mirror of
https://github.com/nillerusr/source-engine.git
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8268 lines
217 KiB
C++
8268 lines
217 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL1.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "cs_player.h"
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#include "cs_gamerules.h"
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#include "trains.h"
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#include "vcollide_parse.h"
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#include "in_buttons.h"
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#include "igamemovement.h"
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#include "ai_hull.h"
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#include "ndebugoverlay.h"
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#include "weapon_csbase.h"
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#include "decals.h"
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#include "cs_ammodef.h"
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#include "IEffects.h"
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#include "cs_client.h"
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#include "client.h"
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#include "cs_shareddefs.h"
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#include "shake.h"
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#include "team.h"
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#include "weapon_c4.h"
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#include "weapon_parse.h"
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#include "weapon_knife.h"
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#include "movehelper_server.h"
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#include "tier0/vprof.h"
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#include "te_effect_dispatch.h"
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#include "vphysics/player_controller.h"
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#include "weapon_hegrenade.h"
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#include "weapon_flashbang.h"
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#include "weapon_csbasegun.h"
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#include "weapon_smokegrenade.h"
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#include <KeyValues.h>
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#include "engine/IEngineSound.h"
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#include "bot.h"
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#include "studio.h"
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#include <coordsize.h>
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#include "predicted_viewmodel.h"
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#include "props_shared.h"
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#include "tier0/icommandline.h"
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#include "info_camera_link.h"
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#include "hintmessage.h"
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#include "obstacle_pushaway.h"
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#include "movevars_shared.h"
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#include "death_pose.h"
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#include "basecsgrenade_projectile.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "CRagdollMagnet.h"
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#include "datacache/imdlcache.h"
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#include "npcevent.h"
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#include "cs_gamestats.h"
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#include "gamestats.h"
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#include "holiday_gift.h"
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#include "../../shared/cstrike/cs_achievement_constants.h"
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//=============================================================================
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// HPE_BEGIN
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//=============================================================================
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// [dwenger] Needed for global hostage list
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#include "cs_simple_hostage.h"
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// [dwenger] Needed for weapon type used tracking
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#include "../../shared/cstrike/cs_weapon_parse.h"
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#define REPORT_PLAYER_DAMAGE 0
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//=============================================================================
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// HPE_END
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//=============================================================================
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#pragma optimize( "", off )
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#pragma warning( disable : 4355 )
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// Minimum interval between rate-limited commands that players can run.
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#define CS_COMMAND_MAX_RATE 0.3
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const float CycleLatchInterval = 0.2f;
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#define CS_PUSHAWAY_THINK_CONTEXT "CSPushawayThink"
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ConVar cs_ShowStateTransitions( "cs_ShowStateTransitions", "-2", FCVAR_CHEAT, "cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions." );
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ConVar sv_max_usercmd_future_ticks( "sv_max_usercmd_future_ticks", "8", 0, "Prevents clients from running usercmds too far in the future. Prevents speed hacks." );
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ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
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//=============================================================================
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// HPE_BEGIN:
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// [Forrest] Allow MVP to be turned off for a server
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// [Forrest] Allow freezecam to be turned off for a server
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// [Forrest] Allow win panel to be turned off for a server
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//=============================================================================
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static void SvNoMVPChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue )
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{
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ConVarRef var( pConVar );
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if ( var.IsValid() && var.GetBool() )
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{
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// Clear the MVPs of all players when MVP is turned off.
