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587 lines
20 KiB
C++
587 lines
20 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Commando Player Class
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//
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// $Workfile: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_class_commando.h"
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#include "tf_vehicle_teleport_station.h"
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#include "EntityList.h"
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#include "basecombatweapon.h"
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#include "weapon_builder.h"
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#include "tf_obj.h"
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#include "tf_obj_rallyflag.h"
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#include "tf_team.h"
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#include "order_assist.h"
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#include "engine/IEngineSound.h"
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#include "weapon_twohandedcontainer.h"
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#include "weapon_combatshield.h"
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ConVar tf_knockdowntime( "tf_knockdowntime", "3", FCVAR_NONE, "Length of time knocked-down players remain on the ground." );
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// Adrenalin
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ConVar class_commando_speed( "class_commando_speed","200", FCVAR_NONE, "Commando movement speed." );
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ConVar class_commando_rush_length( "class_commando_rush_length","10", FCVAR_NONE, "Commando's adrenalin rush length in seconds." );
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ConVar class_commando_rush_recharge( "class_commando_rush_recharge","60", FCVAR_NONE, "Commando's adrenalin rush recharge time in seconds." );
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ConVar class_commando_battlecry_radius( "class_commando_battlecry_radius","512", FCVAR_NONE, "Commando's battlecry radius." );
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ConVar class_commando_battlecry_length( "class_commando_battlecry_length","10", FCVAR_NONE, "Length of adrenalin rush given by the Commando's battlecry in seconds." );
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//=============================================================================
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//
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// Commando Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassCommando, DT_PlayerClassCommandoData )
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SendPropInt ( SENDINFO_STRUCTELEM( m_ClassData.m_bCanBullRush ), 1, SPROP_UNSIGNED ),
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SendPropInt ( SENDINFO_STRUCTELEM( m_ClassData.m_bBullRush ), 1, SPROP_UNSIGNED ),
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SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushDir ), -1, SPROP_COORD ),
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SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewDir ), -1, SPROP_COORD ),
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SendPropVector ( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewGoalDir ), -1, SPROP_COORD ),
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SendPropFloat ( SENDINFO_STRUCTELEM( m_ClassData.m_flBullRushTime ), 32, SPROP_NOSCALE ),
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SendPropFloat ( SENDINFO_STRUCTELEM( m_ClassData.m_flDoubleTapForwardTime ), 32, SPROP_NOSCALE ),
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CPlayerClassCommando::GetClassModelString( int nTeam )
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{
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if (nTeam == TEAM_HUMANS)
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return "models/player/human_commando.mdl";
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else
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return "models/player/alien_commando.mdl";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassCommando::CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
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{
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for (int i = 0; i < MAX_TF_TEAMS; ++i)
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{
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
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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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CPlayerClassCommando::~CPlayerClassCommando()
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{
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m_aHitPlayers.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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// Setup movement data.
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SetupMoveData();
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// Initialize the shared class data.
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m_ClassData.m_bCanBullRush = false;
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m_ClassData.m_bBullRush = false;
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m_ClassData.m_vecBullRushDir.Init();
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m_ClassData.m_vecBullRushViewDir.Init();
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m_ClassData.m_vecBullRushViewGoalDir.Init();
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m_ClassData.m_flBullRushTime = COMMANDO_TIME_INVALID;
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m_ClassData.m_flDoubleTapForwardTime = COMMANDO_TIME_INVALID;
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m_bCanRush = false;
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m_bPersonalRush = false;
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m_bHasBattlecry = false;
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m_bCanBoot = false;
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m_flNextBootCheck = 0.0f; // Time at which to recheck for the automatic melee attack
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m_bOldBullRush = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::ClassDeactivate( void )
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{
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m_hWpnShield = NULL;
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m_hWpnPlasma = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::CreateClass( void )
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{
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BaseClass::CreateClass();
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// Create our two handed weapon layout
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m_hWpnShield = m_pPlayer->GetCombatShield();
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CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
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if ( !p )
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{
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p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
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}
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if ( p && m_hWpnShield.Get() )
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{
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m_hWpnShield->SetReflectViewModelAnimations( true );
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p->SetWeapons( NULL, m_hWpnShield );
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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 CPlayerClassCommando::RespawnClass( void )
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{
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BaseClass::RespawnClass();
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m_flNextBootCheck = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Supply the player with Ammo. Return true if some ammo was given.
