2020-04-22 16:56:21 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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/*
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===== tf_playerclass.cpp ========================================================
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functions dealing with the TF playerclasses
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*/
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#include "cbase.h"
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#include "player.h"
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#include "basecombatweapon.h"
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#include "tf_player.h"
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#include "tf_obj.h"
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#include "weapon_builder.h"
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#include "tf_team.h"
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#include "tf_func_resource.h"
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#include "orders.h"
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#include "order_repair.h"
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#include "engine/IEngineSound.h"
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#include "tier1/strtools.h"
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#include "textstatsmgr.h"
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#include "ammodef.h"
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#include "weapon_objectselection.h"
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#include "vcollide_parse.h"
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#include "weapon_combatshield.h"
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#include "tf_vehicle_tank.h"
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#include "tf_obj_manned_plasmagun.h"
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#include "tf_obj_manned_missilelauncher.h"
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extern char *g_pszEMPPulseStart;
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extern ConVar tf_fastbuild;
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// Stat groupings
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enum
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{
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STATS_TANK = TFCLASS_CLASS_COUNT,
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STATS_MANNEDGUN_PLASMA,
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STATS_MANNEDGUN_ROCKET,
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STATS_NUM_GROUPS,
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};
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char *sNonClassStatNames[] =
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{
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"Tanks",
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"Manned Plasmaguns",
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"Manned Rocket launchers",
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};
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// Stats between player classes (like how many snipers killed recons).
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class CInterClassStats
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{
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public:
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CInterClassStats()
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{
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m_flTotalDamageInflicted = 0;
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m_nKills = 0;
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m_flTotalEngagementDist = 0;
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m_nEngagements = 0;
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m_flTotalNormalizedEngagementDist = 0;
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m_nNormalizedEngagements = 0;
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}
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public:
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//
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// Note: "containing class" refers to the class in the CPlayerClassStats that owns this CInterClassStats.
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// So if there's a CPlayerClassStats for a recon, and it has a CInterClassStats for a sniper,
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// then "containing class" refers to the recon. In this example, m_flTotalDamageInflicted representss
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// how much damage the recon players inflicted on the snipers.
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//
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double m_flTotalDamageInflicted; // Total damage inflicted on this class by the containing class.
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double m_flTotalEngagementDist; // Used to get the average engagement distance.
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int m_nEngagements;
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double m_flTotalNormalizedEngagementDist;
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int m_nNormalizedEngagements;
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int m_nKills; // Now many times the containing class killed this one.
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};
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class CPlayerClassStats
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{
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public:
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CPlayerClassStats()
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{
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m_flPlayerTime = 0;
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}
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public:
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CInterClassStats m_InterClassStats[STATS_NUM_GROUPS];
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double m_flPlayerTime; // How much player time was spent in this class.
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};
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ConVar tf2_object_hard_limits( "tf2_object_hard_limits","0", FCVAR_NONE, "If true, use hard object limits instead of resource costs" );
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CPlayerClassStats g_PlayerClassStats[STATS_NUM_GROUPS];
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void AddPlayerClassTime( int classnum, float seconds )
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{
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g_PlayerClassStats[ classnum ].m_flPlayerTime += seconds;
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}
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int GetStatGroupFor( CBaseTFPlayer *pPlayer )
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{
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// In a vehicle?
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if ( pPlayer->IsInAVehicle() )
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{
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if ( dynamic_cast<CVehicleTank*>( pPlayer->GetVehicle() ) )
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return STATS_TANK;
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if ( dynamic_cast<CObjectMannedMissileLauncher*>( pPlayer->GetVehicle() ) )
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return STATS_MANNEDGUN_ROCKET;
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if ( dynamic_cast<CObjectMannedPlasmagun*>( pPlayer->GetVehicle() ) )
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return STATS_MANNEDGUN_PLASMA;
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}
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// Otherwise, use the playerclass
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return pPlayer->GetPlayerClass()->GetTFClass();
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}
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const char* GetGroupNameFor( int iStatGroup )
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{
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Assert( iStatGroup > TFCLASS_UNDECIDED && iStatGroup < STATS_NUM_GROUPS );
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if ( iStatGroup < TFCLASS_CLASS_COUNT )
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return GetTFClassInfo( iStatGroup )->m_pClassName;
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else
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return sNonClassStatNames[ iStatGroup - TFCLASS_CLASS_COUNT ];
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}
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void PrintPlayerClassStats()
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{
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IFileSystem *pFileSys = filesystem;
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FileHandle_t hFile = pFileSys->Open( "class_stats.txt", "wt", "LOGDIR" );
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if ( hFile == FILESYSTEM_INVALID_HANDLE )
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return;
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pFileSys->FPrintf( hFile, "Class\tPlayer Time (minutes)\tAvg Engagement Dist\t(OLD) Engagement Dist\n" );
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for ( int i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
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{
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CPlayerClassStats *pStats = &g_PlayerClassStats[i];
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// Figure out the average engagement distance across all classes.
