER_556MM_BOX );
GiveAmmo( 250, BULLET_PLAYER_9MM );
GiveAmmo( 250, BULLET_PLAYER_BUCKSHOT );
GiveAmmo( 250, BULLET_PLAYER_45ACP );
GiveAmmo( 250, BULLET_PLAYER_357SIG );
GiveAmmo( 250, BULLET_PLAYER_57MM );
gEvilImpulse101 = false;
}
}
break;
default:
{
BaseClass::CheatImpulseCommands( iImpulse );
}
}
}
void CCSPlayer::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
{
BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum();
PointCameraSetupVisibility( this, area, pvs, pvssize );
}
void CCSPlayer::UpdateAddonBits()
{
int iNewBits = 0;
int nFlashbang = GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_FLASHBANG ) );
if ( dynamic_cast< CFlashbang* >( GetActiveWeapon() ) )
{
--nFlashbang;
}
if ( nFlashbang >= 1 )
iNewBits |= ADDON_FLASHBANG_1;
if ( nFlashbang >= 2 )
iNewBits |= ADDON_FLASHBANG_2;
if ( GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_HEGRENADE ) ) &&
!dynamic_cast< CHEGrenade* >( GetActiveWeapon() ) )
{
iNewBits |= ADDON_HE_GRENADE;
}
if ( GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_SMOKEGRENADE ) ) &&
!dynamic_cast< CSmokeGrenade* >( GetActiveWeapon() ) )
{
iNewBits |= ADDON_SMOKE_GRENADE;
}
if ( HasC4() && !dynamic_cast< CC4* >( GetActiveWeapon() ) )
iNewBits |= ADDON_C4;
if ( HasDefuser() )
iNewBits |= ADDON_DEFUSEKIT;
CWeaponCSBase *weapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
if ( weapon && weapon != GetActiveWeapon() )
{
iNewBits |= ADDON_PRIMARY;
m_iPrimaryAddon = weapon->GetWeaponID();
}
else
{
m_iPrimaryAddon = WEAPON_NONE;
}
weapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL ));
if ( weapon && weapon != GetActiveWeapon() )
{
iNewBits |= ADDON_PISTOL;
if ( weapon->GetWeaponID() == WEAPON_ELITE )
{
iNewBits |= ADDON_PISTOL2;
}
m_iSecondaryAddon = weapon->GetWeaponID();
}
else if ( weapon && weapon->GetWeaponID() == WEAPON_ELITE )
{
// The active weapon is weapon_elite. Set ADDON_PISTOL2 without ADDON_PISTOL, so we know
// to display the empty holster.
iNewBits |= ADDON_PISTOL2;
m_iSecondaryAddon = weapon->GetWeaponID();
}
else
{
m_iSecondaryAddon = WEAPON_NONE;
}
m_iAddonBits = iNewBits;
}
void CCSPlayer::UpdateRadar()
{
// update once a second
if ( (m_flLastRadarUpdateTime + 1.0) > gpGlobals->curtime )
return;
m_flLastRadarUpdateTime = gpGlobals->curtime;
// update positions of all players outside of my PVS
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
engine->Message_DetermineMulticastRecipients( false, EyePosition(), playerbits );
CSingleUserRecipientFilter user( this );
UserMessageBegin( user, "UpdateRadar" );
for ( int i=0; i < MAX_PLAYERS; i++ )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i+1 ) );
if ( !pPlayer )
continue; // nothing there
bool bSameTeam = pPlayer->GetTeamNumber() == GetTeamNumber();
if ( playerbits.Get(i) && bSameTeam == true )
continue; // this player is in my PVS and not in my team, don't update radar pos
if ( pPlayer == this )
continue;
if ( !pPlayer->IsAlive() || pPlayer->IsObserver() || !pPlayer->IsConnected() )
continue; // don't update specattors or dead players
WRITE_BYTE( i+1 ); // player index as entity
WRITE_SBITLONG( pPlayer->GetAbsOrigin().x/4, COORD_INTEGER_BITS-1 );
WRITE_SBITLONG( pPlayer->GetAbsOrigin().y/4, COORD_INTEGER_BITS-1 );
WRITE_SBITLONG( pPlayer->GetAbsOrigin().z/4, COORD_INTEGER_BITS-1 );
WRITE_SBITLONG( AngleNormalize( pPlayer->GetAbsAngles().y ), 9 );
}
WRITE_BYTE( 0 ); // end marker
MessageEnd();
}
void CCSPlayer::UpdateMouseoverHints()
{
if ( IsBlind() || IsObserver() )
return;
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchStart = EyePosition();
Vector searchEnd = searchStart + forward * 2048;
int useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_VISIBLE_AND_NPCS;
UTIL_TraceLine( searchStart, searchEnd, useableContents, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0f )
{
if (tr.DidHitNonWorldEntity() && tr.m_pEnt)
{
CBaseEntity *pObject = tr.m_pEnt;
switch ( pObject->Classify() )
{
case CLASS_PLAYER:
{
const float grenadeBloat = 1.2f; // Be conservative in estimating what a player can distinguish
if ( !TheBots->IsLineBlockedBySmoke( EyePosition(), pObject->EyePosition(), grenadeBloat ) )
{
if ( g_pGameRules->PlayerRelationship( this, pObject ) == GR_TEAMMATE )
{
if ( !(m_iDisplayHistoryBits & DHF_FRIEND_SEEN) )
{
m_iDisplayHistoryBits |= DHF_FRIEND_SEEN;
HintMessage( "#Hint_spotted_a_friend", true );
}
}
else
{
if ( !(m_iDisplayHistoryBits & DHF_ENEMY_SEEN) )
{
m_iDisplayHistoryBits |= DHF_ENEMY_SEEN;
HintMessage( "#Hint_spotted_an_enemy", true );
}
}
}
}
break;
case CLASS_PLAYER_ALLY:
switch ( GetTeamNumber() )
{
case TEAM_CT:
if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_FAR) && tr.fraction > 0.1f )
{
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR;
HintMessage( "#Hint_rescue_the_hostages", true );
}
else if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_NEAR) && tr.fraction <= 0.1f )
{
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR;
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_NEAR;
HintMessage( "#Hint_press_use_so_hostage_will_follow", false );
}
break;
case TEAM_TERRORIST:
if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_FAR) )
{
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR;
HintMessage( "#Hint_prevent_hostage_rescue", true );
}
break;
}
break;
}
}
}
}
void CCSPlayer::PostThink()
{
BaseClass::PostThink();
UpdateAddonBits();
UpdateRadar();
if ( !(m_iDisplayHistoryBits & DHF_ROUND_STARTED) && CanPlayerBuy(false) )
{
HintMessage( "#Hint_press_buy_to_purchase", false );
m_iDisplayHistoryBits |= DHF_ROUND_STARTED;
}
if ( m_flNextMouseoverUpdate < gpGlobals->curtime )
{
m_flNextMouseoverUpdate = gpGlobals->curtime + 0.2f;
if ( m_bShowHints )
{
UpdateMouseoverHints();
}
}
if ( GetActiveWeapon() && !(m_iDisplayHistoryBits & DHF_AMMO_EXHAUSTED) )
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( !pWeapon->HasAnyAmmo() && !(pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE) )
{
m_iDisplayHistoryBits |= DHF_AMMO_EXHAUSTED;
HintMessage( "#Hint_out_of_ammo", false );
}
}
QAngle angles = GetLocalAngles();
angles[PITCH] = 0;
SetLocalAngles( angles );
// Store the eye angles pitch so the client can compute its animation state correctly.
m_angEyeAngles = EyeAngles();
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
// check if we need to apply a deafness DSP effect.
if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))
{
ApplyDeafnessEffect();
}
if ( IsPlayerUnderwater() && GetWaterLevel() < 3 )
{
StopSound( "Player.AmbientUnderWater" );
SetPlayerUnderwater( false );
}
if( IsAlive() && m_cycleLatchTimer.IsElapsed() )
{
m_cycleLatchTimer.Start( CycleLatchInterval );
// Cycle is a float from 0 to 1. We don't need to transmit a whole float for that. Compress it in to a small fixed point
m_cycleLatch.GetForModify() = 16 * GetCycle();// 4 point fixed
}
}
void CCSPlayer::PushawayThink()
{
// Push physics props out of our way.
PerformObstaclePushaway( this );
SetNextThink( gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, CS_PUSHAWAY_THINK_CONTEXT );
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we can switch to the given weapon.
// Input : pWeapon -
//-----------------------------------------------------------------------------
bool CCSPlayer::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
{
if ( !pWeapon->CanDeploy() )
return false;
if ( GetActiveWeapon() )
{
if ( !GetActiveWeapon()->CanHolster() )
return false;
}
return true;
}
bool CCSPlayer::ShouldDoLargeFlinch( int nHitGroup, CBaseEntity *pAttacker )
{
if ( FBitSet( GetFlags(), FL_DUCKING ) )
return FALSE;
if ( nHitGroup == HITGROUP_LEFTLEG )
return FALSE;
if ( nHitGroup == HITGROUP_RIGHTLEG )
return FALSE;
CCSPlayer *pPlayer = ToCSPlayer( pAttacker );
if ( pPlayer == NULL || !pPlayer->IsPlayer() )
pPlayer = NULL;
if ( pPlayer )
{
CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
if ( pWeapon )
{
if ( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_RIFLE ||
pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SHOTGUN ||
pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE )
return true;
}
else
return false;
}
return false;
}
bool CCSPlayer::IsArmored( int nHitGroup )
{
bool bApplyArmor = false;
if ( ArmorValue() > 0 )
{
switch ( nHitGroup )
{
case HITGROUP_GENERIC:
case HITGROUP_CHEST:
case HITGROUP_STOMACH:
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
bApplyArmor = true;
break;
case HITGROUP_HEAD:
if ( m_bHasHelmet )
{
bApplyArmor = true;
}
break;
default:
break;
}
}
return bApplyArmor;
}
void CCSPlayer::Pain( bool bHasArmour )
{
switch (m_LastHitGroup)
{
case HITGROUP_HEAD:
if (m_bHasHelmet) // He's wearing a helmet
{
EmitSound( "Player.DamageHelmet" );
}
else // He's not wearing a helmet
{
EmitSound( "Player.DamageHeadShot" );
}
break;
default:
if ( bHasArmour == false )
{
EmitSound( "Flesh.BulletImpact" );
}
else
{
EmitSound( "Player.DamageKevlar" );
}
break;
}
}
int CCSPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
CTakeDamageInfo info = inputInfo;
CBaseEntity *pInflictor = info.GetInflictor();
if ( !pInflictor )
return 0;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
return 0;
const float flArmorBonus = 0.5f;
float flArmorRatio = 0.5f;
float flDamage = info.GetDamage();
bool bFriendlyFire = CSGameRules()->IsFriendlyFireOn();
//=============================================================================
// HPE_BEGIN:
// [tj] Added properties for goose chase achievement
//=============================================================================
CSGameRules()->PlayerTookDamage(this, inputInfo);
//Check "Goose Chase" achievement
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker());
if (m_bIsDefusing && m_gooseChaseStep == GC_NONE && pAttacker && pAttacker->GetTeamNumber() != GetTeamNumber() )
{
//Count enemies
int livingEnemies = 0;
CTeam *pAttackerTeam = GetGlobalTeam( pAttacker->GetTeamNumber() );
for ( int iPlayer=0; iPlayer < pAttackerTeam->GetNumPlayers(); iPlayer++ )
{
CCSPlayer *pPlayer = ToCSPlayer( pAttackerTeam->GetPlayer( iPlayer ) );
Assert( pPlayer );
if ( !pPlayer )
continue;
Assert( pPlayer->GetTeamNumber() == pAttackerTeam->GetTeamNumber() );
if ( pPlayer->m_lifeState == LIFE_ALIVE )
{
livingEnemies++;
}
}
//Must be last enemy alive;
if (livingEnemies == 1)
{
m_gooseChaseStep = GC_SHOT_DURING_DEFUSE;
m_pGooseChaseDistractingPlayer = pAttacker;
}
}
//=============================================================================
// HPE_END
//=============================================================================
// warn about team attacks
if ( bFriendlyFire && pInflictor->GetTeamNumber() == GetTeamNumber() && pInflictor != this && info.GetAttacker() != this )
{
CCSPlayer *pCSAttacker = ToCSPlayer( pInflictor );
if ( !pCSAttacker )
pCSAttacker = ToCSPlayer( info.GetAttacker() );
if ( pCSAttacker )
{
if ( !(pCSAttacker->m_iDisplayHistoryBits & DHF_FRIEND_INJURED) )
{
pCSAttacker->HintMessage( "#Hint_try_not_to_injure_teammates", false );
pCSAttacker->m_iDisplayHistoryBits |= DHF_FRIEND_INJURED;
}
if ( (pCSAttacker->m_flLastAttackedTeammate + 0.6f) < gpGlobals->curtime )
{
pCSAttacker->m_flLastAttackedTeammate = gpGlobals->curtime;
// tell the rest of this player's team
Msg( "%s attacked a teammate\n", pCSAttacker->GetPlayerName() );
for ( int i=1; i<=gpGlobals->maxClients; ++i )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->GetTeamNumber() == GetTeamNumber() )
{
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_teammate_attack", pCSAttacker->GetPlayerName() );
}
}
}
}
}
if ( bFriendlyFire ||
pInflictor->GetTeamNumber() != GetTeamNumber() ||
pInflictor == this ||
info.GetAttacker() == this )
{
if ( bFriendlyFire && (info.GetDamageType() & DMG_BLAST) == 0 )
{
if ( pInflictor->GetTeamNumber() == GetTeamNumber() )
{
flDamage *= 0.35; // bullets hurt teammates less
}
}
if ( ShouldDoLargeFlinch( m_LastHitGroup, info.GetAttacker() ) )
{
if ( GetAbsVelocity().Length() < 300 )
{
m_flVelocityModifier = 0.65;
}
}
else
{
m_flVelocityModifier = 0.5;
}
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [menglish] Store whether or not the knife did this damage as knives do bullet damage,
// so we need to specifically check the weapon here
bool bKnifeDamage = false;
CCSPlayer *pPlayer = ToCSPlayer( info.GetAttacker() );
if ( pPlayer )
{
// [paquin. forest] if this is blast damage, and we haven't opted out with a cvar,
// we need to get the armor ratio out of the inflictor
if ( (info.GetDamageType() & DMG_BLAST) && !sv_legacy_grenade_damage.GetBool() )
{
// [paquin] if we know this is a grenade, use it's armor ratio, otherwise
// use the he grenade armor ratio
CBaseCSGrenadeProjectile *pGrenade = dynamic_cast< CBaseCSGrenadeProjectile * >( pInflictor );
CCSWeaponInfo* pWeaponInfo;
if ( pGrenade && pGrenade->m_pWeaponInfo )
{
pWeaponInfo = pGrenade->m_pWeaponInfo;
}
else
{
pWeaponInfo = GetWeaponInfo( WEAPON_HEGRENADE );
}
if ( pWeaponInfo )
{
flArmorRatio *= pWeaponInfo->m_flArmorRatio;
}
}
else
{
CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
if ( pWeapon )
{
flArmorRatio *= pWeapon->GetCSWpnData().m_flArmorRatio;
//Knives do bullet damage, so we need to specifically check the weapon here
bKnifeDamage = pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_KNIFE;
if ( info.GetDamageType() & DMG_BULLET && !bKnifeDamage && pPlayer->GetTeam() != GetTeam() )
{
CCS_GameStats.Event_ShotHit( pPlayer, info );
}
}
}
}
//=============================================================================
// HPE_END
//=============================================================================
// keep track of amount of damage last sustained
m_lastDamageAmount = flDamage;
// Deal with Armour
if ( ArmorValue() && !( info.GetDamageType() & (DMG_FALL | DMG_DROWN)) && IsArmored( m_LastHitGroup ) )
{
float fDamageToHealth = flDamage * flArmorRatio;
float fDamageToArmor = (flDamage - fDamageToHealth) * flArmorBonus;
int armorValue = ArmorValue();
// Does this use more armor than we have?
if (fDamageToArmor > armorValue )
{
fDamageToHealth = flDamage - armorValue / flArmorBonus;
fDamageToArmor = armorValue;
armorValue = 0;
}
else
{
if ( fDamageToArmor < 0 )
fDamageToArmor = 1;
armorValue -= fDamageToArmor;
}
m_lastDamageArmor = (int)fDamageToArmor;
SetArmorValue(armorValue);
//=============================================================================
// HPE_BEGIN:
// [tj] Handle headshot-surviving achievement
//=============================================================================
if (m_LastHitGroup == HITGROUP_HEAD && flDamage > m_iHealth && fDamageToHealth < m_iHealth)
{
m_bSurvivedHeadshotDueToHelmet = true;
}
//=============================================================================
// HPE_END
//=============================================================================
flDamage = fDamageToHealth;
info.SetDamage( flDamage );
if ( ArmorValue() <= 0.0)
m_bHasHelmet = false;
if( !(info.GetDamageType() & DMG_FALL) )
Pain( true /*has armor*/ );
}
else
{
m_lastDamageArmor = 0;
if( !(info.GetDamageType() & DMG_FALL) )
Pain( false /*no armor*/ );
}
// round damage to integer
m_lastDamageHealth = (int)flDamage;
info.SetDamage( m_lastDamageHealth );
if ( info.GetDamage() <= 0 )
return 0;
CSingleUserRecipientFilter user( this );
user.MakeReliable();
UserMessageBegin( user, "Damage" );
WRITE_BYTE( (int)info.GetDamage() );
WRITE_VEC3COORD( info.GetInflictor()->WorldSpaceCenter() );
//=============================================================================
// HPE_BEGIN:
// [menglish] Send the info about where the player was hit
//=============================================================================
if ( !( info.GetDamageType() & DMG_BULLET ) || bKnifeDamage )
{
WRITE_LONG( -1 );
}
else
{
WRITE_LONG( m_LastHitBox );
}
WRITE_VEC3COORD( m_vLastHitLocationObjectSpace );
//=============================================================================
// HPE_END
//=============================================================================
MessageEnd();
// Do special explosion damage effect
if ( info.GetDamageType() & DMG_BLAST )
{
OnDamagedByExplosion( info );
}
//=============================================================================
// HPE_BEGIN:
// [menglish] Achievement award for kill stealing i.e. killing an enemy who was very damaged from other players
// [Forrest] Moved this check before RecordDamageTaken so that the damage currently being dealt by this player
// won't disqualify them from getting the achievement.
//=============================================================================
if(m_iHealth - info.GetDamage() <= 0 && m_iHealth <= AchievementConsts::KillLowDamage_MaxHealthLeft)
{
bool onlyDamage = true;
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker());
if(pAttacker && pAttacker->GetTeamNumber() != GetTeamNumber())
{
//Verify that the killer has not done damage to this player beforehand
FOR_EACH_LL( m_DamageTakenList, i )
{
if( Q_strncmp( pAttacker->GetPlayerName(), m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 )
{
onlyDamage = false;
break;
}
}
if(onlyDamage)
{
pAttacker->AwardAchievement(CSKillLowDamage);
}
}
}
//=============================================================================
// HPE_END
//=============================================================================
#if REPORT_PLAYER_DAMAGE
// damage output spew
char dmgtype[64];
CTakeDamageInfo::DebugGetDamageTypeString( info.GetDamageType(), dmgtype, sizeof(dmgtype) );
if ( info.GetDamageType() & DMG_HEADSHOT )
Q_strncat(dmgtype, "HEADSHOT", sizeof(dmgtype));
char outputString[256];
Q_snprintf( outputString, sizeof(outputString), "%f: Player %s incoming %f damage from %s, type %s; applied %d health and %d armor\n",
gpGlobals->curtime, GetPlayerName(),
inputInfo.GetDamage(), info.GetInflictor()->GetDebugName(), dmgtype,
m_lastDamageHealth, m_lastDamageArmor);
Msg(outputString);
#endif
if ( pPlayer )
{
// Record for the shooter
pPlayer->RecordDamageGiven( GetPlayerName(), info.GetDamage() );
// And for the victim
RecordDamageTaken( pPlayer->GetPlayerName(), info.GetDamage() );
}
else
{
RecordDamageTaken( "world", info.GetDamage() );
}
m_vecTotalBulletForce += info.GetDamageForce();
gamestats->Event_PlayerDamage( this, info );
return CBaseCombatCharacter::OnTakeDamage( info );
}
else
{
return 0;
}
}
//MIKETODO: this probably should let the shield model catch the trace attacks.
bool CCSPlayer::IsHittingShield( const Vector &vecDirection, trace_t *ptr )
{
if ( HasShield() == false )
return false;
if ( IsShieldDrawn() == false )
return false;
float flDot;
Vector vForward;
Vector2D vec2LOS = vecDirection.AsVector2D();
AngleVectors( GetLocalAngles(), &vForward );
Vector2DNormalize( vForward.AsVector2D() );
Vector2DNormalize( vec2LOS );
flDot = DotProduct2D ( vec2LOS , vForward.AsVector2D() );
if ( flDot < -0.87f )
return true;
return false;
}
void CCSPlayer::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
bool bShouldBleed = true;
bool bShouldSpark = false;
bool bHitShield = IsHittingShield( vecDir, ptr );
CBasePlayer *pAttacker = (CBasePlayer*)ToBasePlayer( info.GetAttacker() );
// show blood for firendly fire only if FF is on
if ( pAttacker && ( GetTeamNumber() == pAttacker->GetTeamNumber() ) )
bShouldBleed = CSGameRules()->IsFriendlyFireOn();
if ( m_takedamage != DAMAGE_YES )
return;
m_LastHitGroup = ptr->hitgroup;
//=============================================================================
// HPE_BEGIN:
// [menglish] Used when calculating the position this player was hit at in the bone space
//=============================================================================
m_LastHitBox = ptr->hitbox;
//=============================================================================
// HPE_END
//=============================================================================
m_nForceBone = ptr->physicsbone; //Save this bone for ragdoll
float flDamage = info.GetDamage();
bool bHeadShot = false;
if ( bHitShield )
{
flDamage = 0;
bShouldBleed = false;
bShouldSpark = true;
}
else if( info.GetDamageType() & DMG_BLAST )
{
if ( ArmorValue() > 0 )
bShouldBleed = false;
if ( bShouldBleed == true )
{
// punch view if we have no armor
QAngle punchAngle = GetPunchAngle();
punchAngle.x = flDamage * -0.1;
if ( punchAngle.x < -4 )
punchAngle.x = -4;
SetPunchAngle( punchAngle );
}
}
else
{
//=============================================================================
// HPE_BEGIN:
// [menglish] Calculate the position this player was hit at in the bone space
//=============================================================================
matrix3x4_t boneTransformToWorld, boneTransformToObject;
GetBoneTransform(GetHitboxBone(ptr->hitbox), boneTransformToWorld);
MatrixInvert(boneTransformToWorld, boneTransformToObject);
VectorTransform(ptr->endpos, boneTransformToObject, m_vLastHitLocationObjectSpace);
//=============================================================================
// HPE_END
//=============================================================================
switch ( ptr->hitgroup )
{
case HITGROUP_GENERIC:
break;
case HITGROUP_HEAD:
if ( m_bHasHelmet )
{
// bShouldBleed = false;
bShouldSpark = true;
}
flDamage *= 4;
if ( !m_bHasHelmet )
{
QAngle punchAngle = GetPunchAngle();
punchAngle.x = flDamage * -0.5;
if ( punchAngle.x < -12 )
punchAngle.x = -12;
punchAngle.z = flDamage * random->RandomFloat(-1,1);
if ( punchAngle.z < -9 )
punchAngle.z = -9;
else if ( punchAngle.z > 9 )
punchAngle.z = 9;
SetPunchAngle( punchAngle );
}
bHeadShot = true;
break;
case HITGROUP_CHEST:
flDamage *= 1.0;
if ( ArmorValue() <= 0 )
{
QAngle punchAngle = GetPunchAngle();
punchAngle.x = flDamage * -0.1;
if ( punchAngle.x < -4 )
punchAngle.x = -4;
SetPunchAngle( punchAngle );
}
break;
case HITGROUP_STOMACH:
flDamage *= 1.25;
if ( ArmorValue() <= 0 )
{
QAngle punchAngle = GetPunchAngle();
punchAngle.x = flDamage * -0.1;
if ( punchAngle.x < -4 )
punchAngle.x = -4;
SetPunchAngle( punchAngle );
}
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
flDamage *= 1.0;
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
flDamage *= 0.75;
break;
default:
break;
}
}
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
if ( bShouldBleed )
{
// This does smaller splotches on the guy and splats blood on the world.