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//-----------------------------------------------------------------------------
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bool CPlayerClassCommando::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
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{
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bool bGiven = false;
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
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{
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if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
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bGiven = true;
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if (ResupplyAmmoType( 1, "RallyFlags" ))
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bGiven = true;
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if (ResupplyAmmoType( 3, "Rockets" ))
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bGiven = true;
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}
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if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
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{
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if (ResupplyAmmoType( 3, "Rockets" ))
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bGiven = true;
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}
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// On respawn, resupply base weapon ammo
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if ( reason == RESUPPLY_RESPAWN )
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{
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}
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if ( BaseClass::ResupplyAmmo(flFraction, reason) )
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bGiven = true;
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return bGiven;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set commando class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_commando_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::SetupSizeData( void )
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{
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// Initially set the player to the base player class standing hull size.
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m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = COMMANDOCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if this player's allowed to build another one of the specified objects
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//-----------------------------------------------------------------------------
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int CPlayerClassCommando::CanBuild( int iObjectType )
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{
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if ( iObjectType == OBJ_RALLYFLAG )
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{
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if ( !m_pPlayer->HasNamedTechnology( "com_obj_rallyflag" ) )
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return CB_NOT_RESEARCHED;
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}
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return BaseClass::CanBuild( iObjectType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Object has been built by this player
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::FinishedObject( CBaseObject *pObject )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Calculate the Commando's Adrenalin Rush from available technologies
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::CalculateRush( void )
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{
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// Adrenalin Rush
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if ( m_pPlayer->HasNamedTechnology( "com_adrenalin_rush" ) )
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{
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m_bCanRush = true;
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}
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else
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{
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m_bCanRush = false;
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}
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// Battlecry
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m_bHasBattlecry = m_pPlayer->HasNamedTechnology( "com_adrenalin_battlecry" );
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// Boot
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// ROBIN: Removed for now
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m_bCanBoot = false;//m_pPlayer->HasNamedTechnology( "com_automatic_boot" );
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// Killing Rush
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m_pPlayer->SetRampage( m_pPlayer->HasNamedTechnology( "com_adrenalin_rampage" ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the player is bullrushing.
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//-----------------------------------------------------------------------------
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bool CPlayerClassCommando::InBullRush( void )
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{
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return m_ClassData.m_bBullRush;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return true if the player's able to bull rush
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//-----------------------------------------------------------------------------
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bool CPlayerClassCommando::CanBullRush( void )
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{
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return m_ClassData.m_bCanBullRush;
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}
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//-----------------------------------------------------------------------------
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// Should we take damage-based force?
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//-----------------------------------------------------------------------------
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bool CPlayerClassCommando::ShouldApplyDamageForce( const CTakeDamageInfo &info )
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{
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return !InBullRush();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::BullRushTouch( CBaseEntity *pTouched )
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{
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if ( pTouched->IsPlayer() && !pTouched->InSameTeam( m_pPlayer ) )
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{
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// Get the player.
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CBaseTFPlayer *pTFPlayer = ( CBaseTFPlayer* )pTouched;
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// Check to see if we have "touched" this player already this bullrush cycle.
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if ( m_aHitPlayers.Find( pTFPlayer ) != -1 )
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return;
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// Hitting the player now.
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m_aHitPlayers.AddToTail( pTFPlayer );
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// ROBIN: Bullrush now instantly kills again
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float flDamage = 200;
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// Calculate the damage a player takes based on distance(time).
