Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

275 lines
8.9 KiB

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