mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
262 lines
7.4 KiB
C++
262 lines
7.4 KiB
C++
//========= 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 );
|
|
}
|
|
}
|
|
|