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//float flDamage = 1.0f - ( ( COMMANDO_BULLRUSH_TIME - m_ClassData.m_flBullRushTime ) * ( 1.0f / COMMANDO_BULLRUSH_TIME ) );
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//flDamage *= 115.0f; // max bullrush damage
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const trace_t &tr = m_pPlayer->GetTouchTrace();
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CTakeDamageInfo info( m_pPlayer, m_pPlayer, flDamage, DMG_CLUB, DMG_KILL_BULLRUSH );
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CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
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pTFPlayer->TakeDamage( info );
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CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushFlesh" );
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CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushFlesh" );
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pTFPlayer->Touch( m_pPlayer );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::GainedNewTechnology( CBaseTechnology *pTechnology )
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{
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// Technology handling
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CalculateRush();
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BaseClass::GainedNewTechnology( pTechnology );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when we are about to bullrush.
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::PreBullRush( void )
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{
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// Set the touch function to look for collisions!
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SetClassTouch( m_pPlayer, BullRushTouch );
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// Clear the player hit list.
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m_aHitPlayers.RemoveAll();
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// Start the bull rush sound.
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CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushScream" );
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filter.MakeReliable();
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CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushScream" );
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// Force the shield down, if it is up.
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CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
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if ( pContainer )
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{
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CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( pContainer->GetRightWeapon() );
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if ( pShield )
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{
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pShield->SetShieldUsable( false );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when we finish bullrushing.
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::PostBullRush( void )
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{
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SetClassTouch( m_pPlayer, NULL );
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// Force the shield down, if it is up.
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CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
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if ( pContainer )
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{
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CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( pContainer->GetRightWeapon() );
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if ( pShield )
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{
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pShield->SetShieldUsable( true );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame by postthink
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::ClassThink( void )
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{
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// Check bullrush
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m_ClassData.m_bCanBullRush = true;
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// Do the init thing here!
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if ( m_bOldBullRush != m_ClassData.m_bBullRush )
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{
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if ( m_ClassData.m_bBullRush )
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{
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PreBullRush();
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}
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else
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{
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PostBullRush();
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}
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m_bOldBullRush = (bool)m_ClassData.m_bBullRush;
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}
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// Check for melee attack
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if ( m_bCanBoot && m_pPlayer->IsAlive() && m_flNextBootCheck < gpGlobals->curtime )
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{
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m_flNextBootCheck = gpGlobals->curtime + 0.2;
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CBaseEntity *pEntity = NULL;
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Vector vecSrc = m_pPlayer->Weapon_ShootPosition( );
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Vector vecDir = m_pPlayer->BodyDirection2D( );
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Vector vecTarget = vecSrc + (vecDir * 48);
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for ( CEntitySphereQuery sphere( vecTarget, 16 ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() )
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{
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if ( pEntity->IsPlayer() && (pEntity != m_pPlayer) )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
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// Target needs to be on the enemy team
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if ( !pPlayer->IsClass( TFCLASS_UNDECIDED ) && pPlayer->IsAlive() && pPlayer->InSameTeam( m_pPlayer ) == false )
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{
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Boot( pPlayer );
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m_flNextBootCheck = gpGlobals->curtime + 1.5;
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}
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}
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}
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}
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BaseClass::ClassThink();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::StartAdrenalinRush( void )
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{
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// Am I actually alive?
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if ( !m_pPlayer->IsAlive() )
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return;
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// Do I have rush capability?
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if ( !m_bCanRush )
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return;
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m_bPersonalRush = true;
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// Start adrenalin rushing
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m_pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_rush_length.GetFloat() );
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// If I have battlecry, adrenalin up all my nearby teammates
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if ( m_bHasBattlecry )
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{
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// Find nearby teammates
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for ( int i = 0; i < m_pPlayer->GetTFTeam()->GetNumPlayers(); i++ )
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{
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CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_pPlayer->GetTFTeam()->GetPlayer(i);
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assert(pPlayer);
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// Is it within range?