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for ( int i = 1; i <= MAX_PLAYERS; i++ )
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{
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CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
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if ( pPlayer )
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{
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pPlayer->SetNumMVPs( 0 );
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}
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}
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}
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}
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ConVar sv_nomvp( "sv_nomvp", "0", 0, "Disable MVP awards.", SvNoMVPChangeCallback );
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ConVar sv_disablefreezecam( "sv_disablefreezecam", "0", FCVAR_REPLICATED, "Turn on/off freezecam on server" );
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ConVar sv_nowinpanel( "sv_nowinpanel", "0", FCVAR_REPLICATED, "Turn on/off win panel on server" );
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//=============================================================================
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// HPE_END
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//=============================================================================
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// ConVar bot_mimic( "bot_mimic", "0", FCVAR_CHEAT );
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ConVar bot_freeze( "bot_freeze", "0", FCVAR_CHEAT );
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ConVar bot_crouch( "bot_crouch", "0", FCVAR_CHEAT );
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ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "180", FCVAR_CHEAT );
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ConVar sv_legacy_grenade_damage( "sv_legacy_grenade_damage", "0", FCVAR_REPLICATED, "Enable to replicate grenade damage behavior of the original Counter-Strike Source game." );
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extern ConVar mp_autokick;
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extern ConVar mp_holiday_nogifts;
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extern ConVar sv_turbophysics;
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//=============================================================================
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// HPE_BEGIN:
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// [menglish] Added in convars for freeze cam time length
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//=============================================================================
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extern ConVar spec_freeze_time;
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extern ConVar spec_freeze_traveltime;
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//=============================================================================
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// HPE_END
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//=============================================================================
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extern ConVar ammo_hegrenade_max;
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extern ConVar ammo_flashbang_max;
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extern ConVar ammo_smokegrenade_max;
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#define THROWGRENADE_COUNTER_BITS 3
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EHANDLE g_pLastCTSpawn;
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EHANDLE g_pLastTerroristSpawn;
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void TE_RadioIcon( IRecipientFilter& filter, float delay, CBaseEntity *pPlayer );
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// -------------------------------------------------------------------------------- //
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// Classes
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// -------------------------------------------------------------------------------- //
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class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent
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{
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public:
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int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position )
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{
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CCSPlayer *pPlayer = (CCSPlayer *)pObject->GetGameData();
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if ( pPlayer )
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{
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if ( pPlayer->TouchedPhysics() )
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{
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return 0;
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}
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}
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return 1;
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}
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};
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static CPhysicsPlayerCallback playerCallback;
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// -------------------------------------------------------------------------------- //
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// Ragdoll entities.
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// -------------------------------------------------------------------------------- //
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class CCSRagdoll : public CBaseAnimatingOverlay
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{
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public:
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DECLARE_CLASS( CCSRagdoll, CBaseAnimatingOverlay );
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DECLARE_SERVERCLASS();
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// Transmit ragdolls to everyone.
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virtual int UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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void Init( void )
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{
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SetSolid( SOLID_BBOX );
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SetMoveType( MOVETYPE_STEP );
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SetFriction( 1.0f );
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SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
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m_takedamage = DAMAGE_NO;
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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SetAbsOrigin( m_hPlayer->GetAbsOrigin() );
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SetAbsVelocity( m_hPlayer->GetAbsVelocity() );
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AddSolidFlags( FSOLID_NOT_SOLID );
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ChangeTeam( m_hPlayer->GetTeamNumber() );
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UseClientSideAnimation();
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}
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public:
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// In case the client has the player entity, we transmit the player index.
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// In case the client doesn't have it, we transmit the player's model index, origin, and angles
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// so they can create a ragdoll in the right place.
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CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
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CNetworkVector( m_vecRagdollVelocity );
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CNetworkVector( m_vecRagdollOrigin );
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CNetworkVar(int, m_iDeathPose );
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CNetworkVar(int, m_iDeathFrame );
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};
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LINK_ENTITY_TO_CLASS( cs_ragdoll, CCSRagdoll );
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IMPLEMENT_SERVERCLASS_ST_NOBASE( CCSRagdoll, DT_CSRagdoll )
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
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SendPropEHandle( SENDINFO( m_hPlayer ) ),
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SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
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SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
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SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
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SendPropVector( SENDINFO( m_vecRagdollVelocity ) ),
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SendPropInt( SENDINFO( m_iDeathPose ), ANIMATION_SEQUENCE_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iDeathFrame ), 5 ),
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SendPropInt( SENDINFO(m_iTeamNum), TEAMNUM_NUM_BITS, 0),
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SendPropInt( SENDINFO( m_bClientSideAnimation ), 1, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// -------------------------------------------------------------------------------- //
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// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
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// -------------------------------------------------------------------------------- //
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class CTEPlayerAnimEvent : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name )
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{
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}
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CNetworkHandle( CBasePlayer, m_hPlayer );
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CNetworkVar( int, m_iEvent );
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CNetworkVar( int, m_nData );
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};
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IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent )
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SendPropEHandle( SENDINFO( m_hPlayer ) ),
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SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_nData ), 32 )
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END_SEND_TABLE()
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static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
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void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
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{
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CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
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g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
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g_TEPlayerAnimEvent.m_iEvent = event;
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g_TEPlayerAnimEvent.m_nData = nData;
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g_TEPlayerAnimEvent.Create( filter, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Filters updates to a variable so that only non-local players see
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// the changes. This is so we can send a low-res origin to non-local players
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// while sending a hi-res one to the local player.
