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275 lines
8.9 KiB
275 lines
8.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: The Infiltrator Player Class |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "orders.h" |
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#include "tf_player.h" |
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#include "tf_class_infiltrator.h" |
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#include "EntityList.h" |
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#include "basecombatweapon.h" |
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#include "menu_base.h" |
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#include "tf_obj.h" |
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#include "tf_team.h" |
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#include "weapon_builder.h" |
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ConVar class_infiltrator_speed( "class_infiltrator_speed","200", FCVAR_NONE, "Infiltrator movement speed" ); |
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//============================================================================= |
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// |
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// Infiltrator Data Table |
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// |
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassInfiltrator, DT_PlayerClassInfiltratorData ) |
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END_SEND_TABLE() |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : const char |
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//----------------------------------------------------------------------------- |
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const char *CPlayerClassInfiltrator::GetClassModelString( int nTeam ) |
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{ |
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static const char *string = "models/player/spy.mdl"; |
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return string; |
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} |
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// Infiltrator |
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CPlayerClassInfiltrator::CPlayerClassInfiltrator( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) |
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{ |
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for (int i = 0; i < MAX_TF_TEAMS; ++i) |
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{ |
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CPlayerClassInfiltrator::~CPlayerClassInfiltrator() |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::ClassActivate( void ) |
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{ |
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BaseClass::ClassActivate(); |
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// Setup movement data. |
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SetupMoveData(); |
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//m_hAssassinationWeapon = NULL; |
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m_hSwappedWeapon = NULL; |
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m_bCanConsumeCorpses = false; |
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m_flStartCamoAt = 0.0f; |
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memset( &m_ClassData, 0, sizeof( m_ClassData ) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Register for precaching. |
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//----------------------------------------------------------------------------- |
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void PrecacheInfiltrator(void *pUser) |
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{ |
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} |
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PRECACHE_REGISTER_FN(PrecacheInfiltrator); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::RespawnClass( void ) |
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{ |
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BaseClass::RespawnClass(); |
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m_flStartCamoAt = gpGlobals->curtime + INFILTRATOR_CAMOTIME_AFTER_SPAWN; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CPlayerClassInfiltrator::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) |
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{ |
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bool bGiven = false; |
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) |
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{ |
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if (ResupplyAmmoType( 200 * flFraction, "Bullets" )) |
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bGiven = true; |
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if (ResupplyAmmoType( 20 * flFraction, "Limpets" )) |
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bGiven = true; |
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} |
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if ( BaseClass::ResupplyAmmo(flFraction, reason) ) |
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bGiven = true; |
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return bGiven; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Set infiltrator class specific movement data here. |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::SetupMoveData( void ) |
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{ |
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// Setup Class statistics |
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m_flMaxWalkingSpeed = class_infiltrator_speed.GetFloat(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::SetupSizeData( void ) |
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{ |
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// Initially set the player to the base player class standing hull size. |
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m_pPlayer->SetCollisionBounds( INFILTRATORCLASS_HULL_STAND_MIN, INFILTRATORCLASS_HULL_STAND_MAX ); |
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m_pPlayer->SetViewOffset( INFILTRATORCLASS_VIEWOFFSET_STAND ); |
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m_pPlayer->m_Local.m_flStepSize = INFILTRATORCLASS_STEPSIZE; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: New technology has been gained. Recalculate any class specific technology dependencies. |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::GainedNewTechnology( CBaseTechnology *pTechnology ) |
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{ |
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// Consume corpse technology? |
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m_bCanConsumeCorpses = m_pPlayer->HasNamedTechnology( "inf_consume_corpse" ); |
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BaseClass::GainedNewTechnology( pTechnology ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Return true if this player's allowed to build another one of the specified objects |
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//----------------------------------------------------------------------------- |
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int CPlayerClassInfiltrator::CanBuild( int iObjectType ) |
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{ |
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return BaseClass::CanBuild( iObjectType ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called every frame by postthink |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::ClassThink( void ) |
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{ |
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BaseClass::ClassThink(); |
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CheckForAssassination(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: The player's just had his camo cleared |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::ClearCamouflage( void ) |
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{ |
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float flNewTime = gpGlobals->curtime + INFILTRATOR_RECAMO_TIME; |
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if ( flNewTime > m_flStartCamoAt ) |
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{ |
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m_flStartCamoAt = flNewTime; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Player's finished disguising. |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::FinishedDisguising( void ) |
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{ |
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// Remove my camo |
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m_pPlayer->ClearCamouflage(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Player's lost his disguise. |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::StopDisguising( void ) |
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{ |
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// Remove & restart my camo |
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m_pPlayer->ClearCamouflage(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Handle custom commands for this playerclass |
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//----------------------------------------------------------------------------- |
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bool CPlayerClassInfiltrator::ClientCommand( const char *pcmd ) |
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{ |
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// Toggle thermal vision |
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if ( FStrEq( pcmd, "special" ) ) |
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{ |
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Assert( m_pPlayer ); |
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// Toggle |
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m_pPlayer->SetUsingThermalVision( !m_pPlayer->IsUsingThermalVision() ); |
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return true; |
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} |
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return BaseClass::ClientCommand( pcmd ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Check to see if I can assassinate anyone |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::CheckForAssassination( void ) |
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{ |
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/* |
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// Find my assassination weapon if I haven't already |
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if ( m_hAssassinationWeapon == NULL ) |
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{ |
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m_hAssassinationWeapon = (CWeaponInfiltrator*)m_pPlayer->Weapon_OwnsThisType( "weapon_infiltrator" ); |
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} |
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// No Assasination weapon? |
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if ( m_hAssassinationWeapon == NULL ) |
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return; |
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// If we have a target, bring the assassination weapon up. |
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if ( m_hAssassinationWeapon->GetAssassinationTarget() ) |
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{ |
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if ( m_pPlayer->GetActiveWeapon() != m_hAssassinationWeapon.Get() ) |
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{ |
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m_hSwappedWeapon = m_pPlayer->GetActiveWeapon(); |
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m_pPlayer->Weapon_Switch( m_hAssassinationWeapon ); |
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} |
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} |
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else |
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{ |
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// We have no target. If the assassination weapon's up, put it away. |
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if ( m_pPlayer->GetActiveWeapon() == m_hAssassinationWeapon.Get() ) |
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{ |
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// Don't switch until the weapon's finished killing people |
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if ( m_pPlayer->GetActiveWeapon()->m_flNextPrimaryAttack <= gpGlobals->curtime ) |
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{ |
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m_pPlayer->Weapon_Switch( m_hSwappedWeapon ); |
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m_hSwappedWeapon = NULL; |
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} |
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} |
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} |
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*/ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::SetPlayerHull( void ) |
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{ |
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if ( m_pPlayer->GetFlags() & FL_DUCKING ) |
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{ |
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m_pPlayer->SetCollisionBounds( INFILTRATORCLASS_HULL_DUCK_MIN, INFILTRATORCLASS_HULL_DUCK_MAX ); |
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} |
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else |
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{ |
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m_pPlayer->SetCollisionBounds( INFILTRATORCLASS_HULL_STAND_MIN, INFILTRATORCLASS_HULL_STAND_MAX ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerClassInfiltrator::ResetViewOffset( void ) |
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{ |
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if ( m_pPlayer ) |
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{ |
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m_pPlayer->SetViewOffset( INFILTRATORCLASS_VIEWOFFSET_STAND ); |
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} |
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}
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