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-rw-r--r--game/server/tf2/tf_class_escort.cpp274
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diff --git a/game/server/tf2/tf_class_escort.cpp b/game/server/tf2/tf_class_escort.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: The Escort Player Class
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "tf_player.h"
+#include "tf_class_escort.h"
+#include "basecombatweapon.h"
+#include "tf_obj_shieldwall.h"
+#include "weapon_builder.h"
+#include "tf_shareddefs.h"
+#include "tf_team.h"
+#include "orders.h"
+#include "order_buildshieldwall.h"
+#include "order_mortar_attack.h"
+#include "weapon_twohandedcontainer.h"
+#include "tf_shield.h"
+#include "iservervehicle.h"
+#include "weapon_combatshield.h"
+#include "in_buttons.h"
+#include "tf_vehicle_teleport_station.h"
+#include "weapon_shield.h"
+
+
+ConVar class_escort_speed( "class_escort_speed","200", FCVAR_NONE, "Escort movement speed" );
+
+
+//=============================================================================
+//
+// Escort Data Table
+//
+BEGIN_SEND_TABLE_NOBASE( CPlayerClassEscort, DT_PlayerClassEscortData )
+END_SEND_TABLE()
+
+
+
+bool OrderCreator_Mortar( CPlayerClassEscort *pClass )
+{
+ return COrderMortarAttack::CreateOrder( pClass );
+}
+
+
+bool OrderCreator_ShieldWall( CPlayerClassEscort *pClass )
+{
+ return COrderBuildShieldWall::CreateOrder( pClass );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : const char
+//-----------------------------------------------------------------------------
+const char *CPlayerClassEscort::GetClassModelString( int nTeam )
+{
+ static const char *string = "models/player/alien_escort.mdl";
+ return string;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPlayerClassEscort::CPlayerClassEscort( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
+{
+ for (int i = 0; i < MAX_TF_TEAMS; ++i)
+ {
+ SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::SetupSizeData( void )
+{
+ // Initially set the player to the base player class standing hull size.
+ m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_STAND_MIN, ESCORTCLASS_HULL_STAND_MAX );
+ m_pPlayer->SetViewOffset( ESCORTCLASS_VIEWOFFSET_STAND );
+ m_pPlayer->m_Local.m_flStepSize = ESCORTCLASS_STEPSIZE;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CPlayerClassEscort::~CPlayerClassEscort()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::ClassActivate( void )
+{
+ BaseClass::ClassActivate();
+
+ // Setup movement data.
+ m_hWeaponProjectedShield = NULL;
+ SetupMoveData();
+ memset( &m_ClassData, 0, sizeof( m_ClassData ) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CWeaponShield *CPlayerClassEscort::GetProjectedShield( void )
+{
+ if ( !m_hWeaponProjectedShield )
+ {
+ m_hWeaponProjectedShield = static_cast< CWeaponShield * >( m_pPlayer->Weapon_OwnsThisType( "weapon_shield" ) );
+ if ( !m_hWeaponProjectedShield )
+ {
+ m_hWeaponProjectedShield = static_cast< CWeaponShield * >( m_pPlayer->GiveNamedItem( "weapon_shield" ) );
+ }
+ }
+
+ if ( m_hWeaponProjectedShield )
+ {
+ m_hWeaponProjectedShield->SetReflectViewModelAnimations( true );
+ }
+
+ return m_hWeaponProjectedShield;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::CreateClass( void )
+{
+ BaseClass::CreateClass();
+
+ CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
+ if ( !p )
+ {
+ p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
+ }
+
+ CWeaponShield *pShield = GetProjectedShield();
+ if ( p && pShield )
+ {
+ p->SetWeapons( NULL, pShield );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CPlayerClassEscort::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 ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
+ {
+ if (ResupplyAmmoType( 5 * flFraction, "ShieldGrenades" ))
+ bGiven = true;
+ }
+
+ // On respawn, resupply base weapon ammo
+ if ( reason == RESUPPLY_RESPAWN )
+ {
+ if ( ResupplyAmmoType( 200, "Bullets" ) )
+ bGiven = true;
+ }
+
+ if ( BaseClass::ResupplyAmmo(flFraction, reason) )
+ bGiven = true;
+
+ return bGiven;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Set escort class specific movement data here.
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::SetupMoveData( void )
+{
+ // Setup Class statistics
+ m_flMaxWalkingSpeed = class_escort_speed.GetFloat();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::SetPlayerHull( void )
+{
+ if ( m_pPlayer->GetFlags() & FL_DUCKING )
+ {
+ m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_DUCK_MIN, ESCORTCLASS_HULL_DUCK_MAX );
+ }
+ else
+ {
+ m_pPlayer->SetCollisionBounds( ESCORTCLASS_HULL_STAND_MIN, ESCORTCLASS_HULL_STAND_MAX );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::ResetViewOffset( void )
+{
+ if ( m_pPlayer )
+ {
+ m_pPlayer->SetViewOffset( ESCORTCLASS_VIEWOFFSET_STAND );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
+{
+ /*
+ switch( iPowerup )
+ {
+ case POWERUP_BOOST:
+ // Increase our shield's energy
+ if ( m_hDeployedShield )
+ {
+ m_hDeployedShield->SetPower( m_hDeployedShield->GetPower() + (flAmount * 10) );
+ }
+ break;
+
+ case POWERUP_EMP:
+ if ( m_hDeployedShield )
+ {
+ m_hDeployedShield->SetEMPed( true );
+ }
+ break;
+
+ default:
+ break;
+ }
+ */
+
+ BaseClass::PowerupStart( iPowerup, flAmount, pAttacker, pDamageModifier );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Powerup has just started
+//-----------------------------------------------------------------------------
+void CPlayerClassEscort::PowerupEnd( int iPowerup )
+{
+ /*
+ switch( iPowerup )
+ {
+ case POWERUP_EMP:
+ if ( m_hDeployedShield )
+ {
+ m_hDeployedShield->SetEMPed( false );
+ }
+ break;
+
+ default:
+ break;
+ }
+ */
+
+ BaseClass::PowerupEnd( iPowerup );
+}