TraceBleed( flDamage, vecDir, ptr, info.GetDamageType() );
CEffectData data;
data.m_vOrigin = ptr->endpos;
data.m_vNormal = vecDir * -1;
data.m_nEntIndex = ptr->m_pEnt ? ptr->m_pEnt->entindex() : 0;
data.m_flMagnitude = flDamage;
// reduce blood effect if target has armor
if ( ArmorValue() > 0 )
data.m_flMagnitude *= 0.5f;
// reduce blood effect if target is hit in the helmet
if ( ptr->hitgroup == HITGROUP_HEAD && bShouldSpark )
data.m_flMagnitude *= 0.5;
DispatchEffect( "csblood", data );
}
if ( ( ptr->hitgroup == HITGROUP_HEAD || bHitShield ) && bShouldSpark ) // they hit a helmet
{
// show metal spark effect
g_pEffects->Sparks( ptr->endpos, 1, 1, &ptr->plane.normal );
}
if ( !bHitShield )
{
CTakeDamageInfo subInfo = info;
subInfo.SetDamage( flDamage );
if( bHeadShot )
subInfo.AddDamageType( DMG_HEADSHOT );
AddMultiDamage( subInfo, this );
}
}
void CCSPlayer::Reset()
{
ResetFragCount();
ResetDeathCount();
m_iAccount = 0;
AddAccount( -16000, false );
//remove any weapons they bought before the round started
RemoveAllItems( true );
//RemoveShield();
AddAccount( CSGameRules()->GetStartMoney(), true );
}
//-----------------------------------------------------------------------------
// Purpose: Displays a hint message to the player
// Input : *pMessage -
// bDisplayIfDead -
// bOverrideClientSettings -
//-----------------------------------------------------------------------------
void CCSPlayer::HintMessage( const char *pMessage, bool bDisplayIfDead, bool bOverrideClientSettings )
{
if ( ( !bDisplayIfDead && !IsAlive() ) || !IsNetClient() || !m_pHintMessageQueue )
return;
if ( bOverrideClientSettings || m_bShowHints )
m_pHintMessageQueue->AddMessage( pMessage );
}
void CCSPlayer::AddAccount( int amount, bool bTrackChange, bool bItemBought, const char *pItemName )
{
m_iAccount += amount;
//=============================================================================
// HPE_BEGIN:
// [menglish] Description of reason for change
//=============================================================================
if(amount > 0)
{
CCS_GameStats.Event_MoneyEarned( this, amount );
}
else if( amount < 0 && bItemBought)
{
CCS_GameStats.Event_MoneySpent( this, ABS(amount), pItemName );
}
//=============================================================================
// HPE_END
//=============================================================================
if ( m_iAccount < 0 )
m_iAccount = 0;
else if ( m_iAccount > 16000 )
m_iAccount = 16000;
}
void CCSPlayer::MarkAsNotReceivingMoneyNextRound()
{
m_receivesMoneyNextRound = false;
}
bool CCSPlayer::DoesPlayerGetRoundStartMoney()
{
return m_receivesMoneyNextRound;
}
CCSPlayer* CCSPlayer::Instance( int iEnt )
{
return dynamic_cast< CCSPlayer* >( CBaseEntity::Instance( INDEXENT( iEnt ) ) );
}
void CCSPlayer::DropC4()
{
}
bool CCSPlayer::HasDefuser()
{
return m_bHasDefuser;
}
void CCSPlayer::RemoveDefuser()
{
m_bHasDefuser = false;
}
void CCSPlayer::GiveDefuser(bool bPickedUp /* = false */)
{
if ( !m_bHasDefuser )
{
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
if( event )
{
event->SetInt( "userid", GetUserID() );
event->SetString( "item", "defuser" );
gameeventmanager->FireEvent( event );
}
}
m_bHasDefuser = true;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
m_bPickedUpDefuser = bPickedUp;
//=============================================================================
// HPE_END
//=============================================================================
}
// player blinded by a flashbang
void CCSPlayer::Blind( float holdTime, float fadeTime, float startingAlpha )
{
// Don't flash a spectator.
color32 clr = {255, 255, 255, 255};
clr.a = startingAlpha;
// estimate when we can see again
float oldBlindUntilTime = m_blindUntilTime;
float oldBlindStartTime = m_blindStartTime;
m_blindUntilTime = MAX( m_blindUntilTime, gpGlobals->curtime + holdTime + 0.5f * fadeTime );
m_blindStartTime = gpGlobals->curtime;
// Spectators get a lessened flash.
if ( (GetObserverMode() != OBS_MODE_NONE) && (GetObserverMode() != OBS_MODE_IN_EYE) )
{
if ( !mp_fadetoblack.GetBool() )
{
clr.a = 150;
fadeTime = MIN(fadeTime, 0.5f); // make sure the spectator flashbang time is 1/2 second or less.
holdTime = MIN(holdTime, fadeTime * 0.5f); // adjust the hold time to match the fade time.
UTIL_ScreenFade( this, clr, fadeTime, holdTime, FFADE_IN );
}
}
else
{
fadeTime /= 1.4;
if ( gpGlobals->curtime > oldBlindUntilTime )
{
// The previous flashbang is wearing off, or completely gone
m_flFlashDuration = fadeTime;
m_flFlashMaxAlpha = startingAlpha;
}
else
{
// The previous flashbang is still going strong - only extend the duration
float remainingDuration = oldBlindStartTime + m_flFlashDuration - gpGlobals->curtime;
m_flFlashDuration = MAX( remainingDuration, fadeTime );
m_flFlashMaxAlpha = MAX( m_flFlashMaxAlpha, startingAlpha );
}
// allow bots to react
IGameEvent * event = gameeventmanager->CreateEvent( "player_blind" );
if ( event )
{
event->SetInt( "userid", GetUserID() );
gameeventmanager->FireEvent( event );
}
}
}
void CCSPlayer::Deafen( float flDistance )
{
// Spectators don't get deafened
if ( (GetObserverMode() == OBS_MODE_NONE) || (GetObserverMode() == OBS_MODE_IN_EYE) )
{
// dsp presets are defined in hl2/scripts/dsp_presets.txt
int effect;
if( flDistance < 600 )
{
effect = 134;
}
else if( flDistance < 800 )
{
effect = 135;
}
else if( flDistance < 1000 )
{
effect = 136;
}
else
{
// too far for us to get an effect
return;
}
CSingleUserRecipientFilter user( this );
enginesound->SetPlayerDSP( user, effect, false );
//TODO: bots can't hear sound for a while?
}
}
void CCSPlayer::GiveShield( void )
{
#ifdef CS_SHIELD_ENABLED
m_bHasShield = true;
m_bShieldDrawn = false;
if ( HasSecondaryWeapon() )
{
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
pWeapon->SetModel( pWeapon->GetViewModel() );
pWeapon->Deploy();
}
CBaseViewModel *pVM = GetViewModel( 1 );
if ( pVM )
{
ShowViewModel( true );
pVM->RemoveEffects( EF_NODRAW );
pVM->SetWeaponModel( SHIELD_VIEW_MODEL, GetActiveWeapon() );
pVM->SendViewModelMatchingSequence( 1 );
}
#endif
}
void CCSPlayer::RemoveShield( void )
{
#ifdef CS_SHIELD_ENABLED
m_bHasShield = false;
CBaseViewModel *pVM = GetViewModel( 1 );
if ( pVM )
{
pVM->AddEffects( EF_NODRAW );
}
#endif
}
void CCSPlayer::RemoveAllItems( bool removeSuit )
{
if( HasDefuser() )
{
RemoveDefuser();
}
if ( HasShield() )
{
RemoveShield();
}
m_bHasNightVision = false;
m_bNightVisionOn = false;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
m_bPickedUpDefuser = false;
m_bDefusedWithPickedUpKit = false;
//=============================================================================
// HPE_END
//=============================================================================
if ( removeSuit )
{
m_bHasHelmet = false;
SetArmorValue( 0 );
}
BaseClass::RemoveAllItems( removeSuit );
}
void CCSPlayer::ObserverRoundRespawn()
{
ClearFlashbangScreenFade();
// did we change our name last round?
if ( m_szNewName[0] != 0 )
{
// ... and force the name change now. After this happens, the gamerules will get
// a ClientSettingsChanged callback from the above ClientCommand, but the name
// matches what we're setting here, so it will do nothing.
ChangeName( m_szNewName );
m_szNewName[0] = 0;
}
}
void CCSPlayer::RoundRespawn()
{
//MIKETODO: menus
//if ( m_iMenu != Menu_ChooseAppearance )
{
// Put them back into the game.
StopObserverMode();
State_Transition( STATE_ACTIVE );
respawn( this, false );
m_nButtons = 0;
SetNextThink( TICK_NEVER_THINK );
}
m_receivesMoneyNextRound = true; // reset this variable so they can receive their cash next round.
//If they didn't die, this will print out their damage info
OutputDamageGiven();
OutputDamageTaken();
ResetDamageCounters();
}
void CCSPlayer::CheckTKPunishment( void )
{
// teamkill punishment..
if ( (m_bJustKilledTeammate == true) && mp_tkpunish.GetInt() )
{
m_bJustKilledTeammate = false;
m_bPunishedForTK = true;
CommitSuicide();
}
}
CWeaponCSBase* CCSPlayer::GetActiveCSWeapon() const
{
return dynamic_cast< CWeaponCSBase* >( GetActiveWeapon() );
}
void CCSPlayer::PreThink()
{
BaseClass::PreThink();
if ( m_bAutoReload )
{
m_bAutoReload = false;
m_nButtons |= IN_RELOAD;
}
if ( m_afButtonLast != m_nButtons )
m_flLastMovement = gpGlobals->curtime;
if ( g_fGameOver )
return;
State_PreThink();
if ( m_pHintMessageQueue )
m_pHintMessageQueue->Update();
//Reset bullet force accumulator, only lasts one frame
m_vecTotalBulletForce = vec3_origin;
if ( mp_autokick.GetBool() && !IsBot() && !IsHLTV() && !IsAutoKickDisabled() )
{
if ( m_flLastMovement + CSGameRules()->GetRoundLength()*2 < gpGlobals->curtime )
{
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_idle_kick", GetPlayerName() );
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", GetUserID() ) );
m_flLastMovement = gpGlobals->curtime;
}
}
#ifndef _XBOX
// CS would like their players to continue to update their LastArea since it is displayed in the hud voice chat UI
// But we won't do the population tracking while dead.
CNavArea *area = TheNavMesh->GetNavArea( GetAbsOrigin(), 1000 );
if (area && area != m_lastNavArea)
{
m_lastNavArea = area;
if ( area->GetPlace() != UNDEFINED_PLACE )
{
const char *placeName = TheNavMesh->PlaceToName( area->GetPlace() );
if ( placeName && *placeName )
{
Q_strncpy( m_szLastPlaceName.GetForModify(), placeName, MAX_PLACE_NAME_LENGTH );
}
}
}
#endif
}
void CCSPlayer::MoveToNextIntroCamera()
{
m_pIntroCamera = gEntList.FindEntityByClassname( m_pIntroCamera, "point_viewcontrol" );
// if m_pIntroCamera is NULL we just were at end of list, start searching from start again
if(!m_pIntroCamera)
m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "point_viewcontrol");
// find the target
CBaseEntity *Target = NULL;
if( m_pIntroCamera )
{
Target = gEntList.FindEntityByName( NULL, STRING(m_pIntroCamera->m_target) );
}
// if we still couldn't find a camera, goto T spawn
if(!m_pIntroCamera)
m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "info_player_terrorist");
SetViewOffset( vec3_origin ); // no view offset
UTIL_SetSize( this, vec3_origin, vec3_origin ); // no bbox
if( !Target ) //if there are no cameras(or the camera has no target, find a spawn point and black out the screen
{
if ( m_pIntroCamera.IsValid() )
SetAbsOrigin( m_pIntroCamera->GetAbsOrigin() + VEC_VIEW );
SetAbsAngles( QAngle( 0, 0, 0 ) );
m_pIntroCamera = NULL; // never update again
return;
}
Vector vCamera = Target->GetAbsOrigin() - m_pIntroCamera->GetAbsOrigin();
Vector vIntroCamera = m_pIntroCamera->GetAbsOrigin();
VectorNormalize( vCamera );
QAngle CamAngles;
VectorAngles( vCamera, CamAngles );
SetAbsOrigin( vIntroCamera );
SetAbsAngles( CamAngles );
SnapEyeAngles( CamAngles );
m_fIntroCamTime = gpGlobals->curtime + 6;
}
class NotVIP
{
public:
bool operator()( CBasePlayer *player )
{
CCSPlayer *csPlayer = static_cast< CCSPlayer * >(player);
csPlayer->MakeVIP( false );
return true;
}
};
// Expose the VIP selection to plugins, since we don't have an official VIP mode. This
// allows plugins to access the (limited) VIP functionality already present (scoreboard
// identification and radar color).
CON_COMMAND( cs_make_vip, "Marks a player as the VIP" )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
if ( args.ArgC() != 2 )
{
return;
}
CCSPlayer *player = static_cast< CCSPlayer * >(UTIL_PlayerByIndex( atoi( args[1] ) ));
if ( !player )
{
// Invalid value clears out VIP
NotVIP notVIP;
ForEachPlayer( notVIP );
return;
}
player->MakeVIP( true );
}
void CCSPlayer::MakeVIP( bool isVIP )
{
if ( isVIP )
{
NotVIP notVIP;
ForEachPlayer( notVIP );
}
m_isVIP = isVIP;
}
bool CCSPlayer::IsVIP() const
{
return m_isVIP;
}
void CCSPlayer::DropShield( void )
{
#ifdef CS_SHIELD_ENABLED
//Drop an item_defuser
Vector vForward, vRight;
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
RemoveShield();
CBaseAnimating *pShield = (CBaseAnimating *)CBaseEntity::Create( "item_shield", WorldSpaceCenter(), GetLocalAngles() );
pShield->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
CBaseCombatWeapon *pActive = GetActiveWeapon();
if ( pActive )
{
pActive->Deploy();
}
#endif
}
void CCSPlayer::SetShieldDrawnState( bool bState )
{
#ifdef CS_SHIELD_ENABLED
m_bShieldDrawn = bState;
#endif
}
bool CCSPlayer::CSWeaponDrop( CBaseCombatWeapon *pWeapon, bool bDropShield, bool bThrowForward )
{
bool bSuccess = false;
if ( HasShield() && bDropShield == true )
{
DropShield();
return true;
}
if ( pWeapon )
{
Vector vForward;
AngleVectors( EyeAngles(), &vForward, NULL, NULL );
//GetVectors( &vForward, NULL, NULL );
Vector vTossPos = WorldSpaceCenter();
if( bThrowForward )
vTossPos = vTossPos + vForward * 64;
Weapon_Drop( pWeapon, &vTossPos, NULL );
pWeapon->SetSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS );
pWeapon->SetMoveCollide( MOVECOLLIDE_FLY_BOUNCE );
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
if( pCSWeapon )
{
pCSWeapon->SetWeaponModelIndex( pCSWeapon->GetCSWpnData().szWorldModel );
//Find out the index of the ammo type
int iAmmoIndex = pCSWeapon->GetPrimaryAmmoType();
//If it has an ammo type, find out how much the player has
if( iAmmoIndex != -1 )
{
// Check to make sure we don't have other weapons using this ammo type
bool bAmmoTypeInUse = false;
if ( IsAlive() && GetHealth() > 0 )
{
for ( int i=0; i<MAX_WEAPONS; ++i )
{
CBaseCombatWeapon *pOtherWeapon = GetWeapon(i);
if ( pOtherWeapon && pOtherWeapon != pWeapon && pOtherWeapon->GetPrimaryAmmoType() == iAmmoIndex )
{
bAmmoTypeInUse = true;
break;
}
}
}
if ( !bAmmoTypeInUse )
{
int iAmmoToDrop = GetAmmoCount( iAmmoIndex );
//Add this much to the dropped weapon
pCSWeapon->SetExtraAmmoCount( iAmmoToDrop );
//Remove all ammo of this type from the player
SetAmmoCount( 0, iAmmoIndex );
}
}
}
//=========================================
// Teleport the weapon to the player's hand
//=========================================
int iBIndex = -1;
int iWeaponBoneIndex = -1;
MDLCACHE_CRITICAL_SECTION();
CStudioHdr *hdr = pWeapon->GetModelPtr();
// If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 )
{
// Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex )
{
iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() );
// Found one!
if ( iBIndex != -1 )
{
break;
}
}
if ( iWeaponBoneIndex == hdr->numbones() )
return true;
if ( iBIndex == -1 )
{
iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" );
}
}
else
{
iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" );
}
if ( iBIndex != -1)
{
Vector origin;
QAngle angles;
matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity();
pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) );
pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) );
pWeapon->InvalidateBoneCache();
matrix3x4_t rootLocal;
pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal;
MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix;
ConcatTransforms( transform, rootInvLocal, weaponMatrix );
MatrixAngles( weaponMatrix, angles, origin );
pWeapon->Teleport( &origin, &angles, NULL );
//Have to teleport the physics object as well
IPhysicsObject *pWeaponPhys = pWeapon->VPhysicsGetObject();
if( pWeaponPhys )
{
Vector vPos;
QAngle vAngles;
pWeaponPhys->GetPosition( &vPos, &vAngles );
pWeaponPhys->SetPosition( vPos, angles, true );
AngularImpulse angImp(0,0,0);
Vector vecAdd = GetAbsVelocity();
pWeaponPhys->AddVelocity( &vecAdd, &angImp );
}
}
bSuccess = true;
}
return bSuccess;
}
bool CCSPlayer::DropRifle( bool fromDeath )
{
bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if ( pWeapon )
{
bSuccess = CSWeaponDrop( pWeapon, false );
}
//=============================================================================
// HPE_BEGIN:
// [menglish] Add the dropped weapon to the dropped equipment list
//=============================================================================
if( fromDeath && bSuccess )
{
m_hDroppedEquipment[DROPPED_WEAPON] = static_cast<CBaseEntity *>(pWeapon);
}
//=============================================================================
// HPE_END
//=============================================================================
return bSuccess;
}
bool CCSPlayer::DropPistol( bool fromDeath )
{
bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if ( pWeapon )
{
bSuccess = CSWeaponDrop( pWeapon, false );
m_bUsingDefaultPistol = false;
}
//=============================================================================
// HPE_BEGIN:
// [menglish] Add the dropped weapon to the dropped equipment list
//=============================================================================
if( fromDeath && bSuccess )
{
m_hDroppedEquipment[DROPPED_WEAPON] = static_cast<CBaseEntity *>(pWeapon);
}
//=============================================================================
// HPE_END
//=============================================================================
return bSuccess;
}
bool CCSPlayer::HasPrimaryWeapon( void )
{
bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if ( pWeapon )
{
bSuccess = true;
}
return bSuccess;
}
bool CCSPlayer::HasSecondaryWeapon( void )
{
bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if ( pWeapon )
{
bSuccess = true;
}
return bSuccess;
}
bool CCSPlayer::IsInBuyZone()
{
return m_bInBuyZone && !IsVIP();
}
bool CCSPlayer::CanPlayerBuy( bool display )
{
// is the player in a buy zone?
if ( !IsInBuyZone() )
{
return false;
}
CCSGameRules* mp = CSGameRules();
// is the player alive?
if ( m_lifeState != LIFE_ALIVE )
{
return false;
}
int buyTime = (int)(mp_buytime.GetFloat() * 60);
if ( mp->IsBuyTimeElapsed() )
{
if ( display == true )
{
char strBuyTime[16];
Q_snprintf( strBuyTime, sizeof( strBuyTime ), "%d", buyTime );
ClientPrint( this, HUD_PRINTCENTER, "#Cant_buy", strBuyTime );
}
return false;
}
if ( m_bIsVIP )
{
if ( display == true )
ClientPrint( this, HUD_PRINTCENTER, "#VIP_cant_buy" );
return false;
}
if ( mp->m_bCTCantBuy && ( GetTeamNumber() == TEAM_CT ) )
{
if ( display == true )
ClientPrint( this, HUD_PRINTCENTER, "#CT_cant_buy" );
return false;
}
if ( mp->m_bTCantBuy && ( GetTeamNumber() == TEAM_TERRORIST ) )
{
if ( display == true )
ClientPrint( this, HUD_PRINTCENTER, "#Terrorist_cant_buy" );
return false;
}
return true;
}
BuyResult_e CCSPlayer::AttemptToBuyVest( void )
{
int iKevlarPrice = KEVLAR_PRICE;
if ( CSGameRules()->IsBlackMarket() )
{
iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
}
if ( ArmorValue() >= 100 )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar" );
return BUY_ALREADY_HAVE;
}
else if ( m_iAccount < iKevlarPrice )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
return BUY_CANT_AFFORD;
}
else
{
if ( m_bHasHelmet )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Helmet_Bought_Kevlar" );
}
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
if( event )
{
event->SetInt( "userid", GetUserID() );
event->SetString( "item", "vest" );
gameeventmanager->FireEvent( event );
}
GiveNamedItem( "item_kevlar" );
AddAccount( -iKevlarPrice, true, true, "item_kevlar" );
BlackMarketAddWeapon( "item_kevlar", this );
return BUY_BOUGHT;
}
}
BuyResult_e CCSPlayer::AttemptToBuyAssaultSuit( void )
{
// WARNING: This price logic also exists in C_CSPlayer::GetCurrentAssaultSuitPrice
// and must be kept in sync if changes are made.
