source-engine/game/server/tf2/tf_class_pyro.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

165 lines
4.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatweapon.h"
#include "tf_player.h"
#include "tf_class_pyro.h"
#include "weapon_twohandedcontainer.h"
#include "weapon_gas_can.h"
#include "weapon_flame_thrower.h"
#include "gasoline_shared.h"
#include "weapon_combatshield.h"
BEGIN_SEND_TABLE_NOBASE( CPlayerClassPyro, DT_PlayerClassPyroData )
END_SEND_TABLE()
CPlayerClassPyro::CPlayerClassPyro( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
{
for (int i = 0; i < MAX_TF_TEAMS; ++i)
{
SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
}
}
CPlayerClassPyro::~CPlayerClassPyro()
{
}
void CPlayerClassPyro::SetupSizeData()
{
// Initially set the player to the base player class standing hull size.
m_pPlayer->SetCollisionBounds( PYROCLASS_HULL_STAND_MIN, PYROCLASS_HULL_STAND_MAX );
m_pPlayer->SetViewOffset( PYROCLASS_VIEWOFFSET_STAND );
m_pPlayer->m_Local.m_flStepSize = PYROCLASS_STEPSIZE;
}
void CPlayerClassPyro::ClassActivate()
{
BaseClass::ClassActivate();
// Setup movement data.
SetupMoveData();
memset( &m_ClassData, 0, sizeof( m_ClassData ) );
}
const char *CPlayerClassPyro::GetClassModelString( int nTeam )
{
if (nTeam == TEAM_HUMANS)
return "models/player/medic.mdl";
else
return "models/player/recon.mdl";
}
void CPlayerClassPyro::CreateClass()
{
BaseClass::CreateClass();
// Create our two handed weapon layout
m_hWpnFlameThrower = static_cast< CWeaponFlameThrower * >( m_pPlayer->GiveNamedItem( "weapon_flame_thrower" ) );
m_hWpnGasCan = static_cast< CWeaponGasCan * >( m_pPlayer->GiveNamedItem( "weapon_gas_can" ) );
m_hWpnShield = m_pPlayer->GetCombatShield();
CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
if ( !p )
{
p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
}
if ( p && m_hWpnShield.Get() && m_hWpnGasCan.Get() )
{
m_hWpnShield->SetReflectViewModelAnimations( true );
p->SetWeapons( m_hWpnGasCan, m_hWpnShield );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassPyro::SetPlayerHull()
{
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( PYROCLASS_HULL_DUCK_MIN, PYROCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( PYROCLASS_HULL_STAND_MIN, PYROCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassPyro::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
{
if ( bDucking )
{
VectorCopy( PYROCLASS_HULL_DUCK_MIN, vecMin );
VectorCopy( PYROCLASS_HULL_DUCK_MAX, vecMax );
}
else
{
VectorCopy( PYROCLASS_HULL_STAND_MIN, vecMin );
VectorCopy( PYROCLASS_HULL_STAND_MAX, vecMax );
}
}
void CPlayerClassPyro::ResetViewOffset()
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( PYROCLASS_VIEWOFFSET_STAND );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassPyro::InitVCollision()
{
CPhysCollide *pStandModel = PhysCreateBbox( PYROCLASS_HULL_STAND_MIN, PYROCLASS_HULL_STAND_MAX );
CPhysCollide *pCrouchModel = PhysCreateBbox( PYROCLASS_HULL_DUCK_MIN, PYROCLASS_HULL_DUCK_MAX );
m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_medic_stand", pCrouchModel, "tfplayer_medic_crouch" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassPyro::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
{
bool bGiven = false;
if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
{
if (ResupplyAmmoType( 80 * flFraction, PYRO_AMMO_TYPE ))
bGiven = true;
}
// On respawn, resupply base weapon ammo
if ( reason == RESUPPLY_RESPAWN )
{
if ( ResupplyAmmoType( 30, PYRO_AMMO_TYPE ) )
bGiven = true;
}
if ( BaseClass::ResupplyAmmo(flFraction, reason) )
bGiven = true;
return bGiven;
}