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// Input : *pVarData -
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// *pOut -
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// objectID -
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//-----------------------------------------------------------------------------
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void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
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{
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pRecipients->SetAllRecipients();
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pRecipients->ClearRecipient( objectID - 1 );
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return ( void * )pVarData;
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}
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REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );
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// -------------------------------------------------------------------------------- //
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// Tables.
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// -------------------------------------------------------------------------------- //
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LINK_ENTITY_TO_CLASS( player, CCSPlayer );
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PRECACHE_REGISTER(player);
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BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSLocalPlayerExclusive )
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SendPropFloat( SENDINFO( m_flStamina ), 14, 0, 0, 1400 ),
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SendPropInt( SENDINFO( m_iDirection ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO( m_flVelocityModifier ), 8, 0, 0, 1 ),
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// send a hi-res origin to the local player for use in prediction
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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//=============================================================================
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// HPE_BEGIN:
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// [tj]Set up the send table for per-client domination data
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//=============================================================================
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SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominated ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominated ) ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominatingMe ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominatingMe ) ) ),
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//=============================================================================
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// HPE_END
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//=============================================================================
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END_SEND_TABLE()
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BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSNonLocalPlayerExclusive )
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// send a lo-res origin to other players
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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END_SEND_TABLE()
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IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer )
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
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SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
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SendPropExclude( "DT_BaseAnimating", "m_nMuzzleFlashParity" ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
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// cs_playeranimstate and clientside animation takes care of these on the client
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SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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// We need to send a hi-res origin to the local player to avoid prediction errors sliding along walls
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SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
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// Data that only gets sent to the local player.
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SendPropDataTable( "cslocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSLocalPlayerExclusive), SendProxy_SendLocalDataTable ),
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SendPropDataTable( "csnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ),
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SendPropInt( SENDINFO( m_iThrowGrenadeCounter ), THROWGRENADE_COUNTER_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iAddonBits ), NUM_ADDON_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iPrimaryAddon ), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iSecondaryAddon ), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iAccount ), 16, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bInBombZone ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bInBuyZone ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_ArmorValue ), 8 ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11, SPROP_CHANGES_OFTEN ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11, SPROP_CHANGES_OFTEN ),
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SendPropBool( SENDINFO( m_bHasDefuser ) ),
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SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
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SendPropBool( SENDINFO( m_bHasNightVision ) ),
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Added for fun-fact support
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//=============================================================================
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//SendPropBool( SENDINFO( m_bPickedUpDefuser ) ),
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//SendPropBool( SENDINFO( m_bDefusedWithPickedUpKit) ),
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//=============================================================================
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// HPE_END
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//=============================================================================
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SendPropBool( SENDINFO( m_bInHostageRescueZone ) ),
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SendPropBool( SENDINFO( m_bIsDefusing ) ),
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SendPropBool( SENDINFO( m_bResumeZoom ) ),
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SendPropInt( SENDINFO( m_iLastZoom ), 8, SPROP_UNSIGNED ),
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#ifdef CS_SHIELD_ENABLED
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SendPropBool( SENDINFO( m_bHasShield ) ),
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SendPropBool( SENDINFO( m_bShieldDrawn ) ),
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#endif
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SendPropBool( SENDINFO( m_bHasHelmet ) ),
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SendPropFloat (SENDINFO(m_flFlashDuration), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flFlashMaxAlpha), 0, SPROP_NOSCALE ),
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SendPropInt( SENDINFO( m_iProgressBarDuration ), 4, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO( m_flProgressBarStartTime ), 0, SPROP_NOSCALE ),
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SendPropEHandle( SENDINFO( m_hRagdoll ) ),
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SendPropInt( SENDINFO( m_cycleLatch ), 4, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CCSPlayer )
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DEFINE_INPUTFUNC( FIELD_VOID, "OnRescueZoneTouch", RescueZoneTouch ),
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DEFINE_THINKFUNC( PushawayThink )
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END_DATADESC()
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// has to be included after above macros
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#include "cs_bot.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// -------------------------------------------------------------------------------- //
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void cc_CreatePredictionError_f( const CCommand &args )
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{
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float distance = 32;
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if ( args.ArgC() >= 2 )
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{
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distance = atof(args[1]);
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}
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CBaseEntity *pEnt = CBaseEntity::Instance( 1 );
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pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( distance, 0, 0 ) );
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}
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ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
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// -------------------------------------------------------------------------------- //
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// CCSPlayer implementation.