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int j;
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double flAvgEngagementDist = 0;
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int nTotalEngagements = 0;
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double flTotalEngagementDist = 0;
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double flTotalNormalizedEngagementDist = 0;
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int nTotalNormalizedEngagements = 0;
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for ( j=TFCLASS_UNDECIDED+1; j < STATS_NUM_GROUPS; j++ )
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{
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CInterClassStats *pInter = &g_PlayerClassStats[i].m_InterClassStats[j];
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nTotalEngagements += pInter->m_nEngagements;
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flTotalEngagementDist += pInter->m_flTotalEngagementDist;
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nTotalNormalizedEngagements += pInter->m_nNormalizedEngagements;
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flTotalNormalizedEngagementDist += pInter->m_flTotalNormalizedEngagementDist;
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}
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flAvgEngagementDist = nTotalEngagements ? ( flTotalEngagementDist / nTotalEngagements ) : 0;
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double flAvgNormalizedEngagementDist = nTotalNormalizedEngagements ? (flTotalNormalizedEngagementDist / nTotalNormalizedEngagements) : 0;
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pFileSys->FPrintf( hFile, "%s", GetGroupNameFor( i ) );
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pFileSys->FPrintf( hFile, "\t%.1f", (pStats->m_flPlayerTime / 60.0f) );
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pFileSys->FPrintf( hFile, "\t%d", (int)flAvgNormalizedEngagementDist );
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pFileSys->FPrintf( hFile, "\t%d", (int)flAvgEngagementDist );
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pFileSys->FPrintf( hFile, "\n" );
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}
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pFileSys->FPrintf( hFile, "\n" );
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pFileSys->FPrintf( hFile, "\n" );
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pFileSys->FPrintf( hFile, "Class\tTarget Class\tTotal Damage\tKills\tAvg Engagement Dist\t(OLD) Engagement Dist\n" );
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for ( i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
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{
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CPlayerClassStats *pStats = &g_PlayerClassStats[i];
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// Print the inter-class stats.
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for ( int j=TFCLASS_UNDECIDED+1; j < STATS_NUM_GROUPS; j++ )
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{
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CInterClassStats *pInter = &pStats->m_InterClassStats[j];
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pFileSys->FPrintf( hFile, "%s", GetGroupNameFor( i ) );
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pFileSys->FPrintf( hFile, "\t%s", GetGroupNameFor( j ) );
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pFileSys->FPrintf( hFile, "\t%d", (int)pInter->m_flTotalDamageInflicted );
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pFileSys->FPrintf( hFile, "\t%d", pInter->m_nKills );
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pFileSys->FPrintf( hFile, "\t%d", (int)(pInter->m_nNormalizedEngagements ? (pInter->m_flTotalNormalizedEngagementDist / pInter->m_nNormalizedEngagements) : 0) );
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pFileSys->FPrintf( hFile, "\t%d", (int)(pInter->m_nEngagements ? (pInter->m_flTotalEngagementDist / pInter->m_nEngagements) : 0) );
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pFileSys->FPrintf( hFile, "\n" );
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}
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}
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pFileSys->Close( hFile );
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}
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CTextStatFile g_PlayerClassStatsOutput( PrintPlayerClassStats );
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// ---------------------------------------------------------------------------------------------------------------- //
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// Detailed stats output.
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// ---------------------------------------------------------------------------------------------------------------- //
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ConVar tf_DetailedStats( "tf_DetailedStats", "1", 0, "Prints extensive detailed gameplay stats into detailed_stats.txt" );
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class CShotInfo
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{
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public:
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float m_flDistance;
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int m_nDamage;
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};
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CUtlLinkedList<CShotInfo,int> g_ClassShotInfos[STATS_NUM_GROUPS];
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void PrintDetailedPlayerClassStats()
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{
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if ( !tf_DetailedStats.GetInt() )
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return;
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IFileSystem *pFileSys = filesystem;
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FileHandle_t hFile = pFileSys->Open( "class_stats_detailed.txt", "wt", "LOGDIR" );
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if ( hFile != FILESYSTEM_INVALID_HANDLE )
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{
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// Print the header.
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for ( int i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
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{
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pFileSys->FPrintf( hFile, "%s dist\t%s dmg\t", GetGroupNameFor( i ), GetGroupNameFor( i ) );
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}
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pFileSys->FPrintf( hFile, "\n" );
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// Write out each column.