int fullArmor = ArmorValue() >= 100 ? 1 : 0;
int price = 0, enoughMoney = 0;
int iHelmetPrice = HELMET_PRICE;
int iKevlarPrice = KEVLAR_PRICE;
int iAssaultSuitPrice = ASSAULTSUIT_PRICE;
if ( CSGameRules()->IsBlackMarket() )
{
iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
iAssaultSuitPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT );
iHelmetPrice = iAssaultSuitPrice - iKevlarPrice;
}
if ( fullArmor && m_bHasHelmet )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar_Helmet" );
return BUY_ALREADY_HAVE;
}
else if ( fullArmor && !m_bHasHelmet && m_iAccount >= iHelmetPrice )
{
enoughMoney = 1;
price = iHelmetPrice;
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar_Bought_Helmet" );
}
else if ( !fullArmor && m_bHasHelmet && m_iAccount >= iKevlarPrice )
{
enoughMoney = 1;
price = iKevlarPrice;
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Helmet_Bought_Kevlar" );
}
else if ( m_iAccount >= iAssaultSuitPrice )
{
enoughMoney = 1;
price = iAssaultSuitPrice;
}
// process the result
if ( !enoughMoney )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
return BUY_CANT_AFFORD;
}
else
{
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
if( event )
{
event->SetInt( "userid", GetUserID() );
event->SetString( "item", "vesthelm" );
gameeventmanager->FireEvent( event );
}
GiveNamedItem( "item_assaultsuit" );
AddAccount( -price, true, true, "item_assaultsuit" );
BlackMarketAddWeapon( "item_assaultsuit", this );
return BUY_BOUGHT;
}
}
BuyResult_e CCSPlayer::AttemptToBuyShield( void )
{
#ifdef CS_SHIELD_ENABLED
if ( HasShield() ) // prevent this guy from buying more than 1 Defuse Kit
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" );
return BUY_ALREADY_HAVE;
}
else if ( m_iAccount < SHIELD_PRICE )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
return BUY_CANT_AFFORD;
}
else
{
if ( HasSecondaryWeapon() )
{
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
if ( pCSWeapon && pCSWeapon->GetCSWpnData().m_bCanUseWithShield == false )
return;
}
if ( HasPrimaryWeapon() )
DropRifle();
GiveShield();
CPASAttenuationFilter filter( this, "Player.PickupWeapon" );
EmitSound( filter, entindex(), "Player.PickupWeapon" );
m_bAnythingBought = true;
AddAccount( -SHIELD_PRICE, true, true, "item_shield" );
return BUY_BOUGHT;
}
#else
ClientPrint( this, HUD_PRINTCENTER, "Tactical shield disabled" );
return BUY_NOT_ALLOWED;
#endif
}
BuyResult_e CCSPlayer::AttemptToBuyDefuser( void )
{
CCSGameRules *MPRules = CSGameRules();
if( ( GetTeamNumber() == TEAM_CT ) && MPRules->IsBombDefuseMap() )
{
if ( HasDefuser() ) // prevent this guy from buying more than 1 Defuse Kit
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" );
return BUY_ALREADY_HAVE;
}
else if ( m_iAccount < DEFUSEKIT_PRICE )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
return BUY_CANT_AFFORD;
}
else
{
GiveDefuser();
CPASAttenuationFilter filter( this, "Player.PickupWeapon" );
EmitSound( filter, entindex(), "Player.PickupWeapon" );
AddAccount( -DEFUSEKIT_PRICE, true, true, "item_defuser" );
return BUY_BOUGHT;
}
}
return BUY_NOT_ALLOWED;
}
BuyResult_e CCSPlayer::AttemptToBuyNightVision( void )
{
int iNVGPrice = NVG_PRICE;
if ( CSGameRules()->IsBlackMarket() )
{
iNVGPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG );
}
if ( m_bHasNightVision == TRUE )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" );
return BUY_ALREADY_HAVE;
}
else if ( m_iAccount < iNVGPrice )
{
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
return BUY_CANT_AFFORD;
}
else
{
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
if( event )
{
event->SetInt( "userid", GetUserID() );
event->SetString( "item", "nvgs" );
gameeventmanager->FireEvent( event );
}
GiveNamedItem( "item_nvgs" );
AddAccount( -iNVGPrice, true, true );
BlackMarketAddWeapon( "nightvision", this );
if ( !(m_iDisplayHistoryBits & DHF_NIGHTVISION) )
{
HintMessage( "#Hint_use_nightvision", false );
m_iDisplayHistoryBits |= DHF_NIGHTVISION;
}
return BUY_BOUGHT;
}
}
// Handles the special "buy" alias commands we're creating to accommodate the buy
// scripts players use (now that we've rearranged the buy menus and broken the scripts)
//=============================================================================
// HPE_BEGIN:
//[tj] This is essentially a shim so I can easily check the return
// value without adding new code to all the return points.
//=============================================================================
BuyResult_e CCSPlayer::HandleCommand_Buy( const char *item )
{
BuyResult_e result = HandleCommand_Buy_Internal(item);
if (result == BUY_BOUGHT)
{
m_bMadePurchseThisRound = true;
CCS_GameStats.IncrementStat(this, CSSTAT_ITEMS_PURCHASED, 1);
}
return result;
}
BuyResult_e CCSPlayer::HandleCommand_Buy_Internal( const char* wpnName )
//=============================================================================
// HPE_END
//=============================================================================
{
BuyResult_e result = CanPlayerBuy( false ) ? BUY_PLAYER_CANT_BUY : BUY_INVALID_ITEM; // set some defaults
// translate the new weapon names to the old ones that are actually being used.
wpnName = GetTranslatedWeaponAlias(wpnName);
CCSWeaponInfo *pWeaponInfo = GetWeaponInfo( AliasToWeaponID( wpnName ) );
if ( pWeaponInfo == NULL )
{
if ( Q_stricmp( wpnName, "primammo" ) == 0 )
{
result = AttemptToBuyAmmo( 0 );
}
else if ( Q_stricmp( wpnName, "secammo" ) == 0 )
{
result = AttemptToBuyAmmo( 1 );
}
else if ( Q_stristr( wpnName, "defuser" ) )
{
if( CanPlayerBuy( true ) )
{
result = AttemptToBuyDefuser();
}
}
}
else
{
if( !CanPlayerBuy( true ) )
{
return BUY_PLAYER_CANT_BUY;
}
BuyResult_e equipResult = BUY_INVALID_ITEM;
if ( Q_stristr( wpnName, "kevlar" ) )
{
equipResult = AttemptToBuyVest();
}
else if ( Q_stristr( wpnName, "assaultsuit" ) )
{
equipResult = AttemptToBuyAssaultSuit();
}
else if ( Q_stristr( wpnName, "shield" ) )
{
equipResult = AttemptToBuyShield();
}
else if ( Q_stristr( wpnName, "nightvision" ) )
{
equipResult = AttemptToBuyNightVision();
}
if ( equipResult != BUY_INVALID_ITEM )
{
if ( equipResult == BUY_BOUGHT )
{
BuildRebuyStruct();
}
return equipResult; // intentional early return here
}
bool bPurchase = false;
// MIKETODO: assasination maps have a specific set of weapons that can be used in them.
if ( pWeaponInfo->m_iTeam != TEAM_UNASSIGNED && GetTeamNumber() != pWeaponInfo->m_iTeam )
{
result = BUY_NOT_ALLOWED;
if ( pWeaponInfo->m_WrongTeamMsg[0] != 0 )
{
ClientPrint( this, HUD_PRINTCENTER, "#Alias_Not_Avail", pWeaponInfo->m_WrongTeamMsg );
}
}
else if ( pWeaponInfo->GetWeaponPrice() <= 0 )
{
// ClientPrint( this, HUD_PRINTCENTER, "#Cant_buy_this_item", pWeaponInfo->m_WrongTeamMsg );
}
else if( pWeaponInfo->m_WeaponType == WEAPONTYPE_GRENADE )
{
// make sure the player can afford this item.
if ( m_iAccount >= pWeaponInfo->GetWeaponPrice() )
{
bPurchase = true;
const char *szWeaponName = NULL;
int ammoMax = 0;
if ( Q_strstr( pWeaponInfo->szClassName, "flashbang" ) )
{
szWeaponName = "weapon_flashbang";
ammoMax = ammo_flashbang_max.GetInt();
}
else if ( Q_strstr( pWeaponInfo->szClassName, "hegrenade" ) )
{
szWeaponName = "weapon_hegrenade";
ammoMax = ammo_hegrenade_max.GetInt();
}
else if ( Q_strstr( pWeaponInfo->szClassName, "smokegrenade" ) )
{
szWeaponName = "weapon_smokegrenade";
ammoMax = ammo_smokegrenade_max.GetInt();
}
if ( szWeaponName != NULL )
{
CBaseCombatWeapon* pGrenadeWeapon = Weapon_OwnsThisType( szWeaponName );
{
if ( pGrenadeWeapon != NULL )
{
int nAmmoType = pGrenadeWeapon->GetPrimaryAmmoType();
if( nAmmoType != -1 )
{
if( GetAmmoCount(nAmmoType) >= ammoMax )
{
result = BUY_ALREADY_HAVE;
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Carry_Anymore" );
bPurchase = false;
}
}
}
}
}
}
}
else if ( !Weapon_OwnsThisType( pWeaponInfo->szClassName ) ) //don't buy duplicate weapons
{
// do they have enough money?
if ( m_iAccount >= pWeaponInfo->GetWeaponPrice() )
{
if ( m_lifeState != LIFE_DEAD )
{
if ( pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL )
{
DropPistol();
}
else if ( pWeaponInfo->iSlot == WEAPON_SLOT_RIFLE )
{
DropRifle();
}
}
bPurchase = true;
}
else
{
result = BUY_CANT_AFFORD;
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
}
}
else
{
result = BUY_ALREADY_HAVE;
}
if ( HasShield() )
{
if ( pWeaponInfo->m_bCanUseWithShield == false )
{
result = BUY_NOT_ALLOWED;
bPurchase = false;
}
}
if( bPurchase )
{
result = BUY_BOUGHT;
if ( bPurchase && pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL )
m_bUsingDefaultPistol = false;
GiveNamedItem( pWeaponInfo->szClassName );
AddAccount( -pWeaponInfo->GetWeaponPrice(), true, true, pWeaponInfo->szClassName );
BlackMarketAddWeapon( wpnName, this );
}
}
if ( result == BUY_BOUGHT )
{
BuildRebuyStruct();
}
return result;
}
BuyResult_e CCSPlayer::BuyGunAmmo( CBaseCombatWeapon *pWeapon, bool bBlinkMoney )
{
if ( !CanPlayerBuy( false ) )
{
return BUY_PLAYER_CANT_BUY;
}
// Ensure that the weapon uses ammo
int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo == -1 )
{
return BUY_ALREADY_HAVE;
}
// Can only buy if the player does not already have full ammo
if ( GetAmmoCount( nAmmo ) >= GetAmmoDef()->MaxCarry( nAmmo ) )
{
return BUY_ALREADY_HAVE;
}
// Purchase the ammo if the player has enough money
if ( m_iAccount >= GetCSAmmoDef()->GetCost( nAmmo ) )
{
GiveAmmo( GetCSAmmoDef()->GetBuySize( nAmmo ), nAmmo, true );
AddAccount( -GetCSAmmoDef()->GetCost( nAmmo ), true, true, GetCSAmmoDef()->GetAmmoOfIndex( nAmmo )->pName );
return BUY_BOUGHT;
}
if ( bBlinkMoney )
{
// Not enough money.. let the player know
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
}
return BUY_CANT_AFFORD;
}
BuyResult_e CCSPlayer::BuyAmmo( int nSlot, bool bBlinkMoney )
{
if ( !CanPlayerBuy( false ) )
{
return BUY_PLAYER_CANT_BUY;
}
if ( nSlot < 0 || nSlot > 1 )
{
return BUY_INVALID_ITEM;
}
// Buy one ammo clip for all weapons in the given slot
//
// nSlot == 1 : Primary weapons
// nSlot == 2 : Secondary weapons
CBaseCombatWeapon *pSlot = Weapon_GetSlot( nSlot );
if ( !pSlot )
return BUY_INVALID_ITEM;
//MIKETODO: shield.
//if ( player->HasShield() && player->m_rgpPlayerItems[2] )
// pItem = player->m_rgpPlayerItems[2];
return BuyGunAmmo( pSlot, bBlinkMoney );
}
BuyResult_e CCSPlayer::AttemptToBuyAmmo( int iAmmoType )
{
Assert( iAmmoType == 0 || iAmmoType == 1 );
BuyResult_e result = BuyAmmo( iAmmoType, true );
if ( result == BUY_BOUGHT )
{
while ( BuyAmmo( iAmmoType, false ) == BUY_BOUGHT )
{
// empty loop - keep buying
}
return BUY_BOUGHT;
}
return result;
}
BuyResult_e CCSPlayer::AttemptToBuyAmmoSingle( int iAmmoType )
{
Assert( iAmmoType == 0 || iAmmoType == 1 );
BuyResult_e result = BuyAmmo( iAmmoType, true );
if ( result == BUY_BOUGHT )
{
BuildRebuyStruct();
}
return result;
}
const char *RadioEventName[ RADIO_NUM_EVENTS+1 ] =
{
"RADIO_INVALID",
"EVENT_START_RADIO_1",
"EVENT_RADIO_COVER_ME",
"EVENT_RADIO_YOU_TAKE_THE_POINT",
"EVENT_RADIO_HOLD_THIS_POSITION",
"EVENT_RADIO_REGROUP_TEAM",
"EVENT_RADIO_FOLLOW_ME",
"EVENT_RADIO_TAKING_FIRE",
"EVENT_START_RADIO_2",
"EVENT_RADIO_GO_GO_GO",
"EVENT_RADIO_TEAM_FALL_BACK",
"EVENT_RADIO_STICK_TOGETHER_TEAM",
"EVENT_RADIO_GET_IN_POSITION_AND_WAIT",
"EVENT_RADIO_STORM_THE_FRONT",
"EVENT_RADIO_REPORT_IN_TEAM",
"EVENT_START_RADIO_3",
"EVENT_RADIO_AFFIRMATIVE",
"EVENT_RADIO_ENEMY_SPOTTED",
"EVENT_RADIO_NEED_BACKUP",
"EVENT_RADIO_SECTOR_CLEAR",
"EVENT_RADIO_IN_POSITION",
"EVENT_RADIO_REPORTING_IN",
"EVENT_RADIO_GET_OUT_OF_THERE",
"EVENT_RADIO_NEGATIVE",
"EVENT_RADIO_ENEMY_DOWN",
"EVENT_RADIO_END",
NULL // must be NULL-terminated
};
/**
* Convert name to RadioType
*/
RadioType NameToRadioEvent( const char *name )
{
for( int i=0; RadioEventName[i]; ++i )
if (!stricmp( RadioEventName[i], name ))
return static_cast<RadioType>( i );
return RADIO_INVALID;
}
void CCSPlayer::HandleMenu_Radio1( int slot )
{
if( m_iRadioMessages < 0 )
return;
if( m_flRadioTime > gpGlobals->curtime )
return;
m_iRadioMessages--;
m_flRadioTime = gpGlobals->curtime + 1.5;
switch ( slot )
{
case 1 :
Radio( "Radio.CoverMe", "#Cstrike_TitlesTXT_Cover_me" );
break;
case 2 :
Radio( "Radio.YouTakeThePoint", "#Cstrike_TitlesTXT_You_take_the_point" );
break;
case 3 :
Radio( "Radio.HoldPosition", "#Cstrike_TitlesTXT_Hold_this_position" );
break;
case 4 :
Radio( "Radio.Regroup", "#Cstrike_TitlesTXT_Regroup_team" );
break;
case 5 :
Radio( "Radio.FollowMe", "#Cstrike_TitlesTXT_Follow_me" );
break;
case 6 :
Radio( "Radio.TakingFire", "#Cstrike_TitlesTXT_Taking_fire" );
break;
}
// tell bots about radio message
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("slot", RADIO_START_1 + slot );
gameeventmanager->FireEvent( event );
}
}
void CCSPlayer::HandleMenu_Radio2( int slot )
{
if( m_iRadioMessages < 0 )
return;
if( m_flRadioTime > gpGlobals->curtime )
return;
m_iRadioMessages--;
m_flRadioTime = gpGlobals->curtime + 1.5;
switch ( slot )
{
case 1 :
Radio( "Radio.GoGoGo", "#Cstrike_TitlesTXT_Go_go_go" );
break;
case 2 :
Radio( "Radio.TeamFallBack", "#Cstrike_TitlesTXT_Team_fall_back" );
break;
case 3 :
Radio( "Radio.StickTogether", "#Cstrike_TitlesTXT_Stick_together_team" );
break;
case 4 :
Radio( "Radio.GetInPosition", "#Cstrike_TitlesTXT_Get_in_position_and_wait" );
break;
case 5 :
Radio( "Radio.StormFront", "#Cstrike_TitlesTXT_Storm_the_front" );
break;
case 6 :
Radio( "Radio.ReportInTeam", "#Cstrike_TitlesTXT_Report_in_team" );
break;
}
// tell bots about radio message
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("slot", RADIO_START_2 + slot );
gameeventmanager->FireEvent( event );
}
}
void CCSPlayer::HandleMenu_Radio3( int slot )
{
if( m_iRadioMessages < 0 )
return;
if( m_flRadioTime > gpGlobals->curtime )
return;
m_iRadioMessages--;
m_flRadioTime = gpGlobals->curtime + 1.5;
switch ( slot )
{
case 1 :
if ( random->RandomInt( 0,1 ) )
Radio( "Radio.Affirmitive", "#Cstrike_TitlesTXT_Affirmative" );
else
Radio( "Radio.Roger", "#Cstrike_TitlesTXT_Roger_that" );
break;
case 2 :
Radio( "Radio.EnemySpotted", "#Cstrike_TitlesTXT_Enemy_spotted" );
break;
case 3 :
Radio( "Radio.NeedBackup", "#Cstrike_TitlesTXT_Need_backup" );
break;
case 4 :
Radio( "Radio.SectorClear", "#Cstrike_TitlesTXT_Sector_clear" );
break;
case 5 :
Radio( "Radio.InPosition", "#Cstrike_TitlesTXT_In_position" );
break;
case 6 :
Radio( "Radio.ReportingIn", "#Cstrike_TitlesTXT_Reporting_in" );
break;
case 7 :
Radio( "Radio.GetOutOfThere", "#Cstrike_TitlesTXT_Get_out_of_there" );
break;
case 8 :
Radio( "Radio.Negative", "#Cstrike_TitlesTXT_Negative" );
break;
case 9 :
Radio( "Radio.EnemyDown", "#Cstrike_TitlesTXT_Enemy_down" );
break;
}
// tell bots about radio message
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("slot", RADIO_START_3 + slot );
gameeventmanager->FireEvent( event );
}
}
void UTIL_CSRadioMessage( IRecipientFilter& filter, int iClient, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
{
UserMessageBegin( filter, "RadioText" );
WRITE_BYTE( msg_dest );
WRITE_BYTE( iClient );
WRITE_STRING( msg_name );
if ( param1 )
WRITE_STRING( param1 );
else
WRITE_STRING( "" );
if ( param2 )
WRITE_STRING( param2 );
else
WRITE_STRING( "" );
if ( param3 )
WRITE_STRING( param3 );
else
WRITE_STRING( "" );
if ( param4 )
WRITE_STRING( param4 );
else
WRITE_STRING( "" );
MessageEnd();
}
void CCSPlayer::ConstructRadioFilter( CRecipientFilter& filter )
{
filter.MakeReliable();
int localTeam = GetTeamNumber();
int i;
for ( i = 1; i <= gpGlobals->maxClients; ++i )
{
CCSPlayer *player = static_cast<CCSPlayer *>( UTIL_PlayerByIndex( i ) );
if ( !player )
continue;
// Skip players ignoring the radio
if ( player->m_bIgnoreRadio )
continue;
if( player->GetTeamNumber() == TEAM_SPECTATOR )
{
// add spectators
if( player->m_iObserverMode == OBS_MODE_IN_EYE || player->m_iObserverMode == OBS_MODE_CHASE )
{
filter.AddRecipient( player );
}
}
else if( player->GetTeamNumber() == localTeam )
{
// add teammates
filter.AddRecipient( player );
}
}
}
void CCSPlayer::Radio( const char *pszRadioSound, const char *pszRadioText )
{
if( !IsAlive() )
return;
if ( IsObserver() )
return;
CRecipientFilter filter;
ConstructRadioFilter( filter );
if( pszRadioText )
{
const char *pszLocationText = CSGameRules()->GetChatLocation( true, this );
if ( pszLocationText && *pszLocationText )
{
UTIL_CSRadioMessage( filter, entindex(), HUD_PRINTTALK, "#Game_radio_location", GetPlayerName(), pszLocationText, pszRadioText );
}
else
{
UTIL_CSRadioMessage( filter, entindex(), HUD_PRINTTALK, "#Game_radio", GetPlayerName(), pszRadioText );
}
}
UserMessageBegin ( filter, "SendAudio" );
WRITE_STRING( pszRadioSound );
MessageEnd();
//icon over the head for teammates
TE_RadioIcon( filter, 0.0, this );
}
//-----------------------------------------------------------------------------
// Purpose: Outputs currently connected players to the console
//-----------------------------------------------------------------------------
void CCSPlayer::ListPlayers()
{
char buf[64];
for ( int i=1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( i ) );
if ( pPlayer && !pPlayer->IsDormant() )
{
if ( pPlayer->IsBot() )
{
Q_snprintf( buf, sizeof(buf), "B %d : %s", pPlayer->GetUserID(), pPlayer->GetPlayerName() );
}
else
{
Q_snprintf( buf, sizeof(buf), " %d : %s", pPlayer->GetUserID(), pPlayer->GetPlayerName() );
}
ClientPrint( this, HUD_PRINTCONSOLE, buf );
}
}
ClientPrint( this, HUD_PRINTCONSOLE, "\n" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CCSPlayer::OnDamagedByExplosion( const CTakeDamageInfo &info )
{
float lastDamage = info.GetDamage();
//Adrian - This is hacky since we might have been damaged by something else
//but since the round is ending, who cares.
if ( CSGameRules()->m_bTargetBombed == true )
return;
float distanceFromPlayer = 9999.0f;
CBaseEntity *inflictor = info.GetInflictor();
if ( inflictor )
{
Vector delta = GetAbsOrigin() - inflictor->GetAbsOrigin();
distanceFromPlayer = delta.Length();
}
bool shock = lastDamage >= 30.0f;
if ( !shock )
return;
m_applyDeafnessTime = gpGlobals->curtime + 0.3;
m_currentDeafnessFilter = 0;
}
void CCSPlayer::ApplyDeafnessEffect()
{
// what's happening here is that the low-pass filter and the oscillator frequency effects need
// to fade in and out slowly. So we have several filters that we switch between to achieve this
// effect. The first 3rd of the total effect will be the "fade in" of the effect. Which means going
// from filter to filter from the first to the last. Then we keep on the "last" filter for another
// third of the total effect time. Then the last third of the time we go back from the last filter
// to the first. Clear as mud?