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// -------------------------------------------------------------------------------- //
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CCSPlayer::CCSPlayer()
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{
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m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
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UseClientSideAnimation();
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|
|
m_iLastWeaponFireUsercmd = 0;
|
|
m_iAddonBits = 0;
|
|
m_bEscaped = false;
|
|
m_iAccount = 0;
|
|
|
|
m_bIsVIP = false;
|
|
m_iClass = (int)CS_CLASS_NONE;
|
|
m_angEyeAngles.Init();
|
|
|
|
SetViewOffset( VEC_VIEW_SCALED( this ) );
|
|
|
|
m_pCurStateInfo = NULL; // no state yet
|
|
m_iThrowGrenadeCounter = 0;
|
|
|
|
m_lifeState = LIFE_DEAD; // Start "dead".
|
|
m_bInBombZone = false;
|
|
m_bInBuyZone = false;
|
|
m_bInHostageRescueZone = false;
|
|
m_flDeathTime = 0.0f;
|
|
m_iHostagesKilled = 0;
|
|
iRadioMenu = -1;
|
|
m_bTeamChanged = false;
|
|
m_iShotsFired = 0;
|
|
m_iDirection = 0;
|
|
m_receivesMoneyNextRound = true;
|
|
m_bIsBeingGivenItem = false;
|
|
m_isVIP = false;
|
|
|
|
m_bJustKilledTeammate = false;
|
|
m_bPunishedForTK = false;
|
|
m_iTeamKills = 0;
|
|
m_flLastMovement = gpGlobals->curtime;
|
|
m_iNextTimeCheck = 0;
|
|
|
|
m_szNewName[0] = 0;
|
|
m_szClanTag[0] = 0;
|
|
|
|
for ( int i=0; i<NAME_CHANGE_HISTORY_SIZE; i++ )
|
|
{
|
|
m_flNameChangeHistory[i] = -NAME_CHANGE_HISTORY_INTERVAL;
|
|
}
|
|
|
|
m_iIgnoreGlobalChat = 0;
|
|
m_bIgnoreRadio = false;
|
|
|
|
m_pHintMessageQueue = new CHintMessageQueue(this);
|
|
m_iDisplayHistoryBits = 0;
|
|
m_bShowHints = true;
|
|
m_flNextMouseoverUpdate = gpGlobals->curtime;
|
|
|
|
m_lastDamageHealth = 0;
|
|
m_lastDamageArmor = 0;
|
|
|
|
m_applyDeafnessTime = 0.0f;
|
|
|
|
m_cycleLatch = 0;
|
|
m_cycleLatchTimer.Invalidate();
|
|
|
|
m_iShouldHaveCash = 0;
|
|
|
|
m_lastNavArea = NULL;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Init achievement variables
|
|
// [menglish] Init bullet collision variables
|
|
//=============================================================================
|
|
|
|
m_NumEnemiesKilledThisRound = 0;
|
|
m_NumEnemiesAtRoundStart = 0;
|
|
m_KillingSpreeStartTime = -1;
|
|
m_firstKillBlindStartTime = -1;
|
|
m_killsWhileBlind = 0;
|
|
m_bSurvivedHeadshotDueToHelmet = false;
|
|
m_pGooseChaseDistractingPlayer = NULL;
|
|
m_gooseChaseStep = GC_NONE;
|
|
m_defuseDefenseStep = DD_NONE;
|
|
m_lastRoundResult = Invalid_Round_End_Reason;
|
|
m_bMadeFootstepNoise = false;
|
|
m_bombPickupTime = -1;
|
|
m_bMadePurchseThisRound = false;
|
|
m_roundsWonWithoutPurchase = 0;
|
|
m_iDeathFlags = 0;
|
|
m_lastFlashBangAttacker = NULL;
|
|
m_iMVPs = 0;
|
|
m_bKilledDefuser = false;
|
|
m_bKilledRescuer = false;
|
|
m_maxGrenadeKills = 0;
|
|
m_grenadeDamageTakenThisRound = 0;
|
|
|
|
m_vLastHitLocationObjectSpace = Vector(0,0,0);
|
|
|
|
m_wasNotKilledNaturally = false;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
}
|
|