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int iterators[STATS_NUM_GROUPS];
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for ( i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
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iterators[i] = g_ClassShotInfos[i].Head();
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bool bWroteAnything;
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do
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{
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bWroteAnything = false;
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for ( int i=TFCLASS_UNDECIDED+1; i < STATS_NUM_GROUPS; i++ )
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{
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if ( iterators[i] == g_ClassShotInfos[i].InvalidIndex() )
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{
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pFileSys->FPrintf( hFile, "\t\t" );
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}
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else
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{
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CShotInfo *pInfo = &g_ClassShotInfos[i][iterators[i]];
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iterators[i] = g_ClassShotInfos[i].Next( iterators[i] );
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pFileSys->FPrintf( hFile, "%.2f\t%d\t", pInfo->m_flDistance, pInfo->m_nDamage );
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bWroteAnything = true;
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}
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}
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pFileSys->FPrintf( hFile, "\n" );
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} while ( bWroteAnything );
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pFileSys->Close( hFile );
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}
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}
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CTextStatFile g_PlayerClassStatsDetailedOutput( PrintDetailedPlayerClassStats );
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//=====================================================================
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// PLAYER CLASS HANDLING
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//=====================================================================
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// Base PlayerClass
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CPlayerClass::CPlayerClass( CBaseTFPlayer *pPlayer, TFClass iClass )
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: m_TFClass( iClass )
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{
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m_pPlayer = pPlayer;
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for (int i = 0; i <= MAX_TF_TEAMS; ++i)
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{
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m_sClassModel[i] = NULL_STRING;
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}
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m_iNumWeaponTechAssociations = 0;
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m_bTechAssociationsSet = false;
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m_flNormalizedEngagementNextTime = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClass::~CPlayerClass()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClass::ClassActivate( void )
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{
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// Setup the default player movement variables.
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SetupMoveData();
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AddWeaponTechAssociations();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClass::ClassDeactivate( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClass::AddWeaponTechAssociations( void )
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{
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ClearAllWeaponTechAssoc();
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// Iterate tech tree for this class and find
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Assert( m_pPlayer );
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CTechnologyTree *tree = m_pPlayer->GetTechTree();
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Assert( tree );
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// Loop through all of the techs to see if any of them say yes to being applicable to
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// this class specifically
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for ( int i = 0 ; i < tree->GetNumberTechnologies(); i++ )
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{
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CBaseTechnology *tech = tree->GetTechnology( i );
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if ( !tech )
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continue;
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if ( !tech->GetAssociateWeaponsForClass( GetTFClass() ) )
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continue;
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// Associate weapon tech name with class
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AddWeaponTechAssoc( (char *)tech->GetName() );
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}
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}
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void CPlayerClass::NetworkStateChanged()
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{
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if ( m_pPlayer )
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m_pPlayer->NetworkStateChanged();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Setup the default movement parameters, quite a few of these will be
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// overridden with class specific values.
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//-----------------------------------------------------------------------------
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void CPlayerClass::SetupMoveData( void )
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{
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// Set the default walking and sprinting speeds.
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m_flMaxWalkingSpeed = 120;
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}
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|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::SetupSizeData( void )
|
|
|
|
{
|
|
|
|
// Initially set the player to the base player class standing hull size.
|
|
|
|
m_pPlayer->SetCollisionBounds( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
|
|
|
|
m_pPlayer->SetViewOffset( PLAYERCLASS_VIEWOFFSET_STAND );
|
|
|
|
m_pPlayer->m_Local.m_flStepSize = PLAYERCLASS_STEPSIZE;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::CreateClass( void )
|
|
|
|
{
|
|
|
|
// Give them a full loadout on the initial spawn
|
|
|
|
ResupplyAmmo( 100.0f, RESUPPLY_ALL_FROM_STATION );
|
|
|
|
|
|
|
|
// Create the builder weapon & all objects in it (Helpers are automatically deleted when the weapon's deleted)
|
|
|
|
// Make sure they can build at least 1 object
|
|
|
|
if ( GetTFClassInfo( m_TFClass )->m_pClassObjects[0] != OBJ_LAST )
|
|
|
|
{
|
|
|
|
m_pPlayer->GiveNamedItem( "weapon_builder" );
|
|
|
|
|
|
|
|
Assert( m_pPlayer->GetWeaponBuilder() );
|
|
|
|
|
|
|
|
// Do we have a construction yard?
|
|
|
|
bool bHaveYard = false;
|
|
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "func_construction_yard" )) != NULL)
|
|
|
|
{
|
|
|
|
if ( m_pPlayer->InSameTeam( pEntity ) )
|
|
|
|
{
|
|
|
|
bHaveYard = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for ( int i = 0; i < OBJ_LAST; i++ )
|
|
|
|
{
|
|
|
|
int iClassObject = GetTFClassInfo( m_TFClass )->m_pClassObjects[i];
|
|
|
|
|
|
|
|
// Hit the end?
