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diff --git a/game/server/tf2/tf_class_infiltrator.cpp b/game/server/tf2/tf_class_infiltrator.cpp
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+//========= 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 );
+ }
+}