// glossary:
// filter: an individual filter as defined in dsp_presets.txt
// section: one of the sections for the total effect, fade in, full, fade out are the possible sections
// effect: the total effect of combining all the sections, the whole of what the player hears from start to finish.
const int firstGrenadeFilterIndex = 137;
const int lastGrenadeFilterIndex = 139;
const float grenadeEffectLengthInSecs = 4.5f; // time of the total effect
const float fadeInSectionTime = 0.1f;
const float fadeOutSectionTime = 1.5f;
const float timeForEachFilterInFadeIn = fadeInSectionTime / (lastGrenadeFilterIndex - firstGrenadeFilterIndex);
const float timeForEachFilterInFadeOut = fadeOutSectionTime / (lastGrenadeFilterIndex - firstGrenadeFilterIndex);
float timeIntoEffect = gpGlobals->curtime - m_applyDeafnessTime;
if (timeIntoEffect >= grenadeEffectLengthInSecs)
{
// the effect is done, so reset the deafness variables.
m_applyDeafnessTime = 0.0f;
m_currentDeafnessFilter = 0;
return;
}
int section = 0;
if (timeIntoEffect < fadeInSectionTime)
{
section = 0;
}
else if (timeIntoEffect < (grenadeEffectLengthInSecs - fadeOutSectionTime))
{
section = 1;
}
else
{
section = 2;
}
int filterToUse = 0;
if (section == 0)
{
// fade into the effect.
int filterIndex = (int)(timeIntoEffect / timeForEachFilterInFadeIn);
filterToUse = filterIndex += firstGrenadeFilterIndex;
}
else if (section == 1)
{
// in full effect.
filterToUse = lastGrenadeFilterIndex;
}
else if (section == 2)
{
// fade out of the effect
float timeIntoSection = timeIntoEffect - (grenadeEffectLengthInSecs - fadeOutSectionTime);
int filterIndex = (int)(timeIntoSection / timeForEachFilterInFadeOut);
filterToUse = lastGrenadeFilterIndex - filterIndex - 1;
}
if (filterToUse != m_currentDeafnessFilter)
{
m_currentDeafnessFilter = filterToUse;
CSingleUserRecipientFilter user( this );
enginesound->SetPlayerDSP( user, m_currentDeafnessFilter, false );
}
}
void CCSPlayer::NoteWeaponFired()
{
Assert( m_pCurrentCommand );
if( m_pCurrentCommand )
{
m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number;
}
}
bool CCSPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
{
// No need to lag compensate at all if we're not attacking in this command and
// we haven't attacked recently.
if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) )
{
if ( ( pCmd->buttons & IN_ATTACK2 ) == 0 )
return false;
CWeaponCSBase *weapon = GetActiveCSWeapon();
if ( !weapon )
return false;
if ( weapon->GetWeaponID() != WEAPON_KNIFE )
return false; // IN_ATTACK2 with WEAPON_KNIFE should do lag compensation
}
return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd, pEntityTransmitBits );
}
// Handles the special "radio" alias commands we're creating to accommodate the scripts players use
// ** Returns true if we've handled the command **
bool HandleRadioAliasCommands( CCSPlayer *pPlayer, const char *pszCommand )
{
bool bRetVal = false;
// don't execute them if we are not alive or are an observer
if( !pPlayer->IsAlive() || pPlayer->IsObserver() )
return false;
// Radio1 commands
if ( FStrEq( pszCommand, "coverme" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio1( 1 );
}
else if ( FStrEq( pszCommand, "takepoint" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio1( 2 );
}
else if ( FStrEq( pszCommand, "holdpos" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio1( 3 );
}
else if ( FStrEq( pszCommand, "regroup" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio1( 4 );
}
else if ( FStrEq( pszCommand, "followme" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio1( 5 );
}
else if ( FStrEq( pszCommand, "takingfire" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio1( 6 );
}
// Radio2 commands
else if ( FStrEq( pszCommand, "go" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio2( 1 );
}
else if ( FStrEq( pszCommand, "fallback" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio2( 2 );
}
else if ( FStrEq( pszCommand, "sticktog" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio2( 3 );
}
else if ( FStrEq( pszCommand, "getinpos" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio2( 4 );
}
else if ( FStrEq( pszCommand, "stormfront" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio2( 5 );
}
else if ( FStrEq( pszCommand, "report" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio2( 6 );
}
// Radio3 commands
else if ( FStrEq( pszCommand, "roger" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 1 );
}
else if ( FStrEq( pszCommand, "enemyspot" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 2 );
}
else if ( FStrEq( pszCommand, "needbackup" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 3 );
}
else if ( FStrEq( pszCommand, "sectorclear" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 4 );
}
else if ( FStrEq( pszCommand, "inposition" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 5 );
}
else if ( FStrEq( pszCommand, "reportingin" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 6 );
}
else if ( FStrEq( pszCommand, "getout" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 7 );
}
else if ( FStrEq( pszCommand, "negative" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 8 );
}
else if ( FStrEq( pszCommand, "enemydown" ) )
{
bRetVal = true;
pPlayer->HandleMenu_Radio3( 9 );
}
return bRetVal;
}
bool CCSPlayer::ShouldRunRateLimitedCommand( const CCommand &args )
{
const char *pcmd = args[0];
int i = m_RateLimitLastCommandTimes.Find( pcmd );
if ( i == m_RateLimitLastCommandTimes.InvalidIndex() )
{
m_RateLimitLastCommandTimes.Insert( pcmd, gpGlobals->curtime );
return true;
}
else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < CS_COMMAND_MAX_RATE )
{
// Too fast.
return false;
}
else
{
m_RateLimitLastCommandTimes[i] = gpGlobals->curtime;
return true;
}
}
bool CCSPlayer::ClientCommand( const CCommand &args )
{
const char *pcmd = args[0];
// Bots mimic our client commands.
/*
if ( bot_mimic.GetInt() && !( GetFlags() & FL_FAKECLIENT ) )
{
for ( int i=1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( i ) );
if ( pPlayer && pPlayer != this && ( pPlayer->GetFlags() & FL_FAKECLIENT ) )
{
pPlayer->ClientCommand( pcmd );
}
}
}
*/
#if defined ( DEBUG )
if ( FStrEq( pcmd, "bot_cmd" ) )
{
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( atoi( args[1] ) ) );
if ( pPlayer && pPlayer != this && ( pPlayer->GetFlags() & FL_FAKECLIENT ) )
{
CCommand botArgs( args.ArgC() - 2, &args.ArgV()[2] );
pPlayer->ClientCommand( botArgs );
pPlayer->RemoveEffects( EF_NODRAW );
}
return true;
}
if ( FStrEq( pcmd, "blind" ) )
{
if ( ShouldRunRateLimitedCommand( args ) )
{
if ( args.ArgC() == 3 )
{
Blind( atof( args[1] ), atof( args[2] ) );
}
else
{
ClientPrint( this, HUD_PRINTCONSOLE, "usage: blind holdtime fadetime\n" );
}
}
return true;
}
if ( FStrEq( pcmd, "deafen" ) )
{
Deafen( 0.0f );
return true;
}
if ( FStrEq( pcmd, "he_deafen" ) )
{
m_applyDeafnessTime = gpGlobals->curtime + 0.3;
m_currentDeafnessFilter = 0;
return true;
}
if ( FStrEq( pcmd, "hint_reset" ) )
{
m_iDisplayHistoryBits = 0;
return true;
}
if ( FStrEq( pcmd, "punch" ) )
{
float flDamage = 100;
QAngle punchAngle = GetPunchAngle();
punchAngle.x = flDamage * random->RandomFloat ( -0.15, 0.15 );
punchAngle.y = flDamage * random->RandomFloat ( -0.15, 0.15 );
punchAngle.z = flDamage * random->RandomFloat ( -0.15, 0.15 );
clamp( punchAngle.x, -4, punchAngle.x );
clamp( punchAngle.y, -5, 5 );
clamp( punchAngle.z, -5, 5 );
// +y == down
// +x == left
// +z == roll clockwise
if ( args.ArgC() == 4 )
{
punchAngle.x = atof(args[1]);
punchAngle.y = atof(args[2]);
punchAngle.z = atof(args[3]);
}
SetPunchAngle( punchAngle );
return true;
}
#endif //DEBUG
if ( FStrEq( pcmd, "jointeam" ) )
{
if ( args.ArgC() < 2 )
{
Warning( "Player sent bad jointeam syntax\n" );
}
if ( ShouldRunRateLimitedCommand( args ) )
{
int iTeam = atoi( args[1] );
HandleCommand_JoinTeam( iTeam );
}
return true;
}
else if ( FStrEq( pcmd, "spectate" ) )
{
if ( ShouldRunRateLimitedCommand( args ) )
{
// instantly join spectators
HandleCommand_JoinTeam( TEAM_SPECTATOR );
}
return true;
}
else if ( FStrEq( pcmd, "joingame" ) )
{
// player just closed MOTD dialog
if ( m_iPlayerState == STATE_WELCOME )
{
State_Transition( STATE_PICKINGTEAM );
}
return true;
}
else if ( FStrEq( pcmd, "joinclass" ) )
{
if ( args.ArgC() < 2 )
{
Warning( "Player sent bad joinclass syntax\n" );
}
if ( ShouldRunRateLimitedCommand( args ) )
{
int iClass = atoi( args[1] );
HandleCommand_JoinClass( iClass );
}
return true;
}
else if ( FStrEq( pcmd, "drop" ) )
{
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( GetActiveWeapon() );
if( pWeapon )
{
//=============================================================================
// HPE_BEGIN:
// [dwenger] Determine value of dropped item.
//=============================================================================
if ( !pWeapon->IsAPriorOwner( this ) )
{
pWeapon->AddToPriorOwnerList( this );
CCS_GameStats.IncrementStat(this, CSTAT_ITEMS_DROPPED_VALUE, pWeapon->GetCSWpnData().GetWeaponPrice());
}
//=============================================================================
// HPE_END
//=============================================================================
CSWeaponType type = pWeapon->GetCSWpnData().m_WeaponType;
if( type != WEAPONTYPE_KNIFE && type != WEAPONTYPE_GRENADE )
{
if (CSGameRules()->GetCanDonateWeapon() && !pWeapon->GetDonated())
{
pWeapon->SetDonated(true);
pWeapon->SetDonor(this);
}
CSWeaponDrop( pWeapon, true, true );
}
}
return true;
}
else if ( FStrEq( pcmd, "buy" ) )
{
BuyResult_e result = BUY_INVALID_ITEM;
if ( args.ArgC() == 2 )
{
result = HandleCommand_Buy( args[1] );
}
if ( result == BUY_INVALID_ITEM )
{
// Print out a message on the console
int msg_dest = HUD_PRINTCONSOLE;
ClientPrint( this, msg_dest, "usage: buy <item>\n" );
ClientPrint( this, msg_dest, " primammo\n" );
ClientPrint( this, msg_dest, " secammo\n" );
ClientPrint( this, msg_dest, " vest\n" );
ClientPrint( this, msg_dest, " vesthelm\n" );
ClientPrint( this, msg_dest, " defuser\n" );
//ClientPrint( this, msg_dest, " shield\n" );
ClientPrint( this, msg_dest, " nvgs\n" );
ClientPrint( this, msg_dest, " flashbang\n" );
ClientPrint( this, msg_dest, " hegrenade\n" );
ClientPrint( this, msg_dest, " smokegrenade\n" );
ClientPrint( this, msg_dest, " galil\n" );
ClientPrint( this, msg_dest, " ak47\n" );
ClientPrint( this, msg_dest, " scout\n" );
ClientPrint( this, msg_dest, " sg552\n" );
ClientPrint( this, msg_dest, " awp\n" );
ClientPrint( this, msg_dest, " g3sg1\n" );
ClientPrint( this, msg_dest, " famas\n" );
ClientPrint( this, msg_dest, " m4a1\n" );
ClientPrint( this, msg_dest, " aug\n" );
ClientPrint( this, msg_dest, " sg550\n" );
ClientPrint( this, msg_dest, " glock\n" );
ClientPrint( this, msg_dest, " usp\n" );
ClientPrint( this, msg_dest, " p228\n" );
ClientPrint( this, msg_dest, " deagle\n" );
ClientPrint( this, msg_dest, " elite\n" );
ClientPrint( this, msg_dest, " fiveseven\n" );
ClientPrint( this, msg_dest, " m3\n" );
ClientPrint( this, msg_dest, " xm1014\n" );
ClientPrint( this, msg_dest, " mac10\n" );
ClientPrint( this, msg_dest, " tmp\n" );
ClientPrint( this, msg_dest, " mp5navy\n" );
ClientPrint( this, msg_dest, " ump45\n" );
ClientPrint( this, msg_dest, " p90\n" );
ClientPrint( this, msg_dest, " m249\n" );
}
return true;
}
else if ( FStrEq( pcmd, "buyammo1" ) )
{
AttemptToBuyAmmoSingle(0);
return true;
}
else if ( FStrEq( pcmd, "buyammo2" ) )
{
AttemptToBuyAmmoSingle(1);
return true;
}
else if ( FStrEq( pcmd, "nightvision" ) )
{
if ( ShouldRunRateLimitedCommand( args ) )
{
if( m_bHasNightVision )
{
if( m_bNightVisionOn )
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Player.NightVisionOff" );
}
else
{
CPASAttenuationFilter filter( this );
EmitSound( filter, entindex(), "Player.NightVisionOn" );
}
m_bNightVisionOn = !m_bNightVisionOn;
}
}
return true;
}
else if ( FStrEq( pcmd, "menuselect" ) )
{
return true;
}
else if ( HandleRadioAliasCommands( this, pcmd ) )
{
return true;
}
else if ( FStrEq( pcmd, "listplayers" ) )
{
ListPlayers();
return true;
}
else if ( FStrEq( pcmd, "ignorerad" ) )
{
m_bIgnoreRadio = !m_bIgnoreRadio;
if ( m_bIgnoreRadio )
{
ClientPrint( this, HUD_PRINTTALK, "#Ignore_Radio" );
}
else
{
ClientPrint( this, HUD_PRINTTALK, "#Accept_Radio" );
}
return true;
}
else if ( FStrEq( pcmd, "become_vip" ) )
{
//MIKETODO: VIP mode
/*
if ( ( CSGameRules()->m_iMapHasVIPSafetyZone == 1 ) && ( m_iTeam == TEAM_CT ) )
{
mp->AddToVIPQueue( this );
}
*/
return true;
}
return BaseClass::ClientCommand( args );
}
// returns true if the selection has been handled and the player's menu
// can be closed...false if the menu should be displayed again
bool CCSPlayer::HandleCommand_JoinTeam( int team )
{
CCSGameRules *mp = CSGameRules();
if ( !GetGlobalTeam( team ) )
{
DevWarning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team );
return false;
}
// If this player is a VIP, don't allow him to switch teams/appearances unless the following conditions are met :
// a) There is another TEAM_CT player who is in the queue to be a VIP
// b) This player is dead
//MIKETODO: handle this when doing VIP mode
/*
if ( m_bIsVIP == true )
{
if ( !IsDead() )
{
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Switch_From_VIP" );
MenuReset();
return true;
}
else if ( mp->IsVIPQueueEmpty() == true )
{
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Switch_From_VIP" );
MenuReset();
return true;
}
}
//MIKETODO: VIP mode
case 3:
if ( ( mp->m_iMapHasVIPSafetyZone == 1 ) && ( m_iTeam == TEAM_CT ) )
{
mp->AddToVIPQueue( player );
MenuReset();
return true;
}
else
{
return false;
}
break;
*/
// If we already died and changed teams once, deny
if( m_bTeamChanged && team != m_iOldTeam && team != TEAM_SPECTATOR )
{
ClientPrint( this, HUD_PRINTCENTER, "#Only_1_Team_Change" );
return true;
}
// check if we're limited in our team selection
if ( team == TEAM_UNASSIGNED && !IsBot() )
{
team = mp->GetHumanTeam(); // returns TEAM_UNASSIGNED if we're unrestricted
}
if ( team == TEAM_UNASSIGNED )
{
// Attempt to auto-select a team, may set team to T, CT or SPEC
team = mp->SelectDefaultTeam( !IsBot() );
if ( team == TEAM_UNASSIGNED )
{
// still team unassigned, try to kick a bot if possible
// kick a bot to allow human to join
if (cv_bot_auto_vacate.GetBool() && !IsBot())
{
team = (random->RandomInt( 0, 1 ) == 0) ? TEAM_TERRORIST : TEAM_CT;
if (UTIL_KickBotFromTeam( team ) == false)
{
// no bots on that team, try the other
team = (team == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT;
if (UTIL_KickBotFromTeam( team ) == false)
{
// couldn't kick any bots, fail
team = TEAM_UNASSIGNED;
}
}
}
if (team == TEAM_UNASSIGNED)
{
ClientPrint( this, HUD_PRINTCENTER, "#All_Teams_Full" );
ShowViewPortPanel( PANEL_TEAM );
return false;
}
}
}
if ( team == GetTeamNumber() )
{
// Let people change class (skin) by re-joining the same team
if ( GetTeamNumber() == TEAM_TERRORIST && TerroristPlayerModels.Count() > 1 )
{
ShowViewPortPanel( PANEL_CLASS_TER );
}
else if ( GetTeamNumber() == TEAM_CT && CTPlayerModels.Count() > 1 )
{
ShowViewPortPanel( PANEL_CLASS_CT );
}
return true; // we wouldn't change the team
}
if ( mp->TeamFull( team ) )
{
// attempt to kick a bot to make room for this player
bool madeRoom = false;
if (cv_bot_auto_vacate.GetBool() && !IsBot())
{
if (UTIL_KickBotFromTeam( team ))
madeRoom = true;
}
if (!madeRoom)
{
if ( team == TEAM_TERRORIST )
{
ClientPrint( this, HUD_PRINTCENTER, "#Terrorists_Full" );
}
else if ( team == TEAM_CT )
{
ClientPrint( this, HUD_PRINTCENTER, "#CTs_Full" );
}
ShowViewPortPanel( PANEL_TEAM );
return false;
}
}
// check if humans are restricted to a single team (Tour of Duty, etc)
if ( !IsBot() && team != TEAM_SPECTATOR)
{
int humanTeam = mp->GetHumanTeam();
if ( humanTeam != TEAM_UNASSIGNED && humanTeam != team )
{
if ( humanTeam == TEAM_TERRORIST )
{
ClientPrint( this, HUD_PRINTCENTER, "#Humans_Join_Team_T" );
}
else if ( humanTeam == TEAM_CT )
{
ClientPrint( this, HUD_PRINTCENTER, "#Humans_Join_Team_CT" );
}
ShowViewPortPanel( PANEL_TEAM );
return false;
}
}
if ( team == TEAM_SPECTATOR )
{
// Prevent this is the cvar is set
if ( !mp_allowspectators.GetInt() && !IsHLTV() )
{
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );
return false;
}
if ( GetTeamNumber() != TEAM_UNASSIGNED && State_Get() == STATE_ACTIVE )
{
m_fNextSuicideTime = gpGlobals->curtime; // allow the suicide to work
CommitSuicide();
// add 1 to frags to balance out the 1 subtracted for killing yourself
IncrementFragCount( 1 );
}
ChangeTeam( TEAM_SPECTATOR );
m_iClass = (int)CS_CLASS_NONE;
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) )
{
m_iDisplayHistoryBits |= DHF_SPEC_DUCK;
HintMessage( "#Spec_Duck", true, true );
}
// do we have fadetoblack on? (need to fade their screen back in)
if ( mp_fadetoblack.GetBool() )
{
color32_s clr = { 0,0,0,255 };
UTIL_ScreenFade( this, clr, 0, 0, FFADE_IN | FFADE_PURGE );
}
return true;
}
// If the code gets this far, the team is not TEAM_UNASSIGNED
if (mp->TeamStacked( team, GetTeamNumber() ))//players are allowed to change to their own team so they can just change their model
{
// attempt to kick a bot to make room for this player
bool madeRoom = false;
if (cv_bot_auto_vacate.GetBool() && !IsBot())
{
if (UTIL_KickBotFromTeam( team ))
madeRoom = true;
}
if (!madeRoom)
{
// The specified team is full
ClientPrint(
this,
HUD_PRINTCENTER,
( team == TEAM_TERRORIST ) ? "#Too_Many_Terrorists" : "#Too_Many_CTs" );
ShowViewPortPanel( PANEL_TEAM );
return false;
}
}
// Show the appropriate Choose Appearance menu
// This must come before ClientKill() for CheckWinConditions() to function properly
// Switch their actual team...
ChangeTeam( team );
return true;
}
bool CCSPlayer::HandleCommand_JoinClass( int iClass )
{
if( iClass == CS_CLASS_NONE )
{
// User choosed random class
switch ( GetTeamNumber() )
{
case TEAM_TERRORIST : iClass = RandomInt(FIRST_T_CLASS, LAST_T_CLASS);
break;
case TEAM_CT : iClass = RandomInt(FIRST_CT_CLASS, LAST_CT_CLASS);
break;
default : iClass = CS_CLASS_NONE;
break;
}
}
// clamp to valid classes
switch ( GetTeamNumber() )
{
case TEAM_TERRORIST:
iClass = clamp( iClass, FIRST_T_CLASS, LAST_T_CLASS );
break;
case TEAM_CT:
iClass = clamp( iClass, FIRST_CT_CLASS, LAST_CT_CLASS );
break;
default:
iClass = CS_CLASS_NONE;
}
// Reset the player's state
if ( State_Get() == STATE_ACTIVE )
{
CSGameRules()->CheckWinConditions();
}
if ( !IsBot() && State_Get() == STATE_ACTIVE ) // Bots are responsible about only switching classes when they join.
{
// Kill player if switching classes while alive.
// This mimics goldsrc CS 1.6, and prevents a player from hiding, and switching classes to
// make the opposing team think there are more enemies than there really are.
CommitSuicide();
}
m_iClass = iClass;
if (State_Get() == STATE_PICKINGCLASS)
{
// SetModelFromClass();
GetIntoGame();
}
return true;
}
/*
void CheckStartMoney( void )
{
if ( mp_startmoney.GetInt() > 16000 )
{
mp_startmoney.SetInt( 16000 );
}
else if ( mp_startmoney.GetInt() < 800 )
{
mp_startmoney.SetInt( 800 );
}
}
*/
void CCSPlayer::GetIntoGame()
{
// Set their model and if they're allowed to spawn right now, put them into the world.