|
|
|
|
if ( iClassObject == OBJ_LAST )
|
|
|
|
break;
|
|
|
|
|
|
|
|
// Only Humans can build the powerpacks & mortars
|
|
|
|
if ( iClassObject == OBJ_POWERPACK || iClassObject == OBJ_MORTAR)
|
|
|
|
{
|
|
|
|
if ( m_pPlayer->GetTeamNumber() != TEAM_HUMANS )
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Only Aliens can build shields
|
|
|
|
if ( iClassObject == OBJ_SHIELDWALL )
|
|
|
|
{
|
|
|
|
if ( m_pPlayer->GetTeamNumber() != TEAM_ALIENS )
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If my team doesn't have a construction yard, don't allow me to build vehicles
|
|
|
|
if ( !tf_fastbuild.GetBool() && !bHaveYard )
|
|
|
|
{
|
|
|
|
if ( IsObjectAVehicle(iClassObject) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// Don't allow them to build vehicle upgrades either
|
|
|
|
if ( iClassObject == OBJ_DRIVER_MACHINEGUN )
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If my team has a construction yard, don't allow me to build defensive buildings
|
|
|
|
if ( !tf_fastbuild.GetBool() && bHaveYard && IsObjectADefensiveBuilding(iClassObject) )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
m_pPlayer->GetWeaponBuilder()->AddBuildableObject( iClassObject );
|
|
|
|
|
|
|
|
// Give the player a fake weapon to select this object with
|
|
|
|
CWeaponObjectSelection *pSelection = (CWeaponObjectSelection *)m_pPlayer->GiveNamedItem( "weapon_objectselection", iClassObject );
|
|
|
|
if ( pSelection )
|
|
|
|
{
|
|
|
|
pSelection->SetType( iClassObject );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Give the player all the weapons from tech associations
|
|
|
|
CTechnologyTree *pTechTree = m_pPlayer->GetTechTree();
|
|
|
|
if ( pTechTree )
|
|
|
|
{
|
|
|
|
// Give the player any weapons s/he might have just received the tech for
|
|
|
|
for ( int i = 0; i < m_iNumWeaponTechAssociations; i++ )
|
|
|
|
{
|
|
|
|
if ( m_pPlayer->HasNamedTechnology( m_WeaponTechAssociations[i].pWeaponTech ) )
|
|
|
|
{
|
|
|
|
CBaseTechnology *tech = pTechTree->GetTechnology( m_WeaponTechAssociations[i].pWeaponTech );
|
|
|
|
if ( tech )
|
|
|
|
{
|
|
|
|
for ( int j = 0; j < tech->GetNumWeaponAssociations(); j++ )
|
|
|
|
{
|
|
|
|
const char *weaponname = tech->GetAssociatedWeapon( j );
|
|
|
|
Assert( weaponname );
|
|
|
|
|
|
|
|
m_pPlayer->GiveNamedItem( weaponname );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Called on each respawn
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::RespawnClass( void )
|
|
|
|
{
|
|
|
|
ResupplyAmmo( 100.0f, RESUPPLY_ALL_FROM_STATION );
|
|
|
|
GainedNewTechnology( NULL );
|
|
|
|
SetMaxHealth( GetMaxHealthCVarValue() );
|
|
|
|
SetMaxSpeed( GetMaxSpeed() );
|
|
|
|
CheckDeterioratingObjects();
|
|
|
|
|
|
|
|
SetupSizeData();
|
|
|
|
|
|
|
|
// Refill the clips of all my weapons
|
|
|
|
for (int i = 0; i < MAX_WEAPONS; i++)
|
|
|
|
{
|
|
|
|
CBaseCombatWeapon *pWeapon = m_pPlayer->GetWeapon(i);
|
|
|
|
if ( pWeapon )
|
|
|
|
{
|
|
|
|
if ( pWeapon->UsesClipsForAmmo1() )
|
|
|
|
{
|
|
|
|
pWeapon->m_iClip1 = pWeapon->GetDefaultClip1();
|
|
|
|
}
|
|
|
|
if ( pWeapon->UsesClipsForAmmo2() )
|
|
|
|
{
|
|
|
|
pWeapon->m_iClip2 = pWeapon->GetDefaultClip2();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Supply the player with Ammo. Return true if some ammo was given.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CPlayerClass::ResupplyAmmoType( float flAmount, const char *pAmmoType )
|
|
|
|
{
|
|
|
|
if (flAmount <= 0)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Make sure at least 1 if given...
|
|
|
|
int nAmount;
|
|
|
|
if (flAmount <= 1)
|
|
|
|
nAmount = 1;
|
|
|
|
else
|
|
|
|
nAmount = (int)flAmount;
|
|
|
|
|
|
|
|
bool bGiven = false;
|
|
|
|
if ( g_pGameRules->CanHaveAmmo( m_pPlayer, pAmmoType ) )
|
|
|
|
{
|
|
|
|
if ( m_pPlayer->GiveAmmo( nAmount, pAmmoType, true ) > 0 )
|
|
|
|
bGiven = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return bGiven;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Supply the player with Ammo. Return true if some ammo was given.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CPlayerClass::ResupplyAmmo( float flPercentage, ResupplyReason_t reason )
|
|
|
|
{
|
|
|
|
bool bGiven = false;
|
|
|
|
|
|
|
|
// Fully resupply shield energy everytime
|
|
|
|
if ( m_pPlayer->GetCombatShield() )
|
|
|
|
{
|
|
|
|
m_pPlayer->GetCombatShield()->AddShieldHealth( 1.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((reason == RESUPPLY_RESPAWN) || (reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
|
|
|
|
{
|
|
|
|
if (ResupplyAmmoType( 1, "Sappers" ))
|
|
|
|
{
|
|
|
|
bGiven = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return bGiven;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Calculate the player's Speed
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CPlayerClass::GetMaxSpeed( void )
|
|
|
|
{
|
|
|
|
float flMaxSpeed = m_flMaxWalkingSpeed;
|
|
|
|
|
|
|
|
// Is the player in adrenalin mode?
