Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
//
// Purpose: Player for HL2.
//
//=============================================================================
#include "cbase.h"
#include "logic_playerproxy.h"
#include "filters.h"
#if defined HL2_EPISODIC
#include "hl2_player.h"
#endif // HL2_EPISODIC
LINK_ENTITY_TO_CLASS( logic_playerproxy, CLogicPlayerProxy);
BEGIN_DATADESC( CLogicPlayerProxy )
// Base
DEFINE_OUTPUT( m_RequestedPlayerHealth, "PlayerHealth" ),
DEFINE_OUTPUT( m_PlayerDied, "PlayerDied" ),
DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
// HL2 / Episodic
#if defined HL2_EPISODIC
DEFINE_OUTPUT( m_OnFlashlightOn, "OnFlashlightOn" ),
DEFINE_OUTPUT( m_OnFlashlightOff, "OnFlashlightOff" ),
DEFINE_OUTPUT( m_PlayerMissedAR2AltFire, "PlayerMissedAR2AltFire" ),
DEFINE_OUTPUT( m_PlayerHasAmmo, "PlayerHasAmmo" ),
DEFINE_OUTPUT( m_PlayerHasNoAmmo, "PlayerHasNoAmmo" ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightSlowDrain", InputSetFlashlightSlowDrain ),
DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightNormalDrain", InputSetFlashlightNormalDrain ),
DEFINE_INPUTFUNC( FIELD_VOID, "LowerWeapon", InputLowerWeapon ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetLocatorTargetEntity", InputSetLocatorTargetEntity ),
DEFINE_INPUTFUNC( FIELD_VOID, "RequestPlayerHealth", InputRequestPlayerHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetPlayerHealth", InputSetPlayerHealth ),
DEFINE_INPUTFUNC( FIELD_VOID, "RequestAmmoState", InputRequestAmmoState ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableCappedPhysicsDamage", InputEnableCappedPhysicsDamage ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableCappedPhysicsDamage", InputDisableCappedPhysicsDamage ),
#endif // HL2_EPISODIC
END_DATADESC()
void CLogicPlayerProxy::Activate( void )
{
BaseClass::Activate();
if ( m_hPlayer == NULL )
{
m_hPlayer = AI_GetSinglePlayer();
}
}
bool CLogicPlayerProxy::PassesDamageFilter( const CTakeDamageInfo &info )
{
if (m_hDamageFilter)
{
CBaseFilter *pFilter = (CBaseFilter *)(m_hDamageFilter.Get());
return pFilter->PassesDamageFilter(info);
}
return true;
}
void CLogicPlayerProxy::InputSetPlayerHealth( inputdata_t &inputdata )
{
if ( m_hPlayer == NULL )
return;
m_hPlayer->SetHealth( inputdata.value.Int() );
}
void CLogicPlayerProxy::InputRequestPlayerHealth( inputdata_t &inputdata )
{
if ( m_hPlayer == NULL )
return;
m_RequestedPlayerHealth.Set( m_hPlayer->GetHealth(), inputdata.pActivator, inputdata.pCaller );
}
#if defined HL2_EPISODIC
extern ConVar hl2_darkness_flashlight_factor;
void CLogicPlayerProxy::InputSetFlashlightSlowDrain( inputdata_t &inputdata )
{
if( m_hPlayer == NULL )
return;
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
if( pPlayer )
pPlayer->SetFlashlightPowerDrainScale( hl2_darkness_flashlight_factor.GetFloat() );
}
void CLogicPlayerProxy::InputSetFlashlightNormalDrain( inputdata_t &inputdata )
{
if( m_hPlayer == NULL )
return;
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
if( pPlayer )
pPlayer->SetFlashlightPowerDrainScale( 1.0f );
}
void CLogicPlayerProxy::InputLowerWeapon( inputdata_t &inputdata )
{
if( m_hPlayer == NULL )
return;
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
pPlayer->Weapon_Lower();
}
void CLogicPlayerProxy::InputSetLocatorTargetEntity( inputdata_t &inputdata )
{
if( m_hPlayer == NULL )
return;
CBaseEntity *pTarget = NULL; // assume no target
string_t iszTarget = MAKE_STRING( inputdata.value.String() );
if( iszTarget != NULL_STRING )
{
pTarget = gEntList.FindEntityByName( NULL, iszTarget );
}
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
pPlayer->SetLocatorTargetEntity(pTarget);
}
void CLogicPlayerProxy::InputRequestAmmoState( inputdata_t &inputdata )
{
if( m_hPlayer == NULL )
return;
CBasePlayer *pPlayer = ToBasePlayer( m_hPlayer );
for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i )
{
CBaseCombatWeapon* pCheck = pPlayer->GetWeapon( i );
if ( pCheck )
{
if ( pCheck->HasAnyAmmo() && (pCheck->UsesPrimaryAmmo() || pCheck->UsesSecondaryAmmo()))
{
m_PlayerHasAmmo.FireOutput( this, this, 0 );
return;
}
}
}
m_PlayerHasNoAmmo.FireOutput( this, this, 0 );
}
void CLogicPlayerProxy::InputEnableCappedPhysicsDamage( inputdata_t &inputdata )
{
if ( m_hPlayer == NULL )
return;
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
pPlayer->EnableCappedPhysicsDamage();
}
void CLogicPlayerProxy::InputDisableCappedPhysicsDamage( inputdata_t &inputdata )
{
if ( m_hPlayer == NULL )
return;
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
pPlayer->DisableCappedPhysicsDamage();
}
#endif // HL2_EPISODIC