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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_class_medic.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= 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" );
+}