|
|
|
|
if ( m_pPlayer->HasPowerup( POWERUP_RUSH ) )
|
|
|
|
{
|
|
|
|
flMaxSpeed *= ADRENALIN_SPEED_INCREASE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Is the player unable to move right now?
|
|
|
|
if ( m_pPlayer->CantMove() )
|
|
|
|
{
|
|
|
|
flMaxSpeed = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return flMaxSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Get the player's maximum walking speed
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CPlayerClass::GetMaxWalkSpeed( void )
|
|
|
|
{
|
|
|
|
return m_flMaxWalkingSpeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Set the player's speed
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::SetMaxSpeed( float flMaxSpeed )
|
|
|
|
{
|
|
|
|
if ( m_pPlayer )
|
|
|
|
{
|
|
|
|
m_pPlayer->SetMaxSpeed( flMaxSpeed );
|
|
|
|
|
|
|
|
float curspeed = m_pPlayer->GetAbsVelocity().Length();
|
|
|
|
|
|
|
|
if ( curspeed != 0.0f && curspeed > flMaxSpeed )
|
|
|
|
{
|
|
|
|
float crop = flMaxSpeed / curspeed;
|
|
|
|
|
|
|
|
Vector vecNewVelocity;
|
|
|
|
VectorScale( m_pPlayer->GetAbsVelocity(), crop, vecNewVelocity );
|
|
|
|
m_pPlayer->SetAbsVelocity( vecNewVelocity );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Return the player's max health
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CPlayerClass::GetMaxHealthCVarValue()
|
|
|
|
{
|
|
|
|
int val = GetTFClassInfo( GetTFClass() )->m_pMaxHealthCVar->GetInt();
|
|
|
|
Assert( val > 0 ); // If you hit this assert, then you probably didn't add an entry to skill?.cfg
|
|
|
|
return val;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Set the player's health
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::SetMaxHealth( float flMaxHealth )
|
|
|
|
{
|
|
|
|
if ( m_pPlayer )
|
|
|
|
{
|
|
|
|
m_pPlayer->m_iMaxHealth = m_pPlayer->m_iHealth = flMaxHealth;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
string_t CPlayerClass::GetClassModel( int nTeam )
|
|
|
|
{
|
|
|
|
return m_sClassModel[nTeam];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const char* CPlayerClass::GetClassModelString( int nTeam )
|
|
|
|
{
|
|
|
|
// Each derived class should implement this.
|
|
|
|
Assert( false );
|
|
|
|
return "INVALID";
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Called to see if another player should be displayed on the players radar
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CPlayerClass::CanSeePlayerOnRadar( CBaseTFPlayer *pl )
|
|
|
|
{
|
|
|
|
// if ( pl->InSameTeam(m_pPlayer) )
|
|
|
|
// return false;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::ItemPostFrame()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : TFClass
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
TFClass CPlayerClass::GetTFClass( void )
|
|
|
|
{
|
|
|
|
return m_TFClass;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Handle custom commands for this playerclass
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CPlayerClass::ClientCommand( const CCommand& args )
|
|
|
|
{
|
|
|
|
if ( FStrEq( args[0], "builder_select_obj" ) )
|
|
|
|
{
|
|
|
|
if ( args.ArgC() < 2 )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
// This is a total hack. Eventually this should come in via usercmds.
|
|
|
|
|
|
|
|
// Get our builder weapon
|
|
|
|
if ( !m_pPlayer->GetWeaponBuilder() )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
// Select a state for the builder weapon
|
|
|
|
m_pPlayer->GetWeaponBuilder()->SetCurrentObject( atoi( args[1] ) );
|
|
|
|
m_pPlayer->GetWeaponBuilder()->SetCurrentState( BS_PLACING );
|
|
|
|
m_pPlayer->GetWeaponBuilder()->StartPlacement();
|
|
|
|
m_pPlayer->GetWeaponBuilder()->m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if ( FStrEq( args[0], "builder_select_mode" ) )
|
|
|
|
{
|
|
|
|
if ( args.ArgC() < 2 )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
// Get our builder weapon
|
|
|
|
if ( !m_pPlayer->GetWeaponBuilder() )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
// Select a state for the builder weapon
|
|
|
|
m_pPlayer->GetWeaponBuilder()->SetCurrentState( atoi( args[1] ) );
|
|
|
|
m_pPlayer->GetWeaponBuilder()->m_flNextPrimaryAttack = gpGlobals->curtime + 0.35f;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Should we take damage-based force?