|
|
|
|
CCSPlayer::~CCSPlayer()
|
|
{
|
|
delete m_pHintMessageQueue;
|
|
m_pHintMessageQueue = NULL;
|
|
|
|
// delete the records of damage taken and given
|
|
ResetDamageCounters();
|
|
m_PlayerAnimState->Release();
|
|
}
|
|
|
|
|
|
CCSPlayer *CCSPlayer::CreatePlayer( const char *className, edict_t *ed )
|
|
{
|
|
CCSPlayer::s_PlayerEdict = ed;
|
|
return (CCSPlayer*)CreateEntityByName( className );
|
|
}
|
|
|
|
|
|
void CCSPlayer::Precache()
|
|
{
|
|
Vector mins( -13, -13, -10 );
|
|
Vector maxs( 13, 13, 75 );
|
|
|
|
int i;
|
|
for ( i=0; i<CTPlayerModels.Count(); ++i )
|
|
{
|
|
PrecacheModel( CTPlayerModels[i] );
|
|
engine->ForceModelBounds( CTPlayerModels[i], mins, maxs );
|
|
}
|
|
for ( i=0; i<TerroristPlayerModels.Count(); ++i )
|
|
{
|
|
PrecacheModel( TerroristPlayerModels[i] );
|
|
engine->ForceModelBounds( TerroristPlayerModels[i], mins, maxs );
|
|
}
|
|
|
|
// Sigh - have to force identical VMTs for the player models. I'm just going to hard-code these
|
|
// strings here, rather than have char***'s or the CUtlVector<CUtlVector<>> equivalent.
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_urban/ct_urban.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_urban/ct_urban_glass.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_sas/ct_sas.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_sas/ct_sas_glass.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_gsg9/ct_gsg9.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_gign/ct_gign.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/ct_gign/ct_gign_glass.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/t_phoenix/t_phoenix.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/t_guerilla/t_guerilla.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/t_leet/t_leet.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/t_leet/t_leet_glass.vmt" );
|
|
engine->ForceSimpleMaterial( "materials/models/player/t_arctic/t_arctic.vmt" );
|
|
|
|
#ifdef CS_SHIELD_ENABLED
|
|
PrecacheModel( SHIELD_VIEW_MODEL );
|
|
#endif
|
|
|
|
PrecacheScriptSound( "Player.DeathHeadShot" );
|
|
PrecacheScriptSound( "Player.Death" );
|
|
PrecacheScriptSound( "Player.DamageHelmet" );
|
|
PrecacheScriptSound( "Player.DamageHeadShot" );
|
|
PrecacheScriptSound( "Flesh.BulletImpact" );
|
|
PrecacheScriptSound( "Player.DamageKevlar" );
|
|
PrecacheScriptSound( "Player.PickupWeapon" );
|
|
PrecacheScriptSound( "Player.NightVisionOff" );
|
|
PrecacheScriptSound( "Player.NightVisionOn" );
|
|
PrecacheScriptSound( "Player.FlashlightOn" );
|
|
PrecacheScriptSound( "Player.FlashlightOff" );
|
|
|
|
// CS Bot sounds
|
|
PrecacheScriptSound( "Bot.StuckSound" );
|
|
PrecacheScriptSound( "Bot.StuckStart" );
|
|
PrecacheScriptSound( "Bot.FellOff" );
|
|
|
|
UTIL_PrecacheOther( "item_kevlar" );
|
|
UTIL_PrecacheOther( "item_assaultsuit" );
|
|
UTIL_PrecacheOther( "item_defuser" );
|
|
|
|
PrecacheModel ( "sprites/glow01.vmt" );
|
|
PrecacheModel ( "models/items/cs_gift.mdl" );
|
|
|
|
BaseClass::Precache();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allow pre-frame adjustments on the player
