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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_class_medic.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/tf2/tf_class_medic.cpp')
| -rw-r--r-- | game/server/tf2/tf_class_medic.cpp | 305 |
1 files changed, 305 insertions, 0 deletions
diff --git a/game/server/tf2/tf_class_medic.cpp b/game/server/tf2/tf_class_medic.cpp new file mode 100644 index 0000000..be2a094 --- /dev/null +++ b/game/server/tf2/tf_class_medic.cpp @@ -0,0 +1,305 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The Medic Player Class +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "basecombatweapon.h" +#include "tf_player.h" +#include "tf_class_medic.h" +#include "tf_obj.h" +#include "tf_obj_resupply.h" +#include "tf_obj_resourcepump.h" +#include "weapon_builder.h" +#include "tf_team.h" +#include "orders.h" +#include "entitylist.h" +#include "tf_func_resource.h" +#include "order_resupply.h" +#include "order_resourcepump.h" +#include "order_heal.h" +#include "weapon_twohandedcontainer.h" +#include "weapon_combatshield.h" + +// Radius buff defines +#define RADIUS_BUFF_RANGE 512.0 + +#define MEDIC_HEAL_TIME_AFTER_DAMAGE 10.0 + +// Medic +ConVar class_medic_speed( "class_medic_speed","200", FCVAR_NONE, "Medic movement speed" ); + +//============================================================================= +// +// Medic Data Table +// +BEGIN_SEND_TABLE_NOBASE( CPlayerClassMedic, DT_PlayerClassMedicData ) +END_SEND_TABLE() + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : const char +//----------------------------------------------------------------------------- +const char *CPlayerClassMedic::GetClassModelString( int nTeam ) +{ + if (nTeam == TEAM_HUMANS) + return "models/player/human_medic.mdl"; + else + return "models/player/recon.mdl"; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPlayerClassMedic::CPlayerClassMedic( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) +{ + for (int i = 0; i < MAX_TF_TEAMS; ++i) + { + SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::SetupSizeData( void ) +{ + // Initially set the player to the base player class standing hull size. + m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); + m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND ); + m_pPlayer->m_Local.m_flStepSize = MEDICCLASS_STEPSIZE; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPlayerClassMedic::~CPlayerClassMedic() +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::ClassActivate( void ) +{ + BaseClass::ClassActivate(); + + // Setup movement data. + SetupMoveData(); + + m_hWpnShield = NULL; + m_hWpnPlasma = NULL; + + m_bHasAutoRepair = false; + + m_flNextHealTime = 0; + + memset( &m_ClassData, 0, sizeof( m_ClassData ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::ClassDeactivate( void ) +{ + BaseClass::ClassDeactivate(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::CreateClass( void ) +{ + BaseClass::CreateClass(); + + // Create our two handed weapon layout + m_hWpnPlasma = static_cast< CBaseTFCombatWeapon * >( m_pPlayer->GiveNamedItem( "weapon_combat_burstrifle" ) ); + m_hWpnShield = m_pPlayer->GetCombatShield(); + CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" ); + if ( !p ) + { + p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) ); + } + if ( p && m_hWpnShield.Get() && m_hWpnPlasma.Get() ) + { + m_hWpnShield->SetReflectViewModelAnimations( true ); + p->SetWeapons( m_hWpnPlasma, m_hWpnShield ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::RespawnClass( void ) +{ + BaseClass::RespawnClass(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPlayerClassMedic::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) +{ + bool bGiven = false; + + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION)) + { + if (ResupplyAmmoType( 3 * flFraction, "Grenades" )) + bGiven = true; + } + + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) + { + } + + if ( reason == RESUPPLY_RESPAWN ) + { + } + + if ( BaseClass::ResupplyAmmo(flFraction, reason) ) + bGiven = true; + return bGiven; +} + +//----------------------------------------------------------------------------- +// Purpose: Set medic class specific movement data here. +//----------------------------------------------------------------------------- +void CPlayerClassMedic::SetupMoveData( void ) +{ + // Setup Class statistics + m_flMaxWalkingSpeed = class_medic_speed.GetFloat(); +} + +//----------------------------------------------------------------------------- +// Purpose: Called every frame by postthink +//----------------------------------------------------------------------------- +void CPlayerClassMedic::ClassThink( void ) +{ + // Heal me if it's time (and I'm not dead!) + if ( m_pPlayer->IsAlive() && m_flNextHealTime && m_flNextHealTime < gpGlobals->curtime ) + { + if ( m_pPlayer->GetHealth() < m_pPlayer->GetMaxHealth() ) + { + // Heal the player + m_pPlayer->TakeHealth( 1.0, DMG_GENERIC ); + m_flNextHealTime = gpGlobals->curtime + 0.1; + } + else + { + m_flNextHealTime = 0; + } + } + + BaseClass::ClassThink(); +} + +//----------------------------------------------------------------------------- +// Purpose: Return true if this player's allowed to build another one of the specified objects +//----------------------------------------------------------------------------- +int CPlayerClassMedic::CanBuild( int iObjectType ) +{ + return BaseClass::CanBuild( iObjectType ); +} + +//----------------------------------------------------------------------------- +// Purpose: Update abilities based on new technologies gained +//----------------------------------------------------------------------------- +void CPlayerClassMedic::GainedNewTechnology( CBaseTechnology *pTechnology ) +{ + // Autorepair + m_bHasAutoRepair = m_pPlayer->HasNamedTechnology( "obj_autorepair" ); + + BaseClass::GainedNewTechnology( pTechnology ); +} + +//----------------------------------------------------------------------------- +// Purpose: Create a personal order for this player +//----------------------------------------------------------------------------- +void CPlayerClassMedic::CreatePersonalOrder( void ) +{ + if ( CreateInitialOrder() ) + return; + + // Check for healing orders. + if ( COrderHeal::CreateOrder( this ) ) + return; + + // Should they build a resource pump? + if ( COrderResourcePump::CreateOrder( this ) ) + return; + + // Build a resupply station? + if ( COrderResupply::CreateOrder( this ) ) + return; + + BaseClass::CreatePersonalOrder(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::SetPlayerHull( void ) +{ + if ( m_pPlayer->GetFlags() & FL_DUCKING ) + { + m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX ); + } + else + { + m_pPlayer->SetCollisionBounds( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax ) +{ + if ( bDucking ) + { + VectorCopy( MEDICCLASS_HULL_DUCK_MIN, vecMin ); + VectorCopy( MEDICCLASS_HULL_DUCK_MAX, vecMax ); + } + else + { + VectorCopy( MEDICCLASS_HULL_STAND_MIN, vecMin ); + VectorCopy( MEDICCLASS_HULL_STAND_MAX, vecMax ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::ResetViewOffset( void ) +{ + if ( m_pPlayer ) + { + m_pPlayer->SetViewOffset( MEDICCLASS_VIEWOFFSET_STAND ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: The player has taken damage. Return the damage done. +//----------------------------------------------------------------------------- +float CPlayerClassMedic::OnTakeDamage( const CTakeDamageInfo &info ) +{ + // Stop healing when taking damage + m_flNextHealTime = gpGlobals->curtime + MEDIC_HEAL_TIME_AFTER_DAMAGE; + + return BaseClass::OnTakeDamage( info ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassMedic::InitVCollision( void ) +{ + CPhysCollide *pStandModel = PhysCreateBbox( MEDICCLASS_HULL_STAND_MIN, MEDICCLASS_HULL_STAND_MAX ); + CPhysCollide *pCrouchModel = PhysCreateBbox( MEDICCLASS_HULL_DUCK_MIN, MEDICCLASS_HULL_DUCK_MAX ); + m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_medic_stand", pCrouchModel, "tfplayer_medic_crouch" ); +} |