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-rw-r--r--game/server/tf2/tf_class_sniper.cpp261
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diff --git a/game/server/tf2/tf_class_sniper.cpp b/game/server/tf2/tf_class_sniper.cpp
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+++ b/game/server/tf2/tf_class_sniper.cpp
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+//========= 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 );
+ }
+}
+