|
|
//-----------------------------------------------------------------------------
|
|
ConVar sv_runcmds( "sv_runcmds", "1" );
|
|
void CCSPlayer::PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper )
|
|
{
|
|
VPROF( "CCSPlayer::PlayerRunCommand" );
|
|
|
|
if ( !sv_runcmds.GetInt() )
|
|
return;
|
|
|
|
// don't run commands in the future
|
|
if ( !IsEngineThreaded() &&
|
|
( ucmd->tick_count > (gpGlobals->tickcount + sv_max_usercmd_future_ticks.GetInt()) ) )
|
|
{
|
|
DevMsg( "Client cmd out of sync (delta %i).\n", ucmd->tick_count - gpGlobals->tickcount );
|
|
return;
|
|
}
|
|
|
|
// If they use a negative bot_mimic value, then don't process their usercmds, but have
|
|
// bots process them instead (so they can stay still and have the bot move around).
|
|
CUserCmd tempCmd;
|
|
if ( -bot_mimic.GetInt() == entindex() )
|
|
{
|
|
tempCmd = *ucmd;
|
|
ucmd = &tempCmd;
|
|
|
|
ucmd->forwardmove = ucmd->sidemove = ucmd->upmove = 0;
|
|
ucmd->buttons = 0;
|
|
ucmd->impulse = 0;
|
|
}
|
|
|
|
if ( IsBot() && bot_crouch.GetInt() )
|
|
ucmd->buttons |= IN_DUCK;
|
|
|
|
BaseClass::PlayerRunCommand( ucmd, moveHelper );
|
|
}
|
|
|
|
|
|
bool CCSPlayer::RunMimicCommand( CUserCmd& cmd )
|
|
{
|
|
if ( !IsBot() )
|
|
return false;
|
|
|
|
int iMimic = abs( bot_mimic.GetInt() );
|
|
if ( iMimic > gpGlobals->maxClients )
|
|
return false;
|
|
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( iMimic );
|
|
if ( !pPlayer )
|
|
return false;
|
|
|
|
if ( !pPlayer->GetLastUserCommand() )
|
|
return false;
|
|
|
|
cmd = *pPlayer->GetLastUserCommand();
|
|
cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
|
|
|
|
pl.fixangle = FIXANGLE_NONE;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Simulates a single frame of movement for a player
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime )
|
|
{
|
|
CUserCmd cmd;
|
|
|
|
// Store off the globals.. they're gonna get whacked
|
|
float flOldFrametime = gpGlobals->frametime;
|
|
float flOldCurtime = gpGlobals->curtime;
|
|
|
|
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime;
|
|
this->SetTimeBase( flTimeBase );
|
|
|
|
CUserCmd lastUserCmd = *GetLastUserCommand();
|
|
Q_memset( &cmd, 0, sizeof( cmd ) );
|
|
|
|
if ( !RunMimicCommand( cmd ) )
|
|
{
|
|
cmd.forwardmove = forwardmove;
|
|
cmd.sidemove = sidemove;
|
|
cmd.upmove = upmove;
|
|
cmd.buttons = buttons;
|
|
cmd.impulse = impulse;
|
|
|
|
VectorCopy( viewangles, cmd.viewangles );
|
|
cmd.random_seed = random->RandomInt( 0, 0x7fffffff );
|
|
}
|
|
|
|
MoveHelperServer()->SetHost( this );
|
|
PlayerRunCommand( &cmd, MoveHelperServer() );
|
|
|
|
// save off the last good usercmd
|
|
if ( -bot_mimic.GetInt() == entindex() )
|
|
{
|
|
CUserCmd lastCmd = *GetLastUserCommand();
|
|
lastCmd.command_number = cmd.command_number;
|
|
lastCmd.tick_count = cmd.tick_count;
|
|
SetLastUserCommand( lastCmd );
|
|
}
|
|
else
|
|
{
|
|
SetLastUserCommand( cmd );
|
|
}
|
|
|
|
// Clear out any fixangle that has been set
|
|
pl.fixangle = FIXANGLE_NONE;
|
|
|
|
// Restore the globals..
