diff options
Diffstat (limited to 'game/server/tf2/tf_class_infiltrator.cpp')
| -rw-r--r-- | game/server/tf2/tf_class_infiltrator.cpp | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/game/server/tf2/tf_class_infiltrator.cpp b/game/server/tf2/tf_class_infiltrator.cpp new file mode 100644 index 0000000..bc59b18 --- /dev/null +++ b/game/server/tf2/tf_class_infiltrator.cpp @@ -0,0 +1,275 @@ +//========= 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 ); + } +} |