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if ( pPlayer != m_pPlayer && (pPlayer->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()).Length() < class_commando_battlecry_radius.GetFloat() )
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{
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// Can I see it?
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trace_t tr;
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UTIL_TraceLine( m_pPlayer->EyePosition(), pPlayer->EyePosition(), MASK_SOLID_BRUSHONLY, m_pPlayer, COLLISION_GROUP_NONE, &tr);
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CBaseEntity *pEntity = tr.m_pEnt;
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if ( (tr.fraction == 1.0) || ( pEntity == pPlayer ) )
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{
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pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_battlecry_length.GetFloat() );
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Automatic Melee Attack
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//-----------------------------------------------------------------------------
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void CPlayerClassCommando::Boot( CBaseTFPlayer *pTarget )
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{
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CPASAttenuationFilter filter( m_pPlayer, "Commando.BootSwing" );
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CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootSwing" );
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CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootHit" );
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// Damage the target
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CTakeDamageInfo info( m_pPlayer, m_pPlayer, 25, DMG_CLUB );
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CalculateMeleeDamageForce( &info, (pTarget->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()), pTarget->GetAbsOrigin() );
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pTarget->TakeDamage( info );
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Vector vecForward;
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AngleVectors( m_pPlayer->GetLocalAngles(), &vecForward );
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// Give it a lot of "in the air"
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vecForward.z = MAX( 0.8, vecForward.z );
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VectorNormalize( vecForward );
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// Knock the target to the ground for a few seconds (use default duration)
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pTarget->KnockDownPlayer( vecForward, 500.0f, tf_knockdowntime.GetFloat() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handle custom commands for this playerclass
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//-----------------------------------------------------------------------------
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bool CPlayerClassCommando::ClientCommand( const char *pcmd )
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{
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return BaseClass::ClientCommand( pcmd );
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}
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//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPlayerClassCommando::SetPlayerHull( void )
|
|
{
|
|
if ( m_pPlayer->GetFlags() & FL_DUCKING )
|
|
{
|
|
m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX );
|
|
}
|
|
else
|
|
{
|
|
m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPlayerClassCommando::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
|
|
{
|
|
if ( bDucking )
|
|
{
|
|
VectorCopy( COMMANDOCLASS_HULL_DUCK_MIN, vecMin );
|
|
VectorCopy( COMMANDOCLASS_HULL_DUCK_MAX, vecMax );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( COMMANDOCLASS_HULL_STAND_MIN, vecMin );
|
|
VectorCopy( COMMANDOCLASS_HULL_STAND_MAX, vecMax );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPlayerClassCommando::CreatePersonalOrder( void )
|
|
{
|
|
if ( CreateInitialOrder() )
|
|
return;
|
|
|
|
if ( COrderAssist::CreateOrder( this ) )
|
|
return;
|
|
|
|
BaseClass::CreatePersonalOrder();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPlayerClassCommando::ResetViewOffset( void )
|
|
{
|
|
if ( m_pPlayer )
|
|
{
|
|
m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CPlayerClassCommando::InitVCollision( void )
|
|
{
|
|
CPhysCollide *pStandModel = PhysCreateBbox( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
|
|
CPhysCollide *pCrouchModel = PhysCreateBbox( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX );
|
|
m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_commando_stand", pCrouchModel, "tfplayer_commando_crouch" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CPlayerClassCommando::CanGetInVehicle( void )
|
|
{
|
|
if ( InBullRush() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
int CPlayerClassCommando::ClassCostAdjustment( ResupplyBuyType_t nType )
|
|
{
|
|
int nCost = 0;
|
|
if ( nType != RESUPPLY_BUY_HEALTH )
|
|
{
|
|
nCost = RESUPPLY_ROCKET_COST;
|
|
}
|
|
|
|
return nCost;
|
|
}
|