//SetPlayerModel( iClass );
SetFOV( this, 0 );
m_flLastMovement = gpGlobals->curtime;
CCSGameRules *MPRules = CSGameRules();
/* //MIKETODO: Escape gameplay ?
if ( ( MPRules->m_bMapHasEscapeZone == true ) && ( m_iTeam == TEAM_CT ) )
{
m_iAccount = 0;
CheckStartMoney();
AddAccount( (int)startmoney.value, true );
}
*/
//****************New Code by SupraFiend************
if ( !MPRules->FPlayerCanRespawn( this ) )
{
// This player is joining in the middle of a round or is an observer. Put them directly into observer mode.
//pev->deadflag = DEAD_RESPAWNABLE;
//pev->classname = MAKE_STRING("player");
//pev->flags &= ( FL_PROXY | FL_FAKECLIENT ); // clear flags, but keep proxy and bot flags that might already be set
//pev->flags |= FL_CLIENT | FL_SPECTATOR;
//SetThink(PlayerDeathThink);
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) )
{
m_iDisplayHistoryBits |= DHF_SPEC_DUCK;
HintMessage( "#Spec_Duck", true, true );
}
State_Transition( STATE_OBSERVER_MODE );
m_wasNotKilledNaturally = true;
MPRules->CheckWinConditions();
}
else// else spawn them right in
{
State_Transition( STATE_ACTIVE );
Spawn();
MPRules->CheckWinConditions();
//=============================================================================
// HPE_BEGIN:
// [menglish] Have the rules update anything related to a player spawning in late
//=============================================================================
MPRules->SpawningLatePlayer(this);
//=============================================================================
// HPE_END
//=============================================================================
if( MPRules->m_flRestartRoundTime == 0.0f )
{
//Bomb target, no bomber and no bomb lying around.
if( MPRules->IsBombDefuseMap() && !MPRules->IsThereABomber() && !MPRules->IsThereABomb() )
MPRules->GiveC4(); //Checks for terrorists.
}
// If a new terrorist is entering the fray, then up the # of potential escapers.
if ( GetTeamNumber() == TEAM_TERRORIST )
MPRules->m_iNumEscapers++;
//=============================================================================
// HPE_BEGIN:
// [menglish] Reset Round Based Achievement Variables
//=============================================================================
ResetRoundBasedAchievementVariables();
//=============================================================================
// HPE_END
//=============================================================================
}
}
int CCSPlayer::PlayerClass() const
{
return m_iClass;
}
bool CCSPlayer::SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot )
{
// Find the next spawn spot.
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
if ( pSpot == NULL ) // skip over the null point
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
CBaseEntity *pFirstSpot = pSpot;
do
{
if ( pSpot )
{
// check if pSpot is valid
if ( g_pGameRules->IsSpawnPointValid( pSpot, this ) )
{
if ( pSpot->GetAbsOrigin() == Vector( 0, 0, 0 ) )
{
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
continue;
}
// if so, go to pSpot
return true;
}
}
// increment pSpot
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
} while ( pSpot != pFirstSpot ); // loop if we're not back to the start
DevMsg("CCSPlayer::SelectSpawnSpot: couldn't find valid spawn point.\n");
return true;
}
CBaseEntity* CCSPlayer::EntSelectSpawnPoint()
{
CBaseEntity *pSpot;
/* MIKETODO: VIP
// VIP spawn point *************
if ( ( g_pGameRules->IsDeathmatch() ) && ( ((CBasePlayer*)pPlayer)->m_bIsVIP == TRUE) )
{
//ALERT (at_console,"Looking for a VIP spawn point\n");
// Randomize the start spot
//for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
pSpot = UTIL_FindEntityByClassname( NULL, "info_vip_start" );
if ( !FNullEnt( pSpot ) ) // skip over the null point
goto ReturnSpot;
else
goto CTSpawn;
}
//
// the counter-terrorist spawns at "info_player_start"
else
*/
pSpot = NULL;
if ( CSGameRules()->IsLogoMap() )
{
// This is a logo map. Don't allow movement or logos or menus.
SelectSpawnSpot( "info_player_logo", pSpot );
LockPlayerInPlace();
goto ReturnSpot;
}
else
{
if ( GetTeamNumber() == TEAM_CT )
{
pSpot = g_pLastCTSpawn;
if ( SelectSpawnSpot( "info_player_counterterrorist", pSpot ))
{
g_pLastCTSpawn = pSpot;
goto ReturnSpot;
}
}
/*********************************************************/
// The terrorist spawn points
else if ( GetTeamNumber() == TEAM_TERRORIST )
{
pSpot = g_pLastTerroristSpawn;
if ( SelectSpawnSpot( "info_player_terrorist", pSpot ) )
{
g_pLastTerroristSpawn = pSpot;
goto ReturnSpot;
}
}
}
// If startspot is set, (re)spawn there.
if ( !gpGlobals->startspot || !strlen(STRING(gpGlobals->startspot)))
{
pSpot = gEntList.FindEntityByClassname(NULL, "info_player_terrorist");
if ( pSpot )
goto ReturnSpot;
}
else
{
pSpot = gEntList.FindEntityByTarget( NULL, STRING(gpGlobals->startspot) );
if ( pSpot )
goto ReturnSpot;
}
ReturnSpot:
if ( !pSpot )
{
if( CSGameRules()->IsLogoMap() )
Warning( "PutClientInServer: no info_player_logo on level\n" );
else
Warning( "PutClientInServer: no info_player_start on level\n" );
return CBaseEntity::Instance( INDEXENT(0) );
}
return pSpot;
}
void CCSPlayer::SetProgressBarTime( int barTime )
{
m_iProgressBarDuration = barTime;
m_flProgressBarStartTime = this->m_flSimulationTime;
}
void CCSPlayer::PlayerDeathThink()
{
}
void CCSPlayer::State_Transition( CSPlayerState newState )
{
State_Leave();
State_Enter( newState );
}
void CCSPlayer::State_Enter( CSPlayerState newState )
{
m_iPlayerState = newState;
m_pCurStateInfo = State_LookupInfo( newState );
if ( cs_ShowStateTransitions.GetInt() == -1 || cs_ShowStateTransitions.GetInt() == entindex() )
{
if ( m_pCurStateInfo )
Msg( "ShowStateTransitions: entering '%s'\n", m_pCurStateInfo->m_pStateName );
else
Msg( "ShowStateTransitions: entering #%d\n", newState );
}
// Initialize the new state.
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
(this->*m_pCurStateInfo->pfnEnterState)();
}
void CCSPlayer::State_Leave()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
{
(this->*m_pCurStateInfo->pfnLeaveState)();
}
}
void CCSPlayer::State_PreThink()
{
if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink )
{
(this->*m_pCurStateInfo->pfnPreThink)();
}
}
CCSPlayerStateInfo* CCSPlayer::State_LookupInfo( CSPlayerState state )
{
// This table MUST match the
static CCSPlayerStateInfo playerStateInfos[] =
{
{ STATE_ACTIVE, "STATE_ACTIVE", &CCSPlayer::State_Enter_ACTIVE, NULL, &CCSPlayer::State_PreThink_ACTIVE },
{ STATE_WELCOME, "STATE_WELCOME", &CCSPlayer::State_Enter_WELCOME, NULL, &CCSPlayer::State_PreThink_WELCOME },
{ STATE_PICKINGTEAM, "STATE_PICKINGTEAM", &CCSPlayer::State_Enter_PICKINGTEAM, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE },
{ STATE_PICKINGCLASS, "STATE_PICKINGCLASS", &CCSPlayer::State_Enter_PICKINGCLASS, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE },
{ STATE_DEATH_ANIM, "STATE_DEATH_ANIM", &CCSPlayer::State_Enter_DEATH_ANIM, NULL, &CCSPlayer::State_PreThink_DEATH_ANIM },
{ STATE_DEATH_WAIT_FOR_KEY, "STATE_DEATH_WAIT_FOR_KEY", &CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY, NULL, &CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY },
{ STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CCSPlayer::State_Enter_OBSERVER_MODE, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE }
};
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
{
if ( playerStateInfos[i].m_iPlayerState == state )
return &playerStateInfos[i];
}
return NULL;
}
void CCSPlayer::PhysObjectSleep()
{
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj )
pObj->Sleep();
}
void CCSPlayer::PhysObjectWake()
{
IPhysicsObject *pObj = VPhysicsGetObject();
if ( pObj )
pObj->Wake();
}
void CCSPlayer::State_Enter_WELCOME()
{
StartObserverMode( OBS_MODE_ROAMING );
// Important to set MOVETYPE_NONE or our physics object will fall while we're sitting at one of the intro cameras.
SetMoveType( MOVETYPE_NONE );
AddSolidFlags( FSOLID_NOT_SOLID );
PhysObjectSleep();
const ConVar *hostname = cvar->FindVar( "hostname" );
const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
// Show info panel (if it's not a simple demo map).
if ( !CSGameRules()->IsLogoMap() )
{
if ( CommandLine()->FindParm( "-makereslists" ) ) // don't show the MOTD when making reslists
{
engine->ClientCommand( edict(), "jointeam 3\n" );
}
else
{
KeyValues *data = new KeyValues("data");
data->SetString( "title", title ); // info panel title
data->SetString( "type", "1" ); // show userdata from stringtable entry
data->SetString( "msg", "motd" ); // use this stringtable entry
data->SetInt( "cmd", TEXTWINDOW_CMD_JOINGAME ); // exec this command if panel closed
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
ShowViewPortPanel( PANEL_INFO, true, data );
data->deleteThis();
}
}
}
void CCSPlayer::State_PreThink_WELCOME()
{
// Verify some state.
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
Assert( GetAbsVelocity().Length() == 0 );
// Update whatever intro camera it's at.
if( m_pIntroCamera && (gpGlobals->curtime >= m_fIntroCamTime) )
{
MoveToNextIntroCamera();
}
}
void CCSPlayer::State_Enter_PICKINGTEAM()
{
ShowViewPortPanel( "team" ); // show the team menu
}
void CCSPlayer::State_Enter_DEATH_ANIM()
{
if ( HasWeapons() )
{
// we drop the guns here because weapons that have an area effect and can kill their user
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
// player class sometimes is freed. It's safer to manipulate the weapons once we know
// we aren't calling into any of their code anymore through the player pointer.
PackDeadPlayerItems();
}
// Used for a timer.
m_flDeathTime = gpGlobals->curtime;
m_bAbortFreezeCam = false;
StartObserverMode( OBS_MODE_DEATHCAM ); // go to observer mode
RemoveEffects( EF_NODRAW ); // still draw player body
if ( mp_fadetoblack.GetBool() )
{
color32_s clr = {0,0,0,255};
UTIL_ScreenFade( this, clr, 3, 3, FFADE_OUT | FFADE_STAYOUT );
//Don't perform any freezecam stuff if we are fading to black
State_Transition( STATE_DEATH_WAIT_FOR_KEY );
}
}
//=============================================================================
// HPE_BEGIN:
// [menglish, pfreese] Added freeze cam logic
//=============================================================================
void CCSPlayer::State_PreThink_DEATH_ANIM()
{
// If the anim is done playing, go to the next state (waiting for a keypress to
// either respawn the guy or put him into observer mode).
if ( GetFlags() & FL_ONGROUND )
{
float flForward = GetAbsVelocity().Length() - 20;
if (flForward <= 0)
{
SetAbsVelocity( vec3_origin );
}
else
{
Vector vAbsVel = GetAbsVelocity();
VectorNormalize( vAbsVel );
vAbsVel *= flForward;
SetAbsVelocity( vAbsVel );
}
}
float fDeathEnd = m_flDeathTime + CS_DEATH_ANIMATION_TIME;
float fFreezeEnd = fDeathEnd + spec_freeze_traveltime.GetFloat() + spec_freeze_time.GetFloat();
// transition to Freezecam mode once the death animation is complete
if ( gpGlobals->curtime >= fDeathEnd )
{
if ( GetObserverTarget() && GetObserverTarget() != this &&
!m_bAbortFreezeCam && gpGlobals->curtime < fFreezeEnd && GetObserverMode() != OBS_MODE_FREEZECAM)
{
StartObserverMode( OBS_MODE_FREEZECAM );
}
else if(GetObserverMode() == OBS_MODE_FREEZECAM)
{
if ( m_bAbortFreezeCam && !mp_fadetoblack.GetBool() )
{
State_Transition( STATE_OBSERVER_MODE );
}
}
}
// Don't transfer to observer state until the freeze cam is done
if ( gpGlobals->curtime < fFreezeEnd )
return;
State_Transition( STATE_OBSERVER_MODE );
}
//=============================================================================
// HPE_END
//=============================================================================
void CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY()
{
// Remember when we died, so we can automatically put them into observer mode
// if they don't hit a key soon enough.
m_lifeState = LIFE_DEAD;
StopAnimation();
// Don't do this. The ragdoll system expects to be able to read from this player on
// the next update and will read it at the new origin if this is set.
// Since it is more complicated to redesign the ragdoll system to not need that data
// it is easier to cause a less obvious bug than popping ragdolls
//AddEffects( EF_NOINTERP );
}
void CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY()
{
// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) )
SetMoveType( MOVETYPE_NONE );
// if the player has been dead for one second longer than allowed by forcerespawn,
// forcerespawn isn't on. Send the player off to an intermission camera until they
// choose to respawn.
bool fAnyButtonDown = (m_nButtons & ~IN_SCORE) != 0;
if ( mp_fadetoblack.GetBool() )
fAnyButtonDown = false;
// after a certain amount of time switch to observer mode even if they don't press a key.
if (gpGlobals->curtime >= (m_flDeathTime + DEATH_ANIMATION_TIME + 3.0))
{
fAnyButtonDown = true;
}
if ( fAnyButtonDown )
{
if ( GetObserverTarget() )
{
StartReplayMode( 8, 8, GetObserverTarget()->entindex() );
}
State_Transition( STATE_OBSERVER_MODE );
}
}
void CCSPlayer::State_Enter_OBSERVER_MODE()
{
// do we have fadetoblack on? (need to fade their screen back in)
if ( mp_fadetoblack.GetBool() && mp_forcecamera.GetInt() != OBS_ALLOW_NONE)
{
color32_s clr = { 0,0,0,255 };
UTIL_ScreenFade( this, clr, 0, 0, FFADE_IN | FFADE_PURGE );
}
int observerMode = m_iObserverLastMode;
if ( IsNetClient() )
{
const char *pIdealMode = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_spec_mode" );
if ( pIdealMode )
{
int nIdealMode = atoi( pIdealMode );
if ( nIdealMode < OBS_MODE_IN_EYE )
{
nIdealMode = OBS_MODE_IN_EYE;
}
else if ( nIdealMode > OBS_MODE_ROAMING )
{
nIdealMode = OBS_MODE_ROAMING;
}
observerMode = nIdealMode;
}
}
StartObserverMode( observerMode );
PhysObjectSleep();
}
void CCSPlayer::State_PreThink_OBSERVER_MODE()
{
// Make sure nobody has changed any of our state.
// Assert( GetMoveType() == MOVETYPE_FLY );
Assert( m_takedamage == DAMAGE_NO );
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
// Assert( IsEffectActive( EF_NODRAW ) );
// Must be dead.
Assert( m_lifeState == LIFE_DEAD );
Assert( pl.deadflag );
}
void CCSPlayer::State_Enter_PICKINGCLASS()
{
if ( CommandLine()->FindParm( "-makereslists" ) ) // don't show the menu when making reslists
{
engine->ClientCommand( edict(), "joinclass 0\n" );
return;
}
// go to spec mode, if dying keep deathcam
if ( GetObserverMode() == OBS_MODE_DEATHCAM )
{
StartObserverMode( OBS_MODE_DEATHCAM );
}
else
{
StartObserverMode( OBS_MODE_FIXED );
}
m_iClass = (int)CS_CLASS_NONE;
PhysObjectSleep();
// show the class menu:
if ( GetTeamNumber() == TEAM_TERRORIST && TerroristPlayerModels.Count() > 1 )
{
ShowViewPortPanel( PANEL_CLASS_TER );
}
else if ( GetTeamNumber() == TEAM_CT && CTPlayerModels.Count() > 1 )
{
ShowViewPortPanel( PANEL_CLASS_CT );
}
else
{
HandleCommand_JoinClass( 0 );
}
}
void CCSPlayer::State_Enter_ACTIVE()
{
SetMoveType( MOVETYPE_WALK );
RemoveSolidFlags( FSOLID_NOT_SOLID );
m_Local.m_iHideHUD = 0;
PhysObjectWake();
}
void CCSPlayer::State_PreThink_ACTIVE()
{
// We only allow noclip here only because noclip is useful for debugging.
// It would be nice if the noclip command set some flag so we could tell that they
// did it intentionally.
if ( IsEFlagSet( EFL_NOCLIP_ACTIVE ) )
{
// Assert( GetMoveType() == MOVETYPE_NOCLIP );
}
else
{
// Assert( GetMoveType() == MOVETYPE_WALK );
}
Assert( !IsSolidFlagSet( FSOLID_NOT_SOLID ) );
}
void CCSPlayer::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
if ( pCSWeapon )
{
// For rifles, pistols, or the knife, drop our old weapon in this slot.
if ( pCSWeapon->GetSlot() == WEAPON_SLOT_RIFLE ||
pCSWeapon->GetSlot() == WEAPON_SLOT_PISTOL ||
pCSWeapon->GetSlot() == WEAPON_SLOT_KNIFE )
{
CBaseCombatWeapon *pDropWeapon = Weapon_GetSlot( pCSWeapon->GetSlot() );
if ( pDropWeapon )
{
CSWeaponDrop( pDropWeapon, false, true );
}
}
else if( pCSWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_GRENADE )
{
//if we already have this weapon, just add the ammo and destroy it
if( Weapon_OwnsThisType( pCSWeapon->GetClassname() ) )
{
Weapon_EquipAmmoOnly( pWeapon );
UTIL_Remove( pCSWeapon );
return;
}
}
pCSWeapon->SetSolidFlags( FSOLID_NOT_SOLID );
pCSWeapon->SetOwnerEntity( this );
}
BaseClass::Weapon_Equip( pWeapon );
}
bool CCSPlayer::Weapon_CanUse( CBaseCombatWeapon *pBaseWeapon )
{
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
if ( pWeapon )
{
// Don't give weapon_c4 to non-terrorists
if( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_C4 && GetTeamNumber() != TEAM_TERRORIST )
{
return false;
}
}
return true;
}
bool CCSPlayer::BumpWeapon( CBaseCombatWeapon *pBaseWeapon )
{
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
if ( !pWeapon )
{
Assert( !pWeapon );
pBaseWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
pBaseWeapon->AddEffects( EF_NODRAW );
Weapon_Equip( pBaseWeapon );
return true;
}
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
// Can I have this weapon type?
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
{
extern int gEvilImpulse101;
if ( gEvilImpulse101 )
{
UTIL_Remove( pWeapon );
}
return false;
}
// Even if we already have a grenade in this slot, we can pickup another one if we don't already
// own this type of grenade.
bool bPickupGrenade = ( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_GRENADE );
/*
// ----------------------------------------
// If I already have it just take the ammo
// ----------------------------------------
if ( !bPickupGrenade && Weapon_SlotOccupied( pWeapon ) )
{
Weapon_EquipAmmoOnly( pWeapon );
// Only remove me if I have no ammo left
// Can't just check HasAnyAmmo because if I don't use clips, I want to be removed,
if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() )
return false;
UTIL_Remove( pWeapon );
return false;
}
*/
if ( HasShield() && pWeapon->GetCSWpnData().m_bCanUseWithShield == false )
return false;
// Check ammo counts for grenades, and don't try to pick up more grenades than we can carry
if ( bPickupGrenade )
{
CBaseCombatWeapon *pOwnedGrenade = Weapon_OwnsThisType( pWeapon->GetClassname() );
if( pOwnedGrenade )
{
int numGrenades = 0;
int maxGrenades = 0;
int ammoIndex = pOwnedGrenade->GetPrimaryAmmoType();
if( ammoIndex != -1 )
{
numGrenades = GetAmmoCount( ammoIndex );
}
maxGrenades = GetAmmoDef()->MaxCarry(ammoIndex);
if( numGrenades >= maxGrenades )
{
return false;
}
}
}
if( bPickupGrenade || !Weapon_SlotOccupied( pWeapon ) )
{
pWeapon->CheckRespawn();
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
pWeapon->AddEffects( EF_NODRAW );
CCSPlayer* pDonor = pWeapon->GetDonor();
if ( pDonor && pDonor != this && pWeapon->GetCSWpnData().GetWeaponPrice() > m_iAccount )
{
CCS_GameStats.Event_PlayerDonatedWeapon( pDonor );
}
pWeapon->SetDonor(NULL);
Weapon_Equip( pWeapon );
int iExtraAmmo = pWeapon->GetExtraAmmoCount();
if( iExtraAmmo && !bPickupGrenade )
{
//Find out the index of the ammo
int iAmmoIndex = pWeapon->GetPrimaryAmmoType();
if( iAmmoIndex != -1 )
{
//Remove the extra ammo from the weapon
pWeapon->SetExtraAmmoCount(0);
//Give it to the player
SetAmmoCount( iExtraAmmo, iAmmoIndex );
}
}
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
if( event )
{
const char *weaponName = pWeapon->GetClassname();
if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
{
weaponName += 7;
}
event->SetInt( "userid", GetUserID() );
event->SetString( "item", weaponName );
gameeventmanager->FireEvent( event );
}
return true;
}
return false;
}
void CCSPlayer::ResetStamina( void )
{
m_flStamina = 0.0f;
}
void CCSPlayer::RescueZoneTouch( inputdata_t &inputdata )
{
m_bInHostageRescueZone = true;
if ( GetTeamNumber() == TEAM_CT && !(m_iDisplayHistoryBits & DHF_IN_RESCUE_ZONE) )
{
HintMessage( "#Hint_hostage_rescue_zone", false );
m_iDisplayHistoryBits |= DHF_IN_RESCUE_ZONE;
}
}
//------------------------------------------------------------------------------------------
CON_COMMAND( timeleft, "prints the time remaining in the match" )
{
CCSPlayer *pPlayer = ToCSPlayer( UTIL_GetCommandClient() );
if ( pPlayer && pPlayer->m_iNextTimeCheck >= gpGlobals->curtime )
{
return; // rate limiting
}
int iTimeRemaining = (int)CSGameRules()->GetMapRemainingTime();
if ( iTimeRemaining < 0 )
{
if ( pPlayer )
{
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_no_timelimit" );
}
else
{
Msg( "* No Time Limit *\n" );
}
}
else if ( iTimeRemaining == 0 )
{
if ( pPlayer )
{
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_last_round" );
}
else
{
Msg( "* Last Round *\n" );
}
}
else
{
int iMinutes, iSeconds;
iMinutes = iTimeRemaining / 60;
iSeconds = iTimeRemaining % 60;
char minutes[8];
char seconds[8];
Q_snprintf( minutes, sizeof(minutes), "%d", iMinutes );
Q_snprintf( seconds, sizeof(seconds), "%2.2d", iSeconds );
if ( pPlayer )
{
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_timelimit", minutes, seconds );
}
else
{
Msg( "Time Remaining: %s:%s\n", minutes, seconds );
}
}
if ( pPlayer )
{
pPlayer->m_iNextTimeCheck = gpGlobals->curtime + 1;
}
}
//------------------------------------------------------------------------------------------
/**
* Emit given sound that only we can hear
*/
void CCSPlayer::EmitPrivateSound( const char *soundName )
{
CSoundParameters params;
if (!GetParametersForSound( soundName, params, NULL ))
return;
CSingleUserRecipientFilter filter( this );
EmitSound( filter, entindex(), soundName );
}
//=====================
//Autobuy
//=====================
static void AutoBuy( void )
{
CCSPlayer *player = ToCSPlayer( UTIL_GetCommandClient() );
if ( player )
player->AutoBuy();
}
static ConCommand autobuy( "autobuy", AutoBuy, "Attempt to purchase items with the order listed in cl_autobuy" );
//==============================================
//AutoBuy - do the work of deciding what to buy
//==============================================
void CCSPlayer::AutoBuy()
{
if ( !IsInBuyZone() )
{
EmitPrivateSound( "BuyPreset.CantBuy" );
return;
}
const char *autobuyString = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_autobuy" );
if ( !autobuyString || !*autobuyString )
{
EmitPrivateSound( "BuyPreset.AlreadyBought" );
return;
}
bool boughtPrimary = false, boughtSecondary = false;
m_bIsInAutoBuy = true;
ParseAutoBuyString(autobuyString, boughtPrimary, boughtSecondary);
m_bIsInAutoBuy = false;
m_bAutoReload = true;
//TODO ?: stripped out all the attempts to buy career weapons.
