Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The Escort Player Class
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tf_player.h"
#include "tf_class_escort.h"
#include "basecombatweapon.h"
#include "tf_obj_shieldwall.h"
#include "weapon_builder.h"
#include "tf_shareddefs.h"
#include "tf_team.h"
#include "orders.h"
#include "order_buildshieldwall.h"
#include "order_mortar_attack.h"
#include "weapon_twohandedcontainer.h"
#include "tf_shield.h"
#include "iservervehicle.h"
#include "weapon_combatshield.h"
#include "in_buttons.h"
#include "tf_vehicle_teleport_station.h"
#include "weapon_shield.h"
ConVar class_escort_speed( "class_escort_speed","200", FCVAR_NONE, "Escort movement speed" );
//=============================================================================
//
// Escort Data Table
//
BEGIN_SEND_TABLE_NOBASE( CPlayerClassEscort, DT_PlayerClassEscortData )
END_SEND_TABLE()
bool OrderCreator_Mortar( CPlayerClassEscort *pClass )
{
return COrderMortarAttack::CreateOrder( pClass );
}
bool OrderCreator_ShieldWall( CPlayerClassEscort *pClass )
{
return COrderBuildShieldWall::CreateOrder( pClass );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CPlayerClassEscort::GetClassModelString( int nTeam )
{
static const char *string = "models/player/alien_escort.mdl";
return string;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassEscort::CPlayerClassEscort( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
{
for (int i = 0; i < MAX_TF_TEAMS; ++i)
{
SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassEscort::SetupSizeData( void )
{
// Initially set the player to the base player class standing hull size.
m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_STAND_MIN, ESCORTCLASS_HULL_STAND_MAX );
m_pPlayer->SetViewOffset( ESCORTCLASS_VIEWOFFSET_STAND );
m_pPlayer->m_Local.m_flStepSize = ESCORTCLASS_STEPSIZE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlayerClassEscort::~CPlayerClassEscort()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassEscort::ClassActivate( void )
{
BaseClass::ClassActivate();
// Setup movement data.
m_hWeaponProjectedShield = NULL;
SetupMoveData();
memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponShield *CPlayerClassEscort::GetProjectedShield( void )
{
if ( !m_hWeaponProjectedShield )
{
m_hWeaponProjectedShield = static_cast< CWeaponShield * >( m_pPlayer->Weapon_OwnsThisType( "weapon_shield" ) );
if ( !m_hWeaponProjectedShield )
{
m_hWeaponProjectedShield = static_cast< CWeaponShield * >( m_pPlayer->GiveNamedItem( "weapon_shield" ) );
}
}
if ( m_hWeaponProjectedShield )
{
m_hWeaponProjectedShield->SetReflectViewModelAnimations( true );
}
return m_hWeaponProjectedShield;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassEscort::CreateClass( void )
{
BaseClass::CreateClass();
CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
if ( !p )
{
p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
}
CWeaponShield *pShield = GetProjectedShield();
if ( p && pShield )
{
p->SetWeapons( NULL, pShield );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassEscort::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
{
bool bGiven = false;
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
{
if ( ResupplyAmmoType( 200 * flFraction, "Bullets" ) )
bGiven = true;
}
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
{
if (ResupplyAmmoType( 5 * flFraction, "ShieldGrenades" ))
bGiven = true;
}
// On respawn, resupply base weapon ammo
if ( reason == RESUPPLY_RESPAWN )
{
if ( ResupplyAmmoType( 200, "Bullets" ) )
bGiven = true;
}
if ( BaseClass::ResupplyAmmo(flFraction, reason) )
bGiven = true;
return bGiven;
}
//-----------------------------------------------------------------------------
// Purpose: Set escort class specific movement data here.
//-----------------------------------------------------------------------------
void CPlayerClassEscort::SetupMoveData( void )
{
// Setup Class statistics
m_flMaxWalkingSpeed = class_escort_speed.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassEscort::SetPlayerHull( void )
{
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_DUCK_MIN, ESCORTCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_STAND_MIN, ESCORTCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassEscort::ResetViewOffset( void )
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( ESCORTCLASS_VIEWOFFSET_STAND );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassEscort::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
{
/*
switch( iPowerup )
{
case POWERUP_BOOST:
// Increase our shield's energy
if ( m_hDeployedShield )
{
m_hDeployedShield->SetPower( m_hDeployedShield->GetPower() + (flAmount * 10) );
}
break;
case POWERUP_EMP:
if ( m_hDeployedShield )
{
m_hDeployedShield->SetEMPed( true );
}
break;
default:
break;
}
*/
BaseClass::PowerupStart( iPowerup, flAmount, pAttacker, pDamageModifier );
}
//-----------------------------------------------------------------------------
// Purpose: Powerup has just started
//-----------------------------------------------------------------------------
void CPlayerClassEscort::PowerupEnd( int iPowerup )
{
/*
switch( iPowerup )
{
case POWERUP_EMP:
if ( m_hDeployedShield )
{
m_hDeployedShield->SetEMPed( false );
}
break;
default:
break;
}
*/
BaseClass::PowerupEnd( iPowerup );
}