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CPlayerClass::ShouldApplyDamageForce( const CTakeDamageInfo &info )
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: The player has taken damage. Return the damage done.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float CPlayerClass::OnTakeDamage( const CTakeDamageInfo &info )
|
|
|
|
{
|
|
|
|
if ( info.GetAttacker() )
|
|
|
|
{
|
|
|
|
CBaseTFPlayer *pPlayer = dynamic_cast< CBaseTFPlayer* >( info.GetAttacker() );
|
|
|
|
if ( pPlayer && pPlayer->GetPlayerClass() )
|
|
|
|
{
|
|
|
|
int iStatGroup = GetStatGroupFor( pPlayer );
|
|
|
|
CInterClassStats *pInter = &g_PlayerClassStats[iStatGroup].m_InterClassStats[GetTFClass()];
|
|
|
|
|
|
|
|
pInter->m_flTotalDamageInflicted += info.GetDamage();
|
|
|
|
|
|
|
|
float flDistToAttacker = pPlayer->GetAbsOrigin().DistTo( GetPlayer()->GetAbsOrigin() );
|
|
|
|
pInter->m_flTotalEngagementDist += flDistToAttacker;
|
|
|
|
pInter->m_nEngagements++;
|
|
|
|
|
|
|
|
if ( gpGlobals->curtime >= m_flNormalizedEngagementNextTime )
|
|
|
|
{
|
|
|
|
pInter->m_flTotalNormalizedEngagementDist += flDistToAttacker;
|
|
|
|
pInter->m_nNormalizedEngagements++;
|
|
|
|
|
|
|
|
m_flNormalizedEngagementNextTime = gpGlobals->curtime + 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Store detailed stats for the shot?
|
|
|
|
if ( tf_DetailedStats.GetInt() )
|
|
|
|
{
|
|
|
|
CShotInfo shotInfo;
|
|
|
|
|
|
|
|
shotInfo.m_flDistance = flDistToAttacker;
|
|
|
|
shotInfo.m_nDamage = (int)info.GetDamage();
|
|
|
|
|
|
|
|
g_ClassShotInfos[iStatGroup].AddToTail( shotInfo );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return info.GetDamage();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::GainedNewTechnology( CBaseTechnology *pTechnology )
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Tell the player's weapons that this player's gained new technology
|
|
|
|
for ( i = 0; i < m_pPlayer->WeaponCount(); i++ )
|
|
|
|
{
|
|
|
|
if ( m_pPlayer->GetWeapon(i) )
|
|
|
|
{
|
|
|
|
((CBaseTFCombatWeapon*)m_pPlayer->GetWeapon(i))->GainedNewTechnology( pTechnology );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Tell the player's objects that this player's gained new technology
|
|
|
|
for ( i = 0; i < m_pPlayer->GetObjectCount(); i++ )
|
|
|
|
{
|
|
|
|
if (m_pPlayer->GetObject(i))
|
|
|
|
{
|
|
|
|
m_pPlayer->GetObject(i)->GainedNewTechnology( pTechnology );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Return true if this player's allowed to build another one of the specified objects
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CPlayerClass::CanBuild( int iObjectType )
|
|
|
|
{
|
|
|
|
int iObjectCount = GetNumObjects( iObjectType );
|
|
|
|
|
|
|
|
// Make sure we haven't hit maximum number
|
|
|
|
if ( tf2_object_hard_limits.GetBool() )
|
|
|
|
{
|
|
|
|
if ( iObjectCount >= GetObjectInfo( iObjectType )->m_nMaxObjects )
|
|
|
|
return CB_LIMIT_REACHED;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Find out how much the next object should cost
|
|
|
|
int iCost = CalculateObjectCost( iObjectType, GetNumObjects( iObjectType ), m_pPlayer->GetTeamNumber() );
|
|
|
|
|
|
|
|
// Make sure we have enough resources
|
|
|
|
if ( m_pPlayer->GetBankResources() < iCost )
|
|
|
|
return CB_NEED_RESOURCES;
|
|
|
|
}
|
|
|
|
|
|
|
|
return CB_CAN_BUILD;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Object built by this player has been destroyed
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::OwnedObjectDestroyed( CBaseObject *pObject )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Get the number of the specified objects built by the player
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CPlayerClass::GetNumObjects( int iObjectType )
|
|
|
|
{
|
|
|
|
// For the purposes of costs/limits, Sentryguns tally up all sentrygun types
|
|
|
|
if ( iObjectType == OBJ_SENTRYGUN_PLASMA || iObjectType == OBJ_SENTRYGUN_ROCKET_LAUNCHER )
|
|
|
|
{
|
|
|
|
return ( m_pPlayer->GetNumObjects( OBJ_SENTRYGUN_PLASMA ) + m_pPlayer->GetNumObjects( OBJ_SENTRYGUN_ROCKET_LAUNCHER ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
return m_pPlayer->GetNumObjects( iObjectType );
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Player has started building an object