// as we're not porting cs:cz, these were skipped
}
void CCSPlayer::ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary)
{
char command[32];
int nBuffSize = sizeof(command) - 1; // -1 to leave space for the NULL at the end of the string
const char *c = string;
if (c == NULL)
{
EmitPrivateSound( "BuyPreset.AlreadyBought" );
return;
}
BuyResult_e overallResult = BUY_ALREADY_HAVE;
// loop through the string of commands, trying each one in turn.
while (*c != 0)
{
int i = 0;
// copy the next word into the command buffer.
while ((*c != 0) && (*c != ' ') && (i < nBuffSize))
{
command[i] = *(c);
++c;
++i;
}
if (*c == ' ')
{
++c; // skip the space.
}
command[i] = 0; // terminate the string.
// clear out any spaces.
i = 0;
while (command[i] != 0)
{
if (command[i] == ' ')
{
command[i] = 0;
break;
}
++i;
}
// make sure we actually have a command.
if (strlen(command) == 0)
{
continue;
}
AutoBuyInfoStruct * commandInfo = GetAutoBuyCommandInfo(command);
if (ShouldExecuteAutoBuyCommand(commandInfo, boughtPrimary, boughtSecondary))
{
BuyResult_e result = HandleCommand_Buy( command );
overallResult = CombineBuyResults( overallResult, result );
// check to see if we actually bought a primary or secondary weapon this time.
PostAutoBuyCommandProcessing(commandInfo, boughtPrimary, boughtSecondary);
}
}
if ( overallResult == BUY_CANT_AFFORD )
{
EmitPrivateSound( "BuyPreset.CantBuy" );
}
else if ( overallResult == BUY_ALREADY_HAVE )
{
EmitPrivateSound( "BuyPreset.AlreadyBought" );
}
else if ( overallResult == BUY_BOUGHT )
{
g_iAutoBuyPurchases++;
}
}
BuyResult_e CCSPlayer::CombineBuyResults( BuyResult_e prevResult, BuyResult_e newResult )
{
if ( newResult == BUY_BOUGHT )
{
prevResult = BUY_BOUGHT;
}
else if ( prevResult != BUY_BOUGHT &&
(newResult == BUY_CANT_AFFORD || newResult == BUY_INVALID_ITEM || newResult == BUY_PLAYER_CANT_BUY ) )
{
prevResult = BUY_CANT_AFFORD;
}
return prevResult;
}
//==============================================
//PostAutoBuyCommandProcessing
//==============================================
void CCSPlayer::PostAutoBuyCommandProcessing(const AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary)
{
if (commandInfo == NULL)
{
return;
}
CBaseCombatWeapon *pPrimary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
CBaseCombatWeapon *pSecondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if ((pPrimary != NULL) && (stricmp(pPrimary->GetClassname(), commandInfo->m_classname) == 0))
{
// I just bought the gun I was trying to buy.
boughtPrimary = true;
}
else if ((pPrimary == NULL) && ((commandInfo->m_class & AUTOBUYCLASS_SHIELD) == AUTOBUYCLASS_SHIELD) && HasShield())
{
// the shield is a primary weapon even though it isn't a "real" weapon.
boughtPrimary = true;
}
else if ((pSecondary != NULL) && (stricmp(pSecondary->GetClassname(), commandInfo->m_classname) == 0))
{
// I just bought the pistol I was trying to buy.
boughtSecondary = true;
}
}
bool CCSPlayer::ShouldExecuteAutoBuyCommand(const AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary)
{
if (commandInfo == NULL)
{
return false;
}
if ((boughtPrimary) && ((commandInfo->m_class & AUTOBUYCLASS_PRIMARY) != 0) && ((commandInfo->m_class & AUTOBUYCLASS_AMMO) == 0))
{
// this is a primary weapon and we already have one.
return false;
}
if ((boughtSecondary) && ((commandInfo->m_class & AUTOBUYCLASS_SECONDARY) != 0) && ((commandInfo->m_class & AUTOBUYCLASS_AMMO) == 0))
{
// this is a secondary weapon and we already have one.
return false;
}
if( commandInfo->m_class & AUTOBUYCLASS_ARMOR && ArmorValue() >= 100 )
{
return false;
}
return true;
}
AutoBuyInfoStruct *CCSPlayer::GetAutoBuyCommandInfo(const char *command)
{
int i = 0;
AutoBuyInfoStruct *ret = NULL;
AutoBuyInfoStruct *temp = &(g_autoBuyInfo[i]);
// loop through all the commands till we find the one that matches.
while ((ret == NULL) && (temp->m_class != (AutoBuyClassType)0))
{
temp = &(g_autoBuyInfo[i]);
++i;
if (stricmp(temp->m_command, command) == 0)
{
ret = temp;
}
}
return ret;
}
//==============================================
//PostAutoBuyCommandProcessing
//- reorders the tokens in autobuyString based on the order of tokens in the priorityString.
//==============================================
void CCSPlayer::PrioritizeAutoBuyString(char *autobuyString, const char *priorityString)
{
char newString[256];
int newStringPos = 0;
char priorityToken[32];
if ((priorityString == NULL) || (autobuyString == NULL))
{
return;
}
const char *priorityChar = priorityString;
while (*priorityChar != 0)
{
int i = 0;
// get the next token from the priority string.
while ((*priorityChar != 0) && (*priorityChar != ' '))
{
priorityToken[i] = *priorityChar;
++i;
++priorityChar;
}
priorityToken[i] = 0;
// skip spaces
while (*priorityChar == ' ')
{
++priorityChar;
}
if (strlen(priorityToken) == 0)
{
continue;
}
// see if the priority token is in the autobuy string.
// if it is, copy that token to the new string and blank out
// that token in the autobuy string.
char *autoBuyPosition = strstr(autobuyString, priorityToken);
if (autoBuyPosition != NULL)
{
while ((*autoBuyPosition != 0) && (*autoBuyPosition != ' '))
{
newString[newStringPos] = *autoBuyPosition;
*autoBuyPosition = ' ';
++newStringPos;
++autoBuyPosition;
}
newString[newStringPos++] = ' ';
}
}
// now just copy anything left in the autobuyString to the new string in the order it's in already.
char *autobuyPosition = autobuyString;
while (*autobuyPosition != 0)
{
// skip spaces
while (*autobuyPosition == ' ')
{
++autobuyPosition;
}
// copy the token over to the new string.
while ((*autobuyPosition != 0) && (*autobuyPosition != ' '))
{
newString[newStringPos] = *autobuyPosition;
++newStringPos;
++autobuyPosition;
}
// add a space at the end.
newString[newStringPos++] = ' ';
}
// terminate the string. Trailing spaces shouldn't matter.
newString[newStringPos] = 0;
Q_snprintf(autobuyString, sizeof(autobuyString), "%s", newString);
}
//==============================================================
// ReBuy
// system for attempting to buy the weapons you had last round
//==============================================================
static void Rebuy( void )
{
CCSPlayer *player = ToCSPlayer( UTIL_GetCommandClient() );
if ( player )
player->Rebuy();
}
static ConCommand rebuy( "rebuy", Rebuy, "Attempt to repurchase items with the order listed in cl_rebuy" );
void CCSPlayer::BuildRebuyStruct()
{
if (m_bIsInRebuy)
{
// if we are in the middle of a rebuy, we don't want to update the buy struct.
return;
}
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
CBaseCombatWeapon *secondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
// do the primary weapon/ammo stuff.
if (primary == NULL)
{
// count a shieldgun as a primary.
if (HasShield())
{
//m_rebuyStruct.m_primaryWeapon = WEAPON_SHIELDGUN;
Q_strncpy( m_rebuyStruct.m_szPrimaryWeapon, "shield", sizeof(m_rebuyStruct.m_szPrimaryWeapon) );
m_rebuyStruct.m_primaryAmmo = 0; // shields don't have ammo.
}
else
{
m_rebuyStruct.m_szPrimaryWeapon[0] = 0; // if we don't have a shield and we don't have a primary weapon, we got nuthin.
m_rebuyStruct.m_primaryAmmo = 0; // can't have ammo if we don't have a gun right?
}
}
else
{
//strip off the "weapon_"
const char *wpnName = primary->GetClassname();
Q_strncpy( m_rebuyStruct.m_szPrimaryWeapon, wpnName + 7, sizeof(m_rebuyStruct.m_szPrimaryWeapon) );
if( primary->GetPrimaryAmmoType() != -1 )
{
m_rebuyStruct.m_primaryAmmo = GetAmmoCount( primary->GetPrimaryAmmoType() );
}
}
// do the secondary weapon/ammo stuff.
if (secondary == NULL)
{
m_rebuyStruct.m_szSecondaryWeapon[0] = 0;
m_rebuyStruct.m_secondaryAmmo = 0; // can't have ammo if we don't have a gun right?
}
else
{
const char *wpnName = secondary->GetClassname();
Q_strncpy( m_rebuyStruct.m_szSecondaryWeapon, wpnName + 7, sizeof(m_rebuyStruct.m_szSecondaryWeapon) );
if( secondary->GetPrimaryAmmoType() != -1 )
{
m_rebuyStruct.m_secondaryAmmo = GetAmmoCount( secondary->GetPrimaryAmmoType() );
}
}
CBaseCombatWeapon *pGrenade;
//MATTTODO: right now you can't buy more than one grenade. make it so you can
//buy more and query the number you have.
// HE Grenade
pGrenade = Weapon_OwnsThisType( "weapon_hegrenade" );
if ( pGrenade && pGrenade->GetPrimaryAmmoType() != -1 )
{
m_rebuyStruct.m_heGrenade = GetAmmoCount(pGrenade->GetPrimaryAmmoType());
}
else
m_rebuyStruct.m_heGrenade = 0;
// flashbang
pGrenade = Weapon_OwnsThisType( "weapon_flashbang" );
if ( pGrenade && pGrenade->GetPrimaryAmmoType() != -1 )
{
m_rebuyStruct.m_flashbang = GetAmmoCount(pGrenade->GetPrimaryAmmoType());
}
else
m_rebuyStruct.m_flashbang = 0;
// smokegrenade
pGrenade = Weapon_OwnsThisType( "weapon_smokegrenade" );
if ( pGrenade /*&& pGrenade->GetPrimaryAmmoType() != -1*/ )
{
m_rebuyStruct.m_smokeGrenade = 1; //GetAmmoCount(pGrenade->GetPrimaryAmmoType());
}
else
m_rebuyStruct.m_smokeGrenade = 0;
// defuser
m_rebuyStruct.m_defuser = HasDefuser();
// night vision
m_rebuyStruct.m_nightVision = m_bHasNightVision.Get(); //cast to avoid strange compiler warning
// check for armor.
m_rebuyStruct.m_armor = ( m_bHasHelmet ? 2 : ( ArmorValue() > 0 ? 1 : 0 ) );
}
void CCSPlayer::Rebuy( void )
{
if ( !IsInBuyZone() )
{
EmitPrivateSound( "BuyPreset.CantBuy" );
return;
}
const char *rebuyString = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_rebuy" );
if ( !rebuyString || !*rebuyString )
{
EmitPrivateSound( "BuyPreset.AlreadyBought" );
return;
}
m_bIsInRebuy = true;
BuyResult_e overallResult = BUY_ALREADY_HAVE;
char token[256];
rebuyString = engine->ParseFile( rebuyString, token, sizeof( token ) );
while (rebuyString != NULL)
{
BuyResult_e result = BUY_ALREADY_HAVE;
if (!Q_strncmp(token, "PrimaryWeapon", 14))
{
result = RebuyPrimaryWeapon();
}
else if (!Q_strncmp(token, "PrimaryAmmo", 12))
{
result = RebuyPrimaryAmmo();
}
else if (!Q_strncmp(token, "SecondaryWeapon", 16))
{
result = RebuySecondaryWeapon();
}
else if (!Q_strncmp(token, "SecondaryAmmo", 14))
{
result = RebuySecondaryAmmo();
}
else if (!Q_strncmp(token, "HEGrenade", 10))
{
result = RebuyHEGrenade();
}
else if (!Q_strncmp(token, "Flashbang", 10))
{
result = RebuyFlashbang();
}
else if (!Q_strncmp(token, "SmokeGrenade", 13))
{
result = RebuySmokeGrenade();
}
else if (!Q_strncmp(token, "Defuser", 8))
{
result = RebuyDefuser();
}
else if (!Q_strncmp(token, "NightVision", 12))
{
result = RebuyNightVision();
}
else if (!Q_strncmp(token, "Armor", 6))
{
result = RebuyArmor();
}
overallResult = CombineBuyResults( overallResult, result );
rebuyString = engine->ParseFile( rebuyString, token, sizeof( token ) );
}
m_bIsInRebuy = false;
// after we're done buying, the user is done with their equipment purchasing experience.
// so we are effectively out of the buy zone.
// if (TheTutor != NULL)
// {
// TheTutor->OnEvent(EVENT_PLAYER_LEFT_BUY_ZONE);
// }
m_bAutoReload = true;
if ( overallResult == BUY_CANT_AFFORD )
{
EmitPrivateSound( "BuyPreset.CantBuy" );
}
else if ( overallResult == BUY_ALREADY_HAVE )
{
EmitPrivateSound( "BuyPreset.AlreadyBought" );
}
else if ( overallResult == BUY_BOUGHT )
{
g_iReBuyPurchases++;
}
}
BuyResult_e CCSPlayer::RebuyPrimaryWeapon()
{
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if (primary != NULL)
{
return BUY_ALREADY_HAVE; // don't drop primary weapons via rebuy - if the player picked up a different weapon, he wants to keep it.
}
if( strlen( m_rebuyStruct.m_szPrimaryWeapon ) > 0 )
return HandleCommand_Buy(m_rebuyStruct.m_szPrimaryWeapon);
return BUY_ALREADY_HAVE;
}
BuyResult_e CCSPlayer::RebuySecondaryWeapon()
{
CBaseCombatWeapon *pistol = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if (pistol != NULL && !m_bUsingDefaultPistol)
{
return BUY_ALREADY_HAVE; // don't drop pistols via rebuy if we've bought one other than the default pistol
}
if( strlen( m_rebuyStruct.m_szSecondaryWeapon ) > 0 )
return HandleCommand_Buy(m_rebuyStruct.m_szSecondaryWeapon);
return BUY_ALREADY_HAVE;
}
BuyResult_e CCSPlayer::RebuyPrimaryAmmo()
{
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if (primary == NULL)
{
return BUY_ALREADY_HAVE; // can't buy ammo when we don't even have a gun.
}
// Ensure that the weapon uses ammo
int nAmmo = primary->GetPrimaryAmmoType();
if ( nAmmo == -1 )
{
return BUY_ALREADY_HAVE;
}
// if we had more ammo before than we have now, buy more.
if (m_rebuyStruct.m_primaryAmmo > GetAmmoCount( nAmmo ))
{
return HandleCommand_Buy("primammo");
}
return BUY_ALREADY_HAVE;
}
BuyResult_e CCSPlayer::RebuySecondaryAmmo()
{
CBaseCombatWeapon *secondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if (secondary == NULL)
{
return BUY_ALREADY_HAVE; // can't buy ammo when we don't even have a gun.
}
// Ensure that the weapon uses ammo
int nAmmo = secondary->GetPrimaryAmmoType();
if ( nAmmo == -1 )
{
return BUY_ALREADY_HAVE;
}
if (m_rebuyStruct.m_secondaryAmmo > GetAmmoCount( nAmmo ))
{
return HandleCommand_Buy("secammo");
}
return BUY_ALREADY_HAVE;
}
BuyResult_e CCSPlayer::RebuyHEGrenade()
{
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_hegrenade" );
int numGrenades = 0;
if( pGrenade )
{
int nAmmo = pGrenade->GetPrimaryAmmoType();
if ( nAmmo == -1 )
{
return BUY_ALREADY_HAVE;
}
numGrenades = GetAmmoCount( nAmmo );
}
BuyResult_e overallResult = BUY_ALREADY_HAVE;
int numToBuy = MAX( 0, m_rebuyStruct.m_heGrenade - numGrenades );
for (int i = 0; i < numToBuy; ++i)
{
BuyResult_e result = HandleCommand_Buy("hegrenade");
overallResult = CombineBuyResults( overallResult, result );
}
return overallResult;
}
BuyResult_e CCSPlayer::RebuyFlashbang()
{
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_flashbang" );
int numGrenades = 0;
if( pGrenade )
{
int nAmmo = pGrenade->GetPrimaryAmmoType();
if ( nAmmo == -1 )
{
return BUY_ALREADY_HAVE;
}
numGrenades = GetAmmoCount( nAmmo );
}
BuyResult_e overallResult = BUY_ALREADY_HAVE;
int numToBuy = MAX( 0, m_rebuyStruct.m_flashbang - numGrenades );
for (int i = 0; i < numToBuy; ++i)
{
BuyResult_e result = HandleCommand_Buy("flashbang");
overallResult = CombineBuyResults( overallResult, result );
}
return overallResult;
}
BuyResult_e CCSPlayer::RebuySmokeGrenade()
{
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_smokegrenade" );
int numGrenades = 0;
if( pGrenade )
{
int nAmmo = pGrenade->GetPrimaryAmmoType();
if ( nAmmo == -1 )
{
return BUY_ALREADY_HAVE;
}
numGrenades = GetAmmoCount( nAmmo );
}
BuyResult_e overallResult = BUY_ALREADY_HAVE;
int numToBuy = MAX( 0, m_rebuyStruct.m_smokeGrenade - numGrenades );
for (int i = 0; i < numToBuy; ++i)
{
BuyResult_e result = HandleCommand_Buy("smokegrenade");
overallResult = CombineBuyResults( overallResult, result );
}
return overallResult;
}
BuyResult_e CCSPlayer::RebuyDefuser()
{
//If we don't have a defuser, and we want one, buy it!
if( !HasDefuser() && m_rebuyStruct.m_defuser )
{
return HandleCommand_Buy("defuser");
}
return BUY_ALREADY_HAVE;
}
BuyResult_e CCSPlayer::RebuyNightVision()
{
//if we don't have night vision and we want one, buy it!
if( !m_bHasNightVision && m_rebuyStruct.m_nightVision )
{
return HandleCommand_Buy("nvgs");
}
return BUY_ALREADY_HAVE;
}
BuyResult_e CCSPlayer::RebuyArmor()
{
if (m_rebuyStruct.m_armor > 0 )
{
int armor = 0;
if( m_bHasHelmet )
armor = 2;
else if( ArmorValue() > 0 )
armor = 1;
if( armor < m_rebuyStruct.m_armor )
{
if (m_rebuyStruct.m_armor == 1)
{
return HandleCommand_Buy("vest");
}
else
{
return HandleCommand_Buy("vesthelm");
}
}
}
return BUY_ALREADY_HAVE;
}
bool CCSPlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps )
{
CWeaponCSBase *pCSWepaon = dynamic_cast<CWeaponCSBase*>(pEntity);
if( pCSWepaon )
{
// we can't USE dropped weapons
return true;
}
CBaseCSGrenadeProjectile *pGrenade = dynamic_cast<CBaseCSGrenadeProjectile*>(pEntity);
if ( pGrenade )
{
// we can't USE thrown grenades
}
return BaseClass::IsUseableEntity( pEntity, requiredCaps );
}
CBaseEntity *CCSPlayer::FindUseEntity()
{
CBaseEntity *entity = NULL;
// Check to see if the bomb is close enough to use before attempting to use anything else.
if ( CSGameRules()->IsBombDefuseMap() && GetTeamNumber() == TEAM_CT )
{
// This is done separately since there might be something blocking our LOS to it
// but we might want to use it anyway if it's close enough. This should eliminate
// the vast majority of bomb placement exploits (places where the bomb can be planted
// but can't be "used". This also mimics goldsrc cstrike behavior.
CBaseEntity *bomb = gEntList.FindEntityByClassname( NULL, PLANTED_C4_CLASSNAME );
if (bomb != NULL)
{
Vector bombPos = bomb->GetAbsOrigin();
Vector vecLOS = EyePosition() - bombPos;
if (vecLOS.LengthSqr() < (96*96)) // 64 is the distance in Goldsrc. However since Goldsrc did distance from the player's origin and we're doing distance from the player's eye, make the radius a bit bigger.
{
// bomb is close enough, now make sure the player is facing the bomb.
