diff options
Diffstat (limited to 'game/server/tf2/tf_class_sniper.cpp')
| -rw-r--r-- | game/server/tf2/tf_class_sniper.cpp | 261 |
1 files changed, 261 insertions, 0 deletions
diff --git a/game/server/tf2/tf_class_sniper.cpp b/game/server/tf2/tf_class_sniper.cpp new file mode 100644 index 0000000..f724ede --- /dev/null +++ b/game/server/tf2/tf_class_sniper.cpp @@ -0,0 +1,261 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: The Sniper Player Class +// +// $Workfile: $ +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "tf_player.h" +#include "tf_class_sniper.h" +#include "in_buttons.h" +#include "tf_team.h" +#include "tf_class_support.h" +#include "order_killmortarguy.h" + + +bool IsEntityVisibleToTactical( int iLocalTeamNumber, int iLocalTeamPlayers, + int iLocalTeamScanners, int iEntIndex, const char *pEntName, int pEntTeamNumber, const Vector &pEntOrigin ); + +ConVar class_sniper_speed( "class_sniper_speed","200", FCVAR_NONE, "Sniper movement speed" ); + +// Stationary Camo +#define SNIPER_MAX_HIDE_LEVEL 60 +#define SNIPER_HIDE_INCREASE_PER_SEC 15 +#define SNIPER_FIRE_UNHIDE_TIME 5.0 + +//============================================================================= +// +// Sniper Data Table +// +BEGIN_SEND_TABLE_NOBASE( CPlayerClassSniper, DT_PlayerClassSniperData ) +END_SEND_TABLE() + + + +//----------------------------------------------------------------------------- +// Purpose: +// Output : const char +//----------------------------------------------------------------------------- +const char *CPlayerClassSniper::GetClassModelString( int nTeam ) +{ + static const char *string = "models/player/sniper.mdl"; + return string; +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPlayerClassSniper::CPlayerClassSniper( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass ) +{ + for (int i = 0; i < MAX_TF_TEAMS; ++i) + { + SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CPlayerClassSniper::~CPlayerClassSniper() +{ +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSniper::ClassActivate( void ) +{ + BaseClass::ClassActivate(); + + // Setup movement data. + SetupMoveData(); + + m_bHiding = false; + m_flHideTransparency = 0.0f; + m_flLastHideUpdate = 0.0f; + + m_bCanHide = false; + + memset( &m_ClassData, 0, sizeof( m_ClassData ) ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSniper::ClassDeactivate( void ) +{ + BaseClass::ClassDeactivate(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSniper::RespawnClass( void ) +{ + BaseClass::RespawnClass(); + + // Hiding values + m_bHiding = false; + m_flHideTransparency = m_flLastHideUpdate = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CPlayerClassSniper::ResupplyAmmo( float flFraction, ResupplyReason_t reason ) +{ + bool bGiven = false; + + if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION)) + { + if (ResupplyAmmoType( 100 * flFraction, "Bullets" )) + bGiven = true; + } + + if ( BaseClass::ResupplyAmmo(flFraction, reason) ) + bGiven = true; + + return bGiven; +} + +//----------------------------------------------------------------------------- +// Purpose: Set sniper class specific movement data here. +//----------------------------------------------------------------------------- +void CPlayerClassSniper::SetupMoveData( void ) +{ + // Setup Class statistics + m_flMaxWalkingSpeed = class_sniper_speed.GetFloat(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSniper::SetupSizeData( void ) +{ + // Initially set the player to the base player class standing hull size. + m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_STAND_MIN, SNIPERCLASS_HULL_STAND_MAX ); + m_pPlayer->SetViewOffset( SNIPERCLASS_VIEWOFFSET_STAND ); + m_pPlayer->m_Local.m_flStepSize = SNIPERCLASS_STEPSIZE; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +float CPlayerClassSniper::GetDeployTime( void ) +{ + return 2.8; +}; + +//----------------------------------------------------------------------------- +// Purpose: Called every frame by the player PostThink() +//----------------------------------------------------------------------------- +void CPlayerClassSniper::ClassThink( void ) +{ + // Only hide if we have the technology + if ( m_bCanHide ) + { + CheckHiding(); + } + + BaseClass::ClassThink(); +} + +//----------------------------------------------------------------------------- +// Purpose: New technology has been gained. Recalculate any class specific technology dependencies. +//----------------------------------------------------------------------------- +void CPlayerClassSniper::GainedNewTechnology( CBaseTechnology *pTechnology ) +{ + // Stealthed on deploy + if ( m_pPlayer->HasNamedTechnology( "sniper_deploy_stealth" ) ) + { + m_bCanHide = true; + } + else + { + m_bCanHide = false; + } + + BaseClass::GainedNewTechnology( pTechnology ); +} + + +//----------------------------------------------------------------------------- +// Purpose: If the player's prone, slowly make him transparent +//----------------------------------------------------------------------------- +void CPlayerClassSniper::CheckHiding( void ) +{ + // Can't hide or stay hidden if taking EMP damage + if ( m_pPlayer->HasPowerup(POWERUP_EMP) ) + { + m_pPlayer->ClearCamouflage(); + return; + } + + // See if the player's just fired + if ( m_pPlayer->m_afButtonReleased & IN_ATTACK ) + { + // Immediately mostly unhide if so + m_pPlayer->ClearCamouflage(); + } + else if ( !m_pPlayer->IsDeployed() ) + { + // Not deployed? Immediately unhide if so + m_pPlayer->ClearCamouflage(); + } + else + { + // We're deployed, hide if we haven't fired for a bit. + if ( m_pPlayer->LastAttackTime() + SNIPER_FIRE_UNHIDE_TIME < gpGlobals->curtime ) + { + m_pPlayer->SetCamouflaged( SNIPER_MAX_HIDE_LEVEL, SNIPER_HIDE_INCREASE_PER_SEC ); + } + else + { + m_pPlayer->ClearCamouflage(); + } + } +} + + +void CPlayerClassSniper::CreatePersonalOrder( void ) +{ + if ( CreateInitialOrder() ) + return; + + // Kill a support guy? + if ( COrderKillMortarGuy::CreateOrder( this ) ) + return; + + BaseClass::CreatePersonalOrder(); +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSniper::SetPlayerHull( void ) +{ + if ( m_pPlayer->GetFlags() & FL_DUCKING ) + { + m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_DUCK_MIN, SNIPERCLASS_HULL_DUCK_MAX ); + } + else + { + m_pPlayer->SetCollisionBounds( SNIPERCLASS_HULL_STAND_MIN, SNIPERCLASS_HULL_STAND_MAX ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CPlayerClassSniper::ResetViewOffset( void ) +{ + if ( m_pPlayer ) + { + m_pPlayer->SetViewOffset( SNIPERCLASS_VIEWOFFSET_STAND ); + } +} + |