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CPlayerClass::StartedBuildingObject( int iObjectType )
|
|
|
|
{
|
|
|
|
// Deduct the cost of the object
|
|
|
|
if ( !tf2_object_hard_limits.GetBool() )
|
|
|
|
{
|
|
|
|
int iCost = CalculateObjectCost( iObjectType, GetNumObjects( iObjectType ), m_pPlayer->GetTeamNumber() );
|
|
|
|
if ( iCost > m_pPlayer->GetBankResources() )
|
|
|
|
{
|
|
|
|
// Player must have lost resources since he started placing
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
m_pPlayer->RemoveBankResources( iCost );
|
|
|
|
|
|
|
|
// If the object costs 0, we need to return non-0 to mean success
|
|
|
|
if ( !iCost )
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
return iCost;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Player has aborted a build
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::StoppedBuilding( int iObjectType )
|
|
|
|
{
|
|
|
|
// Return the cost of the object
|
|
|
|
if ( !tf2_object_hard_limits.GetBool() )
|
|
|
|
{
|
|
|
|
int iCost = CalculateObjectCost( iObjectType, GetNumObjects( iObjectType ), m_pPlayer->GetTeamNumber() );
|
|
|
|
m_pPlayer->AddBankResources( iCost );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Object has been built by this player
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::FinishedObject( CBaseObject *pObject )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Object has been picked up by this player
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::PickupObject( CBaseObject *pObject )
|
|
|
|
{
|
|
|
|
// Return the cost of the object
|
|
|
|
if ( !tf2_object_hard_limits.GetBool() )
|
|
|
|
{
|
|
|
|
int iCost = CalculateObjectCost( pObject->GetType(), GetNumObjects( pObject->GetType() ), m_pPlayer->GetTeamNumber(), true );
|
|
|
|
m_pPlayer->AddBankResources( iCost );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Create a personal order for this player
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CPlayerClass::CreateInitialOrder()
|
|
|
|
{
|
|
|
|
if( AnyNonResourceZoneOrders() )
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CPlayerClass::CreatePersonalOrder()
|
|
|
|
{
|
|
|
|
if( CreateInitialOrder() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Make an order to fix any objects we own.
|
|
|
|
if ( COrderRepair::CreateOrder_RepairOwnObjects( this ) )
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool CPlayerClass::AnyResourceZoneOrders()
|
|
|
|
{
|
|
|
|
return !!m_pPlayer->GetNumResourceZoneOrders();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool CPlayerClass::AnyNonResourceZoneOrders()
|
|
|
|
{
|
|
|
|
return
|
|
|
|
m_pPlayer->GetNumResourceZoneOrders() == 0 &&
|
|
|
|
m_pPlayer->GetOrder();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::ClassThink( void )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::PowerupEnd( int iPowerup )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: My player has just died
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::PlayerDied( CBaseEntity *pAttacker )
|
|
|
|
{
|
|
|
|
if ( pAttacker )
|
|
|
|
{
|
|
|
|
CBaseTFPlayer *pAttackerPlayer = dynamic_cast< CBaseTFPlayer* >( pAttacker );
|
|
|
|
if ( pAttackerPlayer )
|
|
|
|
{
|
|
|
|
CPlayerClass *pAttackerClass = pAttackerPlayer->GetPlayerClass();
|
|
|
|
if ( pAttackerClass )
|
|
|
|
{
|
|
|
|
int iStatGroup = GetStatGroupFor( pAttackerPlayer );
|
|
|
|
g_PlayerClassStats[ iStatGroup ].m_InterClassStats[GetTFClass()].m_nKills++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: My player just killed another player
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::PlayerKilledPlayer( CBaseTFPlayer *pVictim )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::SetPlayerHull( void )
|
|
|
|
{
|
|
|
|
// Use the generic player hull if the class doesn't override this function.
|
|
|
|
if ( m_pPlayer->GetFlags() & FL_DUCKING )
|
|
|
|
{
|
|
|
|
m_pPlayer->SetCollisionBounds( PLAYERCLASS_HULL_DUCK_MIN, PLAYERCLASS_HULL_DUCK_MAX );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_pPlayer->SetCollisionBounds( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
|
|
|
|
{
|
|
|
|
// Use the generic player hull if the class doesn't override this function.