Vector forward;
AngleVectors(EyeAngles(), &forward, NULL, NULL);
vecLOS.NormalizeInPlace();
float flDot = DotProduct(forward, vecLOS);
if (flDot < -0.7) // 0.7 taken from Goldsrc, +/- ~45 degrees
{
entity = bomb;
}
}
}
}
if ( entity == NULL )
{
entity = BaseClass::FindUseEntity();
}
return entity;
}
void CCSPlayer::StockPlayerAmmo( CBaseCombatWeapon *pNewWeapon )
{
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase * >( pNewWeapon );
if ( pWeapon )
{
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
return;
int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo != -1 )
{
GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName );
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
}
return;
}
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
if ( pWeapon )
{
int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo != -1 )
{
GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName );
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
}
}
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL ));
if ( pWeapon )
{
int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo != -1 )
{
GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName );
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
}
}
}
CBaseEntity *CCSPlayer::GiveNamedItem( const char *pszName, int iSubType )
{
EHANDLE pent;
if ( !pszName || !pszName[0] )
return NULL;
#ifndef CS_SHIELD_ENABLED
if ( !Q_stricmp( pszName, "weapon_shield" ) )
return NULL;
#endif
pent = CreateEntityByName(pszName);
if ( pent == NULL )
{
Msg( "NULL Ent in GiveNamedItem!\n" );
return NULL;
}
pent->SetLocalOrigin( GetLocalOrigin() );
pent->AddSpawnFlags( SF_NORESPAWN );
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent );
if ( pWeapon )
{
if ( iSubType )
{
pWeapon->SetSubType( iSubType );
}
}
DispatchSpawn( pent );
m_bIsBeingGivenItem = true;
if ( pent != NULL && !(pent->IsMarkedForDeletion()) )
{
pent->Touch( this );
}
m_bIsBeingGivenItem = false;
StockPlayerAmmo( pWeapon );
return pent;
}
void CCSPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
{
// Grenade throwing has to synchronize exactly with the player's grenade weapon going away,
// and events get delayed a bit, so we let CCSPlayerAnimState pickup the change to this
// variable.
m_iThrowGrenadeCounter = (m_iThrowGrenadeCounter+1) % (1<<THROWGRENADE_COUNTER_BITS);
}
else
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CCSPlayer::FlashlightIsOn( void )
{
return IsEffectActive( EF_DIMLIGHT );
}
extern ConVar flashlight;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCSPlayer::FlashlightTurnOn( void )
{
if( flashlight.GetInt() > 0 && IsAlive() )
{
AddEffects( EF_DIMLIGHT );
EmitSound( "Player.FlashlightOn" );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCSPlayer::FlashlightTurnOff( void )
{
RemoveEffects( EF_DIMLIGHT );
if( IsAlive() )
{
EmitSound( "Player.FlashlightOff" );
}
}
//Drop the appropriate weapons:
// Defuser if we have one
// C4 if we have one
// The best weapon we have, first check primary,
// then secondary and drop the best one
//=============================================================================
// HPE_BEGIN:
// [tj] Added a parameter so we know if it was death that caused the drop
// [menglish] Clear all previously dropped equipment and add the c4 to the dropped equipment
//=============================================================================
void CCSPlayer::DropWeapons( bool fromDeath, bool friendlyFire )
{
for ( int i = 0; i < DROPPED_COUNT; ++i )
{
m_hDroppedEquipment[i] = NULL;
}
CBaseCombatWeapon *pC4 = Weapon_OwnsThisType( "weapon_c4" );
if ( pC4 )
{
CSWeaponDrop( pC4, false, true );
if( fromDeath )
{
if( friendlyFire )
{
(static_cast<CC4*> (pC4))->SetDroppedFromDeath(true);
}
m_hDroppedEquipment[DROPPED_C4] = static_cast<CBaseEntity *>(pC4);
}
}
//NOTE: Function continues beyond comment block. This is just the part I touched.
//=============================================================================
// HPE_END
//=============================================================================
if( HasDefuser() )
{
//Drop an item_defuser
Vector vForward, vRight;
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
CBaseAnimating *pDefuser = (CBaseAnimating *)CBaseEntity::Create( "item_defuser", WorldSpaceCenter(), GetLocalAngles(), this );
pDefuser->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
RemoveDefuser();
//=============================================================================
// HPE_BEGIN:
// [menglish] Add the newly created defuser to the dropped equipment list
//=============================================================================
if(fromDeath)
{
m_hDroppedEquipment[DROPPED_DEFUSE] = static_cast<CBaseEntity *>(pDefuser);
}
//=============================================================================
// HPE_END
//=============================================================================
}
if( HasShield() )
{
DropShield();
}
else
{
//drop the best weapon we have
if( !DropRifle( true ) )
DropPistol( true );
}
// drop any live grenades so they explode
CBaseCSGrenade *pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_hegrenade"));
if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) )
{
pGrenade->DropGrenade();
pGrenade->DecrementAmmo( this );
}
else
{
pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_flashbang"));
if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) )
{
pGrenade->DropGrenade();
pGrenade->DecrementAmmo( this );
}
else
{
pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_smokegrenade"));
if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) )
{
pGrenade->DropGrenade();
pGrenade->DecrementAmmo( this );
}
}
}
// drop the "best" grenade remaining
CBaseCombatWeapon *pWeapon = Weapon_OwnsThisType("weapon_hegrenade");
bool grenadeDrop = false;
if ( pWeapon && pWeapon->HasAmmo() )
{
grenadeDrop = CSWeaponDrop(pWeapon, false);
}
else
{
pWeapon = Weapon_OwnsThisType("weapon_flashbang");
if ( pWeapon && pWeapon->HasAmmo() )
{
grenadeDrop = CSWeaponDrop(pWeapon, false);
}
else
{
pWeapon = Weapon_OwnsThisType("weapon_smokegrenade");
if ( pWeapon && pWeapon->HasAmmo() )
{
grenadeDrop = CSWeaponDrop(pWeapon, false);
}
}
}
//=============================================================================
// HPE_BEGIN:
// [menglish] Add whichever, if any, grenade was dropped
//=============================================================================
if( pWeapon && grenadeDrop )
{
m_hDroppedEquipment[DROPPED_GRENADE] = static_cast<CBaseEntity *>(pWeapon);
}
//=============================================================================
// HPE_END
//=============================================================================
}
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team
//-----------------------------------------------------------------------------
void CCSPlayer::ChangeTeam( int iTeamNum )
{
if ( !GetGlobalTeam( iTeamNum ) )
{
Warning( "CCSPlayer::ChangeTeam( %d ) - invalid team index.\n", iTeamNum );
return;
}
int iOldTeam = GetTeamNumber();
// if this is our current team, just abort
if ( iTeamNum == iOldTeam )
return;
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [tj] Added a parameter so we know if it was death that caused the drop
// Drop Our best weapon
DropWeapons(false, false);
// [tj] Clear out dominations
RemoveNemesisRelationships();
//=============================================================================
// HPE_END
//=============================================================================
// Always allow a change to spectator, and don't count it as one of our team changes.
// We now store the old team, so if a player changes once to one team, then to spectator,
// they won't be able to change back to their old old team, but will still be able to join
// the team they initially changed to.
if( iTeamNum != TEAM_SPECTATOR )
{
m_bTeamChanged = true;
}
else
{
m_iOldTeam = iOldTeam;
}
// do the team change:
BaseClass::ChangeTeam( iTeamNum );
//reset class
m_iClass = (int)CS_CLASS_NONE;
// update client state
if ( iTeamNum == TEAM_UNASSIGNED )
{
State_Transition( STATE_OBSERVER_MODE );
}
else if ( iTeamNum == TEAM_SPECTATOR )
{
//=============================================================================
// HPE_BEGIN:
// [tj] Removed these lines so players keep their money when switching to spectator.
//=============================================================================
//Reset money
//m_iAccount = 0;
//=============================================================================
// HPE_END
//=============================================================================
RemoveAllItems( true );
State_Transition( STATE_OBSERVER_MODE );
}
else // active player
{
if ( iOldTeam == TEAM_SPECTATOR )
{
// If they're switching from being a spectator to ingame player
//=============================================================================
// HPE_BEGIN:
// [tj] Changed this so players either retain their existing money or,
// if they have less than the default, give them the default.
//=============================================================================
int startMoney = CSGameRules()->GetStartMoney();
if (startMoney > m_iAccount)
{
m_iAccount = startMoney;
}
//=============================================================================
// HPE_END
//=============================================================================
}
// bots get to this state on TEAM_UNASSIGNED, yet they are marked alive. Don't kill them.
else if ( iOldTeam != TEAM_UNASSIGNED && !IsDead() )
{
// Kill player if switching teams while alive
CommitSuicide();
}
// Put up the class selection menu.
State_Transition( STATE_PICKINGCLASS );
}
// Initialize the player counts now that a player has switched teams
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
CSGameRules()->InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
}
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team without penalty
//-----------------------------------------------------------------------------
void CCSPlayer::SwitchTeam( int iTeamNum )
{
if ( !GetGlobalTeam( iTeamNum ) || (iTeamNum != TEAM_CT && iTeamNum != TEAM_TERRORIST) )
{
Warning( "CCSPlayer::SwitchTeam( %d ) - invalid team index.\n", iTeamNum );
return;
}
int iOldTeam = GetTeamNumber();
// if this is our current team, just abort
if ( iTeamNum == iOldTeam )
return;
// Always allow a change to spectator, and don't count it as one of our team changes.
// We now store the old team, so if a player changes once to one team, then to spectator,
// they won't be able to change back to their old old team, but will still be able to join
// the team they initially changed to.
m_bTeamChanged = true;
// do the team change:
BaseClass::ChangeTeam( iTeamNum );
if( HasDefuser() )
{
RemoveDefuser();
}
//reset class
switch ( m_iClass )
{
// Terrorist -> CT
case CS_CLASS_PHOENIX_CONNNECTION:
m_iClass = (int)CS_CLASS_SEAL_TEAM_6;
break;
case CS_CLASS_L337_KREW:
m_iClass = (int)CS_CLASS_GSG_9;
break;
case CS_CLASS_ARCTIC_AVENGERS:
m_iClass = (int)CS_CLASS_SAS;
break;
case CS_CLASS_GUERILLA_WARFARE:
m_iClass = (int)CS_CLASS_GIGN;
break;
// CT -> Terrorist
case CS_CLASS_SEAL_TEAM_6:
m_iClass = (int)CS_CLASS_PHOENIX_CONNNECTION;
break;
case CS_CLASS_GSG_9:
m_iClass = (int)CS_CLASS_L337_KREW;
break;
case CS_CLASS_SAS:
m_iClass = (int)CS_CLASS_ARCTIC_AVENGERS;
break;
case CS_CLASS_GIGN:
m_iClass = (int)CS_CLASS_GUERILLA_WARFARE;
break;
case CS_CLASS_NONE:
default:
break;
}
// Initialize the player counts now that a player has switched teams
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
CSGameRules()->InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
}
void CCSPlayer::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
{
// this is for giving player info to the hostage response system
// and is as yet unused.
// Eventually we could give the hostage a few tidbits about this player,
// eg their health, what weapons they have, and the hostage could
// comment accordingly.
//do not append any player data to the Criteria!
//we don't know which player we should be caring about
}
static unsigned int s_BulletGroupCounter = 0;
void CCSPlayer::StartNewBulletGroup()
{
s_BulletGroupCounter++;
}
//=======================================================
// Remember this amount of damage that we dealt for stats
//=======================================================
void CCSPlayer::RecordDamageGiven( const char *szDamageTaker, int iDamageGiven )
{
FOR_EACH_LL( m_DamageGivenList, i )
{
if( Q_strncmp( szDamageTaker, m_DamageGivenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 )
{
m_DamageGivenList[i]->AddDamage( iDamageGiven, s_BulletGroupCounter );
return;
}
}
CDamageRecord *record = new CDamageRecord( szDamageTaker, iDamageGiven, s_BulletGroupCounter );
int k = m_DamageGivenList.AddToTail();
m_DamageGivenList[k] = record;
}
//=======================================================
// Remember this amount of damage that we took for stats
//=======================================================
void CCSPlayer::RecordDamageTaken( const char *szDamageDealer, int iDamageTaken )
{
FOR_EACH_LL( m_DamageTakenList, i )
{
if( Q_strncmp( szDamageDealer, m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 )
{
m_DamageTakenList[i]->AddDamage( iDamageTaken, s_BulletGroupCounter );
return;
}
}
CDamageRecord *record = new CDamageRecord( szDamageDealer, iDamageTaken, s_BulletGroupCounter );
int k = m_DamageTakenList.AddToTail();
m_DamageTakenList[k] = record;
}
//=======================================================
// Reset our damage given and taken counters
//=======================================================
void CCSPlayer::ResetDamageCounters()
{
m_DamageGivenList.PurgeAndDeleteElements();
m_DamageTakenList.PurgeAndDeleteElements();
}
//=======================================================
// Output the damage that we dealt to other players
//=======================================================
void CCSPlayer::OutputDamageTaken( void )
{
bool bPrintHeader = true;
CDamageRecord *pRecord;
char buf[64];
int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageTakenList, i )
{
if( bPrintHeader )
{
ClientPrint( this, msg_dest, "Player: %s1 - Damage Taken\n", GetPlayerName() );
ClientPrint( this, msg_dest, "-------------------------\n" );
bPrintHeader = false;
}
pRecord = m_DamageTakenList[i];
if( pRecord )
{
if (pRecord->GetNumHits() == 1)
{
Q_snprintf( buf, sizeof(buf), "%d in %d hit", pRecord->GetDamage(), pRecord->GetNumHits() );
}
else
{
Q_snprintf( buf, sizeof(buf), "%d in %d hits", pRecord->GetDamage(), pRecord->GetNumHits() );
}
ClientPrint( this, msg_dest, "Damage Taken from \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf );
}
}
}
//=======================================================
// Output the damage that we took from other players
//=======================================================
void CCSPlayer::OutputDamageGiven( void )
{
bool bPrintHeader = true;
CDamageRecord *pRecord;
char buf[64];
int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageGivenList, i )
{
if( bPrintHeader )
{
ClientPrint( this, msg_dest, "Player: %s1 - Damage Given\n", GetPlayerName() );
ClientPrint( this, msg_dest, "-------------------------\n" );
bPrintHeader = false;
}
pRecord = m_DamageGivenList[i];
if( pRecord )
{
if (pRecord->GetNumHits() == 1)
{
Q_snprintf( buf, sizeof(buf), "%d in %d hit", pRecord->GetDamage(), pRecord->GetNumHits() );
}
else
{
Q_snprintf( buf, sizeof(buf), "%d in %d hits", pRecord->GetDamage(), pRecord->GetNumHits() );
}
ClientPrint( this, msg_dest, "Damage Given to \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf );
}
}
}
void CCSPlayer::CreateViewModel( int index /*=0*/ )
{
Assert( index >= 0 && index < MAX_VIEWMODELS );
if ( GetViewModel( index ) )
return;
CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" );
if ( vm )
{
vm->SetAbsOrigin( GetAbsOrigin() );
vm->SetOwner( this );
vm->SetIndex( index );
DispatchSpawn( vm );
vm->FollowEntity( this, false );
m_hViewModel.Set( index, vm );
}
}
bool CCSPlayer::HasC4() const
{
return ( Weapon_OwnsThisType( "weapon_c4" ) != NULL );
}
int CCSPlayer::GetNextObserverSearchStartPoint( bool bReverse )
{
// If we are currently watching someone who is dead, they must have died while we were watching (since
// a dead guy is not a valid pick to start watching). He was given his killer as an observer target
// when he died, so let's start by trying to observe his killer. If we fail, we'll use the normal way.
// And this is just the start point anyway, but we want to start the search here in case it is okay.
if( m_hObserverTarget && !m_hObserverTarget->IsAlive() )
{
CCSPlayer *targetPlayer = ToCSPlayer(m_hObserverTarget);
if( targetPlayer && targetPlayer->GetObserverTarget() )
return targetPlayer->GetObserverTarget()->entindex();
}
return BaseClass::GetNextObserverSearchStartPoint( bReverse );
}
void CCSPlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{
BaseClass::PlayStepSound( vecOrigin, psurface, fvol, force );
if ( !sv_footsteps.GetFloat() )
return;
if ( !psurface )
return;
IGameEvent * event = gameeventmanager->CreateEvent( "player_footstep" );
if ( event )
{
event->SetInt("userid", GetUserID() );
gameeventmanager->FireEvent( event );
}
m_bMadeFootstepNoise = true;
}
void CCSPlayer::SelectDeathPose( const CTakeDamageInfo &info )
{
MDLCACHE_CRITICAL_SECTION();
if ( !GetModelPtr() )
return;
Activity aActivity = ACT_INVALID;
int iDeathFrame = 0;
SelectDeathPoseActivityAndFrame( this, info, m_LastHitGroup, aActivity, iDeathFrame );
if ( aActivity == ACT_INVALID )
{
SetDeathPose( ACT_INVALID );
SetDeathPoseFrame( 0 );
return;
}
SetDeathPose( SelectWeightedSequence( aActivity ) );
SetDeathPoseFrame( iDeathFrame );
}
void CCSPlayer::HandleAnimEvent( animevent_t *pEvent )
{
if ( pEvent->event == 4001 || pEvent->event == 4002 )
{
// Ignore these for now - soon we will be playing footstep sounds based on these events
// that mark footfalls in the anims.
}
else
{
BaseClass::HandleAnimEvent( pEvent );
}
}
bool CCSPlayer::CanChangeName( void )
{
if ( IsBot() )
return true;
// enforce the minimum interval
if ( (m_flNameChangeHistory[0] + MIN_NAME_CHANGE_INTERVAL) >= gpGlobals->curtime )
{
return false;
}
// enforce that we dont do more than NAME_CHANGE_HISTORY_SIZE
// changes within NAME_CHANGE_HISTORY_INTERVAL
if ( (m_flNameChangeHistory[NAME_CHANGE_HISTORY_SIZE-1] + NAME_CHANGE_HISTORY_INTERVAL) >= gpGlobals->curtime )
{
return false;
}
return true;
}
void CCSPlayer::ChangeName( const char *pszNewName )
{
// make sure name is not too long
char trimmedName[MAX_PLAYER_NAME_LENGTH];
Q_strncpy( trimmedName, pszNewName, sizeof( trimmedName ) );
const char *pszOldName = GetPlayerName();
// send colored message to everyone
CReliableBroadcastRecipientFilter filter;
UTIL_SayText2Filter( filter, this, false, "#Cstrike_Name_Change", pszOldName, trimmedName );
// broadcast event
IGameEvent * event = gameeventmanager->CreateEvent( "player_changename" );
if ( event )
{
event->SetInt( "userid", GetUserID() );
event->SetString( "oldname", pszOldName );
event->SetString( "newname", trimmedName );
gameeventmanager->FireEvent( event );
}
// change shared player name
SetPlayerName( trimmedName );
// tell engine to use new name
engine->ClientCommand( edict(), "name \"%s\"", trimmedName );
// remember time of name change
for ( int i=NAME_CHANGE_HISTORY_SIZE-1; i>0; i-- )
{
m_flNameChangeHistory[i] = m_flNameChangeHistory[i-1];
}
m_flNameChangeHistory[0] = gpGlobals->curtime; // last change
}
bool CCSPlayer::StartReplayMode( float fDelay, float fDuration, int iEntity )
{
if ( !BaseClass::StartReplayMode( fDelay, fDuration, iEntity ) )
return false;
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
UserMessageBegin( filter, "KillCam" );
WRITE_BYTE( OBS_MODE_IN_EYE );
if ( m_hObserverTarget.Get() )
{
WRITE_BYTE( m_hObserverTarget.Get()->entindex() ); // first target
WRITE_BYTE( entindex() ); //second target
}
else
{
WRITE_BYTE( entindex() ); // first target
WRITE_BYTE( 0 ); //second target
}
MessageEnd();
ClientPrint( this, HUD_PRINTCENTER, "Kill Cam Replay" );
return true;
}
void CCSPlayer::StopReplayMode()
{
BaseClass::StopReplayMode();
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
UserMessageBegin( filter, "KillCam" );
WRITE_BYTE( OBS_MODE_NONE );
WRITE_BYTE( 0 );
WRITE_BYTE( 0 );
MessageEnd();
}
void CCSPlayer::PlayUseDenySound()
{
// Don't do a sound here because it can mute your footsteps giving you an advantage.
// The CS:S content for this sound is silent anyways.
//EmitSound( "Player.UseDeny" );
}
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [menglish, tj] This is where we reset all the per-round information for achievements for this player
void CCSPlayer::ResetRoundBasedAchievementVariables()
{
m_KillingSpreeStartTime = -1;
int numCTPlayers = 0, numTPlayers = 0;
for (int i = 0; i < g_Teams.Count(); i++ )
{
if(g_Teams[i])
{
if ( g_Teams[i]->GetTeamNumber() == TEAM_CT )
numCTPlayers = g_Teams[i]->GetNumPlayers();
else if(g_Teams[i]->GetTeamNumber() == TEAM_TERRORIST)
numTPlayers = g_Teams[i]->GetNumPlayers();
}
}
m_NumEnemiesKilledThisRound = 0;
if(GetTeamNumber() == TEAM_CT)
m_NumEnemiesAtRoundStart = numTPlayers;
else if(GetTeamNumber() == TEAM_TERRORIST)
m_NumEnemiesAtRoundStart = numCTPlayers;
//Clear the previous owner field for currently held weapons
CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
if ( pWeapon )
{
pWeapon->SetPreviousOwner(NULL);
}
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL));
if ( pWeapon )
{
pWeapon->SetPreviousOwner(NULL);
}
//Clear list of weapons used to get kills
m_killWeapons.RemoveAll();
//Clear sliding window of kill times
m_killTimes.RemoveAll();
//clear round kills
m_enemyPlayersKilledThisRound.RemoveAll();
m_killsWhileBlind = 0;
m_bSurvivedHeadshotDueToHelmet = false;
m_gooseChaseStep = GC_NONE;
m_defuseDefenseStep = DD_NONE;
m_pGooseChaseDistractingPlayer = NULL;
m_bMadeFootstepNoise = false;
m_bombPickupTime = -1;
m_bMadePurchseThisRound = false;
m_bKilledDefuser = false;
m_bKilledRescuer = false;
m_maxGrenadeKills = 0;
m_grenadeDamageTakenThisRound = 0;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Needed for fun-fact implementation
//=============================================================================
WieldingKnifeAndKilledByGun(false);
m_WeaponTypesUsed.RemoveAll();
m_bPickedUpDefuser = false;
m_bDefusedWithPickedUpKit = false;
//=============================================================================
// HPE_END
//=============================================================================
}
/**
* static public CCSPlayer::GetCSWeaponIDCausingDamage()
*
* Helper function to get the ID of the weapon used to kill a player.
* This is slightly non-trivial because the grenade because a separate
* entity when thrown.