|
|
|
|
if ( bDucking )
|
|
|
|
{
|
|
|
|
VectorCopy( PLAYERCLASS_HULL_DUCK_MIN, vecMin );
|
|
|
|
VectorCopy( PLAYERCLASS_HULL_DUCK_MAX, vecMax );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
VectorCopy( PLAYERCLASS_HULL_STAND_MIN, vecMin );
|
|
|
|
VectorCopy( PLAYERCLASS_HULL_STAND_MAX, vecMax );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::InitVCollision( void )
|
|
|
|
{
|
|
|
|
CPhysCollide *pStandModel = PhysCreateBbox( PLAYERCLASS_HULL_STAND_MIN, PLAYERCLASS_HULL_STAND_MAX );
|
|
|
|
CPhysCollide *pCrouchModel = PhysCreateBbox( PLAYERCLASS_HULL_DUCK_MIN, PLAYERCLASS_HULL_DUCK_MAX );
|
|
|
|
|
|
|
|
solid_t solid;
|
|
|
|
solid.params = g_PhysDefaultObjectParams;
|
|
|
|
solid.params.mass = 85.0f;
|
2021-10-23 11:41:59 +00:00
|
|
|
solid.params.inertia = 1e24f;
|
2020-04-22 16:56:21 +00:00
|
|
|
solid.params.enableCollisions = false;
|
|
|
|
//disable drag
|
|
|
|
solid.params.dragCoefficient = 0;
|
|
|
|
|
|
|
|
// create standing hull
|
|
|
|
m_pPlayer->m_pShadowStand = PhysModelCreateCustom( m_pPlayer, pStandModel, m_pPlayer->GetLocalOrigin(), m_pPlayer->GetLocalAngles(), "tfplayer_generic", false, &solid );
|
|
|
|
m_pPlayer->m_pShadowStand->SetCallbackFlags( CALLBACK_SHADOW_COLLISION );
|
|
|
|
|
|
|
|
// create crouchig hull
|
|
|
|
m_pPlayer->m_pShadowCrouch = PhysModelCreateCustom( m_pPlayer, pCrouchModel, m_pPlayer->GetLocalOrigin(), m_pPlayer->GetLocalAngles(), "tfplayer_generic", false, &solid );
|
|
|
|
m_pPlayer->m_pShadowCrouch->SetCallbackFlags( CALLBACK_SHADOW_COLLISION );
|
|
|
|
|
|
|
|
// default to stand
|
|
|
|
m_pPlayer->VPhysicsSetObject( m_pPlayer->m_pShadowStand );
|
|
|
|
|
|
|
|
//disable drag
|
|
|
|
m_pPlayer->m_pShadowStand->EnableDrag( false );
|
|
|
|
m_pPlayer->m_pShadowCrouch->EnableDrag( false );
|
|
|
|
|
|
|
|
// tell physics lists I'm a shadow controller object
|
|
|
|
PhysAddShadow( m_pPlayer );
|
|
|
|
m_pPlayer->m_pPhysicsController = physenv->CreatePlayerController( m_pPlayer->m_pShadowStand );
|
|
|
|
|
|
|
|
// init state
|
|
|
|
if ( m_pPlayer->GetFlags() & FL_DUCKING )
|
|
|
|
{
|
|
|
|
m_pPlayer->SetVCollisionState( VPHYS_CROUCH );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_pPlayer->SetVCollisionState( VPHYS_WALK );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : *pObject -
|
|
|
|
// *pNewOwner -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::OwnedObjectChangeToTeam( CBaseObject *pObject, CBaseTFPlayer *pNewOwner )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Input : *pObject -
|
|
|
|
// *pOldOwner -
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::OwnedObjectChangeFromTeam( CBaseObject *pObject, CBaseTFPlayer *pOldOwner )
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Check to see if there are any deteriorating objects I once owned that
|
|
|
|
// I can now re-own (i.e. I switched teams back to my original team).
|
|
|
|
// TODO: Make this use Steam IDs, so disconnecting & reconnecting players
|
|
|
|
// get their objects back.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::CheckDeterioratingObjects( void )
|
|
|
|
{
|
|
|
|
if ( !GetTeam() )
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Cycle through the team's objects looking for any deteriorating objects once owned by me
|
|
|
|
for ( int i = 0; i < GetTeam()->GetNumObjects(); i++ )
|
|
|
|
{
|
|
|
|
CBaseObject *pObject = GetTeam()->GetObject(i);
|
|
|
|
if ( pObject->IsDeteriorating() && pObject->GetOriginalBuilder() == m_pPlayer )
|
|
|
|
{
|
|
|
|
// Can this class build this object?
|
|
|
|
if ( ClassCanBuild( GetTFClass(), pObject->GetType() ) )
|
|
|
|
{
|
|
|
|
// Give the object back to this player
|
|
|
|
pObject->SetBuilder( m_pPlayer );
|
|
|
|
m_pPlayer->AddObject( pObject );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
// Output : edict_t
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CBaseEntity *CPlayerClass::SelectSpawnPoint( void )
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose: Add a new weapon/tech association. Weapons that the player has the associated tech for
|
|
|
|
// will automatically be given out if the player has the tech.
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::AddWeaponTechAssoc( char *pWeaponTech )
|
|
|
|
{
|
|
|
|
Assert( m_iNumWeaponTechAssociations < MAX_WEAPONS );
|
|
|
|
|
|
|
|
m_WeaponTechAssociations[m_iNumWeaponTechAssociations].pWeaponTech = pWeaponTech;
|
|
|
|
m_iNumWeaponTechAssociations++;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CPlayerClass::ClearAllWeaponTechAssoc( )
|
|
|
|
{
|
|
|
|
m_iNumWeaponTechAssociations = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CTFTeam *CPlayerClass::GetTeam()
|
|
|
|
{
|
|
|
|
return (CTFTeam*)GetPlayer()->GetTeam();
|
|
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Purpose:
|
|
|
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//-----------------------------------------------------------------------------
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void CPlayerClass::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( PLAYERCLASS_VIEWOFFSET_STAND );
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}
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}
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