*
* Parameters:
* info -
*
* Returns:
* int -
*/
CSWeaponID CCSPlayer::GetWeaponIdCausingDamange( const CTakeDamageInfo &info )
{
CBaseEntity *pInflictor = info.GetInflictor();
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker());
if (pAttacker == pInflictor)
{
CWeaponCSBase* pAttackerWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
if (!pAttackerWeapon)
return WEAPON_NONE;
return pAttackerWeapon->GetWeaponID();
}
else if (pInflictor && V_strcmp(pInflictor->GetClassname(), "hegrenade_projectile") == 0)
{
return WEAPON_HEGRENADE;
}
return WEAPON_NONE;
}
//=============================================================================
// HPE_BEGIN:
// [dwenger] adding tracking for weapon used fun fact
//=============================================================================
void CCSPlayer::PlayerUsedFirearm( CBaseCombatWeapon* pBaseWeapon )
{
if ( pBaseWeapon )
{
CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
if ( pWeapon )
{
CSWeaponType weaponType = pWeapon->GetCSWpnData().m_WeaponType;
CSWeaponID weaponID = pWeapon->GetWeaponID();
if ( weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_C4 && weaponType != WEAPONTYPE_GRENADE )
{
if ( m_WeaponTypesUsed.Find( weaponID ) == -1 )
{
// Add this weapon to the list of weapons used by the player
m_WeaponTypesUsed.AddToTail( weaponID );
}
}
}
}
}
/**
* public CCSPlayer::ProcessPlayerDeathAchievements()
*
* Do Achievement processing whenever a player is killed
*
* Parameters:
* pAttacker -
* pVictim -
* info -
*/
void CCSPlayer::ProcessPlayerDeathAchievements( CCSPlayer *pAttacker, CCSPlayer *pVictim, const CTakeDamageInfo &info )
{
Assert(pVictim != NULL);
CBaseEntity *pInflictor = info.GetInflictor();
// all these achievements require a valid attacker on a different team
if ( pAttacker != NULL && pVictim != NULL && pVictim->GetTeamNumber() != pAttacker->GetTeamNumber() )
{
// get the weapon used - some of the achievements will need this data
CWeaponCSBase* pAttackerWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
//=============================================================================
// HPE_BEGIN:
// [dwenger] Fun-fact processing
//=============================================================================
CWeaponCSBase* pVictimWeapon = dynamic_cast< CWeaponCSBase* >(pVictim->GetActiveWeapon());
//=============================================================================
// HPE_END
//=============================================================================
CSWeaponID attackerWeaponId = GetWeaponIdCausingDamange(info);
if (pVictim->m_bIsDefusing)
{
pAttacker->AwardAchievement(CSKilledDefuser);
pAttacker->m_bKilledDefuser = true;
if (attackerWeaponId == WEAPON_HEGRENADE)
{
pAttacker->AwardAchievement(CSKilledDefuserWithGrenade);
}
}
// [pfreese] Achievement check for attacker killing player while reloading
if (pVictim->IsReloading())
{
pAttacker->AwardAchievement(CSKillEnemyReloading);
}
if (pVictim->IsRescuing())
{
// Ensure the killer did not injure any hostages
if ( !pAttacker->InjuredAHostage() && pVictim->GetNumFollowers() == g_Hostages.Count() )
{
pAttacker->AwardAchievement(CSKilledRescuer);
pAttacker->m_bKilledRescuer = true;
}
}
// [menglish] Achievement check for doing 95% or more damage to a player and having another player kill them
FOR_EACH_LL( pVictim->m_DamageTakenList, i )
{
if( pVictim->m_DamageTakenList[i]->GetDamage() >= pVictim->GetMaxHealth() - AchievementConsts::DamageNoKill_MaxHealthLeftOnKill &&
Q_strncmp( pAttacker->GetPlayerName(), pVictim->m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) != 0 )
{
//Now find the player who did that amount of damage
for ( int j = 1; j <= MAX_PLAYERS; j++ )
{
CBasePlayer *pPlayerIter = UTIL_PlayerByIndex( j );
if ( pPlayerIter && Q_strncmp( pPlayerIter->GetPlayerName(), pVictim->m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 &&
pPlayerIter->GetTeamNumber() != pVictim->GetTeamNumber() )
{
ToCSPlayer(pPlayerIter)->AwardAchievement(CSDamageNoKill);
break;
}
}
}
}
pAttacker->m_NumEnemiesKilledThisRound++;
//store a list of kill times for spree tracking
pAttacker->m_killTimes.AddToTail(gpGlobals->curtime);
//Add the victim to the list of players killed this round
pAttacker->m_enemyPlayersKilledThisRound.AddToTail(pVictim);
//Calculate Avenging for all players the victim has killed
for ( int avengedIndex = 0; avengedIndex < pVictim->m_enemyPlayersKilledThisRound.Count(); avengedIndex++ )
{
CCSPlayer* avengedPlayer = pVictim->m_enemyPlayersKilledThisRound[avengedIndex];
if (avengedPlayer)
{
//Make sure you are avenging someone on your own team (This is the expected flow. Just here to avoid edge cases like team-switching).
if (pAttacker->GetTeamNumber() == avengedPlayer->GetTeamNumber())
{
CCS_GameStats.Event_PlayerAvengedTeammate(pAttacker, pVictim->m_enemyPlayersKilledThisRound[avengedIndex]);
}
}
}
//remove elements older than a certain time
while (pAttacker->m_killTimes.Count() > 0 && pAttacker->m_killTimes[0] + AchievementConsts::KillingSpree_WindowTime < gpGlobals->curtime)
{
pAttacker->m_killTimes.Remove(0);
}
//If we killed enough players in the time window, award the achievement
if (pAttacker->m_killTimes.Count() >= AchievementConsts::KillingSpree_Kills)
{
pAttacker->m_KillingSpreeStartTime = gpGlobals->curtime;
pAttacker->AwardAchievement(CSKillingSpree);
}
// Did the attacker just kill someone on a killing spree?
if (pVictim->m_KillingSpreeStartTime >= 0 && pVictim->m_KillingSpreeStartTime - gpGlobals->curtime <= AchievementConsts::KillingSpreeEnder_TimeWindow)
{
pAttacker->AwardAchievement(CSKillingSpreeEnder);
}
//Check the "killed someone with their own weapon" achievement
if (pAttackerWeapon && pAttackerWeapon->GetPreviousOwner() == pVictim)
{
pAttacker->AwardAchievement(CSKillEnemyWithFormerGun);
}
//If this player has killed the entire team award him the achievement
if (pAttacker->m_NumEnemiesKilledThisRound == pAttacker->m_NumEnemiesAtRoundStart && pAttacker->m_NumEnemiesKilledThisRound >= AchievementConsts::KillEnemyTeam_MinKills)
{
pAttacker->AwardAchievement(CSKillEnemyTeam);
}
//If this is a posthumous kill award the achievement
if (!pAttacker->IsAlive() && attackerWeaponId == WEAPON_HEGRENADE)
{
CCS_GameStats.IncrementStat(pAttacker, CSSTAT_GRENADE_POSTHUMOUSKILLS, 1);
ToCSPlayer(pAttacker)->AwardAchievement(CSPosthumousGrenadeKill);
}
if (pAttacker->GetActiveWeapon() && pAttacker->GetActiveWeapon()->Clip1() == 0 && pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SNIPER_RIFLE)
{
if (pInflictor == pAttacker)
{
pAttacker->AwardAchievement(CSKillEnemyLastBullet);
CCS_GameStats.IncrementStat(pAttacker, CSSTAT_KILLS_WITH_LAST_ROUND, 1);
}
}
//=============================================================================
// HPE_BEGIN:
// [dwenger] Fun-fact processing
//=============================================================================
if (pVictimWeapon && pVictimWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_KNIFE && pAttackerWeapon &&
pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_KNIFE && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_C4 && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_GRENADE)
{
// Victim was wielding knife when killed by a gun
pVictim->WieldingKnifeAndKilledByGun(true);
}
//=============================================================================
// HPE_END
//=============================================================================
//see if this is a unique weapon
if (attackerWeaponId != WEAPON_NONE)
{
if (pAttacker->m_killWeapons.Find(attackerWeaponId) == -1)
{
pAttacker->m_killWeapons.AddToTail(attackerWeaponId);
if (pAttacker->m_killWeapons.Count() >= AchievementConsts::KillsWithMultipleGuns_MinWeapons)
{
pAttacker->AwardAchievement(CSKillsWithMultipleGuns);
}
}
}
//Check for kills while blind
if (pAttacker->IsBlindForAchievement())
{
//if this is from a different blinding, restart the kill counter and set the time
if (pAttacker->m_blindStartTime != pAttacker->m_firstKillBlindStartTime)
{
pAttacker->m_killsWhileBlind = 0;
pAttacker->m_firstKillBlindStartTime = pAttacker->m_blindStartTime;
}
++pAttacker->m_killsWhileBlind;
if (pAttacker->m_killsWhileBlind >= AchievementConsts::KillEnemiesWhileBlind_Kills)
{
pAttacker->AwardAchievement(CSKillEnemiesWhileBlind);
}
if (pAttacker->m_killsWhileBlind >= AchievementConsts::KillEnemiesWhileBlindHard_Kills)
{
pAttacker->AwardAchievement(CSKillEnemiesWhileBlindHard);
}
}
//Check sniper killing achievements
bool victimZoomed = ( pVictim->GetFOV() != pVictim->GetDefaultFOV() );
bool attackerZoomed = ( pAttacker->GetFOV() != pAttacker->GetDefaultFOV() );
bool attackerUsedSniperRifle = pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE && pInflictor == pAttacker;
if (victimZoomed && attackerUsedSniperRifle)
{
pAttacker->AwardAchievement(CSKillSniperWithSniper);
}
if (attackerWeaponId == WEAPON_KNIFE && victimZoomed)
{
pAttacker->AwardAchievement(CSKillSniperWithKnife);
}
if (attackerUsedSniperRifle && !attackerZoomed)
{
pAttacker->AwardAchievement(CSHipShot);
}
//Kill a player at low health
if (pAttacker->IsAlive() && pAttacker->GetHealth() <= AchievementConsts::KillWhenAtLowHealth_MaxHealth)
{
pAttacker->AwardAchievement(CSKillWhenAtLowHealth);
}
//Kill a player with a knife during the pistol round
if (CSGameRules()->IsPistolRound())
{
if (attackerWeaponId == WEAPON_KNIFE)
{
pAttacker->AwardAchievement(CSPistolRoundKnifeKill);
}
}
//[tj] Check for dual elites fight
CWeaponCSBase* victimWeapon = pVictim->GetActiveCSWeapon();
if (victimWeapon)
{
CSWeaponID victimWeaponID = victimWeapon->GetWeaponID();
if (attackerWeaponId == WEAPON_ELITE && victimWeaponID == WEAPON_ELITE)
{
pAttacker->AwardAchievement(CSWinDualDuel);
}
}
//[tj] See if the attacker or defender are in the air [sbodenbender] dont include ladders
bool attackerInAir = pAttacker->GetMoveType() != MOVETYPE_LADDER && pAttacker->GetNearestSurfaceBelow(AchievementConsts::KillInAir_MinimumHeight) == NULL;
bool victimInAir = pVictim->GetMoveType() != MOVETYPE_LADDER && pVictim->GetNearestSurfaceBelow(AchievementConsts::KillInAir_MinimumHeight) == NULL;
if (attackerInAir)
{
pAttacker->AwardAchievement(CSKillWhileInAir);
}
if (victimInAir)
{
pAttacker->AwardAchievement(CSKillEnemyInAir);
}
if (attackerInAir && victimInAir)
{
pAttacker->AwardAchievement(CSKillerAndEnemyInAir);
}
//[tj] advance to the next stage of the defuse defense achievement
if (pAttacker->m_defuseDefenseStep == DD_STARTED_DEFUSE)
{
pAttacker->m_defuseDefenseStep = DD_KILLED_TERRORIST;
}
if (pVictim->HasC4() && pVictim->GetBombPickuptime() + AchievementConsts::KillBombPickup_MaxTime > gpGlobals->curtime)
{
pAttacker->AwardAchievement(CSKillBombPickup);
}
}
//If you kill a friendly player while blind (from an enemy player), give the guy that blinded you an achievement
if ( pAttacker != NULL && pVictim != NULL && pVictim->GetTeamNumber() == pAttacker->GetTeamNumber() && pAttacker->IsBlind())
{
CCSPlayer* flashbangAttacker = pAttacker->GetLastFlashbangAttacker();
if (flashbangAttacker && pAttacker->GetTeamNumber() != flashbangAttacker->GetTeamNumber())
{
flashbangAttacker->AwardAchievement(CSCauseFriendlyFireWithFlashbang);
}
}
// do a scan to determine count of players still alive
int livePlayerCount = 0;
int teamCount[TEAM_MAXCOUNT];
int teamIgnoreCount[TEAM_MAXCOUNT];
memset(teamCount, 0, sizeof(teamCount));
memset(teamIgnoreCount, 0, sizeof(teamIgnoreCount));
CCSPlayer *pAlivePlayer = NULL;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
if (pPlayer)
{
int teamNum = pPlayer->GetTeamNumber();
if ( teamNum >= 0 )
{
++teamCount[teamNum];
if (pPlayer->WasNotKilledNaturally())
{
teamIgnoreCount[teamNum]++;
}
}
if (pPlayer->IsAlive() && pPlayer != pVictim)
{
++livePlayerCount;
pAlivePlayer = pPlayer;
}
}
}
// Achievement check for being the last player alive in a match
if (pAlivePlayer)
{
int alivePlayerTeam = pAlivePlayer->GetTeamNumber();
int alivePlayerOpposingTeam = alivePlayerTeam == TEAM_CT ? TEAM_TERRORIST : TEAM_CT;
if (livePlayerCount == 1
&& CSGameRules()->m_iRoundWinStatus == WINNER_NONE
&& teamCount[alivePlayerTeam] - teamIgnoreCount[alivePlayerTeam] >= AchievementConsts::LastPlayerAlive_MinPlayersOnTeam
&& teamCount[alivePlayerOpposingTeam] - teamIgnoreCount[alivePlayerOpposingTeam] >= AchievementConsts::DefaultMinOpponentsForAchievement
&& ( !(pAlivePlayer->m_iDisplayHistoryBits & DHF_FRIEND_KILLED) ))
{
pAlivePlayer->AwardAchievement(CSLastPlayerAlive);
}
}
// [tj] Added hook into player killed stat that happens before weapon drop
CCS_GameStats.Event_PlayerKilled_PreWeaponDrop(pVictim, info);
}
//[tj] traces up to maxTrace units down and returns any standable object it hits
// (doesn't check slope for standability)
CBaseEntity* CCSPlayer::GetNearestSurfaceBelow(float maxTrace)
{
trace_t trace;
Ray_t ray;
Vector traceStart = this->GetAbsOrigin();
Vector traceEnd = traceStart;
traceEnd.z -= maxTrace;
Vector minExtent = this->m_Local.m_bDucked ? VEC_DUCK_HULL_MIN_SCALED( this ) : VEC_HULL_MIN_SCALED( this );
Vector maxExtent = this->m_Local.m_bDucked ? VEC_DUCK_HULL_MAX_SCALED( this ) : VEC_HULL_MAX_SCALED( this );
ray.Init( traceStart, traceEnd, minExtent, maxExtent );
UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
return trace.m_pEnt;
}
// [tj] Added a way to react to the round ending before we reset.
// It is important to note that this happens before the bomb explodes, so a player may die
// after this from a bomb explosion or a late kill after a defuse/detonation/rescue.
void CCSPlayer::OnRoundEnd(int winningTeam, int reason)
{
if (winningTeam == WINNER_CT || winningTeam == WINNER_TER)
{
int losingTeamId = (winningTeam == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT;
CTeam* losingTeam = GetGlobalTeam(losingTeamId);
int losingTeamPlayers = 0;
if (losingTeam)
{
losingTeamPlayers = losingTeam->GetNumPlayers();
int ignoreCount = 0;
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
if (pPlayer)
{
int teamNum = pPlayer->GetTeamNumber();
if ( teamNum == losingTeamId )
{
if (pPlayer->WasNotKilledNaturally())
{
ignoreCount++;
}
}
}
}
losingTeamPlayers -= ignoreCount;
}
//Check fast round win achievement
if ( IsAlive() &&
gpGlobals->curtime - CSGameRules()->GetRoundStartTime() < AchievementConsts::FastRoundWin_Time &&
GetTeamNumber() == winningTeam &&
losingTeamPlayers >= AchievementConsts::DefaultMinOpponentsForAchievement)
{
AwardAchievement(CSFastRoundWin);
}
//Check goosechase achievement
if (IsAlive() && reason == Target_Bombed && m_gooseChaseStep == GC_STOPPED_AFTER_GETTING_SHOT && m_pGooseChaseDistractingPlayer)
{
m_pGooseChaseDistractingPlayer->AwardAchievement(CSGooseChase);
}
//Check Defuse Defense achievement
if (IsAlive() && reason == Bomb_Defused && m_defuseDefenseStep == DD_KILLED_TERRORIST)
{
AwardAchievement(CSDefuseDefense);
}
//Check silent win
if (m_NumEnemiesKilledThisRound > 0 && GetTeamNumber() == winningTeam && !m_bMadeFootstepNoise)
{
AwardAchievement(CSSilentWin);
}
//Process && Check "win rounds without buying" achievement
if (GetTeamNumber() == winningTeam && !m_bMadePurchseThisRound)
{
m_roundsWonWithoutPurchase++;
if (m_roundsWonWithoutPurchase > AchievementConsts::WinRoundsWithoutBuying_Rounds)
{
AwardAchievement(CSWinRoundsWithoutBuying);
}
}
else
{
m_roundsWonWithoutPurchase = 0;
}
}
m_lastRoundResult = reason;
}
void CCSPlayer::OnPreResetRound()
{
//Check headshot survival achievement
if (IsAlive() && m_bSurvivedHeadshotDueToHelmet)
{
AwardAchievement(CSSurvivedHeadshotDueToHelmet);
}
if (IsAlive() && m_grenadeDamageTakenThisRound > AchievementConsts::SurviveGrenade_MinDamage)
{
AwardAchievement(CSSurviveGrenade);
}
//Check achievement for surviving attacks from multiple players.
if (IsAlive())
{
int numberOfEnemyDamagers = GetNumEnemyDamagers();
if (numberOfEnemyDamagers >= AchievementConsts::SurviveManyAttacks_NumberDamagingPlayers)
{
AwardAchievement(CSSurviveManyAttacks);
}
}
}
void CCSPlayer::OnCanceledDefuse()
{
if (m_gooseChaseStep == GC_SHOT_DURING_DEFUSE)
{
m_gooseChaseStep = GC_STOPPED_AFTER_GETTING_SHOT;
}
}
void CCSPlayer::OnStartedDefuse()
{
if (m_defuseDefenseStep == DD_NONE)
{
m_defuseDefenseStep = DD_STARTED_DEFUSE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayer::AttemptToExitFreezeCam( void )
{
float fEndFreezeTravel = m_flDeathTime + CS_DEATH_ANIMATION_TIME + spec_freeze_traveltime.GetFloat();
if ( gpGlobals->curtime < fEndFreezeTravel )
return;
m_bAbortFreezeCam = true;
}
//-----------------------------------------------------------------------------
// Purpose: Sets whether this player is dominating the specified other player
//-----------------------------------------------------------------------------
void CCSPlayer::SetPlayerDominated( CCSPlayer *pPlayer, bool bDominated )
{
int iPlayerIndex = pPlayer->entindex();
m_bPlayerDominated.Set( iPlayerIndex, bDominated );
pPlayer->SetPlayerDominatingMe( this, bDominated );
}
//-----------------------------------------------------------------------------
// Purpose: Sets whether this player is being dominated by the other player
//-----------------------------------------------------------------------------
void CCSPlayer::SetPlayerDominatingMe( CCSPlayer *pPlayer, bool bDominated )
{
int iPlayerIndex = pPlayer->entindex();
m_bPlayerDominatingMe.Set( iPlayerIndex, bDominated );
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether this player is dominating the specified other player
//-----------------------------------------------------------------------------
bool CCSPlayer::IsPlayerDominated( int iPlayerIndex )
{
return m_bPlayerDominated.Get( iPlayerIndex );
}
bool CCSPlayer::IsPlayerDominatingMe( int iPlayerIndex )
{
return m_bPlayerDominatingMe.Get( iPlayerIndex );
}
//=============================================================================
// HPE_BEGIN:
// [menglish] MVP functions
//=============================================================================
void CCSPlayer::IncrementNumMVPs( CSMvpReason_t mvpReason )
{
//=============================================================================
// HPE_BEGIN:
// [Forrest] Allow MVP to be turned off for a server
//=============================================================================
if ( sv_nomvp.GetBool() )
{
Msg( "Round MVP disabled: sv_nomvp is set.\n" );
return;
}
//=============================================================================
// HPE_END
//=============================================================================
m_iMVPs++;
CCS_GameStats.Event_MVPEarned( this );
IGameEvent *mvpEvent = gameeventmanager->CreateEvent( "round_mvp" );
if ( mvpEvent )
{
mvpEvent->SetInt( "userid", GetUserID() );
mvpEvent->SetInt( "reason", mvpReason );
gameeventmanager->FireEvent( mvpEvent );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the number of rounds this player has caused to be won for their team
//-----------------------------------------------------------------------------
void CCSPlayer::SetNumMVPs( int iNumMVP )
{
m_iMVPs = iNumMVP;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the number of rounds this player has caused to be won for their team
//-----------------------------------------------------------------------------
int CCSPlayer::GetNumMVPs()
{
return m_iMVPs;
}
//=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose: Removes all nemesis relationships between this player and others
//-----------------------------------------------------------------------------
void CCSPlayer::RemoveNemesisRelationships()
{
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
{
CCSPlayer *pTemp = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pTemp && pTemp != this )
{
// set this player to be not dominating anyone else
SetPlayerDominated( pTemp, false );
// set no one else to be dominating this player
pTemp->SetPlayerDominated( this, false );
}
}
}
void CCSPlayer::CheckMaxGrenadeKills(int grenadeKills)
{
if (grenadeKills > m_maxGrenadeKills)
{
m_maxGrenadeKills = grenadeKills;
}
}
void CCSPlayer::CommitSuicide( bool bExplode /*= false*/, bool bForce /*= false*/ )
{
m_wasNotKilledNaturally = true;
BaseClass::CommitSuicide(bExplode, bForce);
}
void CCSPlayer::CommitSuicide( const Vector &vecForce, bool bExplode /*= false*/, bool bForce /*= false*/ )
{
m_wasNotKilledNaturally = true;
BaseClass::CommitSuicide(vecForce, bExplode, bForce);
}
int CCSPlayer::GetNumEnemyDamagers()
{
int numberOfEnemyDamagers = 0;
FOR_EACH_LL( m_DamageTakenList, i )
{
for ( int j = 1; j <= MAX_PLAYERS; j++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );
if ( pPlayer && V_strncmp( pPlayer->GetPlayerName(), m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 &&
pPlayer->GetTeamNumber() != GetTeamNumber() )
{
numberOfEnemyDamagers++;
}
}
}
return numberOfEnemyDamagers;
}
int CCSPlayer::GetNumEnemiesDamaged()
{
int numberOfEnemiesDamaged = 0;
FOR_EACH_LL( m_DamageGivenList, i )
{
for ( int j = 1; j <= MAX_PLAYERS; j++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );
if ( pPlayer && V_strncmp( pPlayer->GetPlayerName(), m_DamageGivenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 &&
pPlayer->GetTeamNumber() != GetTeamNumber() )
{
numberOfEnemiesDamaged++;
}
}
}
return numberOfEnemiesDamaged;
}
//=============================================================================
// HPE_END
//=============================================================================
void UTIL_AwardMoneyToTeam( int iAmount, int iTeam, CBaseEntity *pIgnore )
{
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
if ( !pPlayer )
continue;
if ( pPlayer->GetTeamNumber() != iTeam )
continue;
if ( pPlayer == pIgnore )
continue;
pPlayer->AddAccount( iAmount );
}
}