|
|
gpGlobals->frametime = flOldFrametime;
|
|
gpGlobals->curtime = flOldCurtime;
|
|
|
|
MoveHelperServer()->SetHost( NULL );
|
|
}
|
|
|
|
|
|
void CCSPlayer::InitialSpawn( void )
|
|
{
|
|
BaseClass::InitialSpawn();
|
|
|
|
// we're going to give the bots money here instead of FinishClientPutInServer()
|
|
// because of the bots' timing for purchasing weapons/items.
|
|
if ( IsBot() )
|
|
{
|
|
m_iAccount = CSGameRules()->GetStartMoney();
|
|
}
|
|
|
|
if ( !engine->IsDedicatedServer() && TheNavMesh->IsOutOfDate() && this == UTIL_GetListenServerHost() )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "The Navigation Mesh was built using a different version of this map." );
|
|
}
|
|
|
|
State_Enter( STATE_WELCOME );
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] We reset the stats at the beginning of the map (including domination tracking)
|
|
//=============================================================================
|
|
|
|
CCS_GameStats.ResetPlayerStats(this);
|
|
RemoveNemesisRelationships();
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
}
|
|
|
|
void CCSPlayer::SetModelFromClass( void )
|
|
{
|
|
if ( GetTeamNumber() == TEAM_TERRORIST )
|
|
{
|
|
int index = m_iClass - FIRST_T_CLASS;
|
|
if ( index < 0 || index >= TerroristPlayerModels.Count() )
|
|
{
|
|
index = RandomInt( 0, TerroristPlayerModels.Count() - 1 );
|
|
m_iClass = index + FIRST_T_CLASS; // clean up players who selected a higher class than we support yet
|
|
}
|
|
SetModel( TerroristPlayerModels[index] );
|
|
}
|
|
else if ( GetTeamNumber() == TEAM_CT )
|
|
{
|
|
int index = m_iClass - FIRST_CT_CLASS;
|
|
if ( index < 0 || index >= CTPlayerModels.Count() )
|
|
{
|
|
index = RandomInt( 0, CTPlayerModels.Count() - 1 );
|
|
m_iClass = index + FIRST_CT_CLASS; // clean up players who selected a higher class than we support yet
|
|
}
|
|
SetModel( CTPlayerModels[index] );
|
|
}
|
|
else
|
|
{
|
|
SetModel( CTPlayerModels[0] );
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::Spawn()
|
|
{
|
|
m_RateLimitLastCommandTimes.Purge();
|
|
|
|
// Get rid of the progress bar...
|
|
SetProgressBarTime( 0 );
|
|
|
|
CreateViewModel( 1 );
|
|
|
|
// Set their player model.
|
|
SetModelFromClass();
|
|
|
|
BaseClass::Spawn();
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [pfreese] Clear the last known nav area (used to be done by CBasePlayer)
|
|
//=============================================================================
|
|
|
|
m_lastNavArea = NULL;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.
|
|
|
|
// Override what CBasePlayer set for the view offset.
|
|
SetViewOffset( VEC_VIEW_SCALED( this ) );
|
|
|
|
//
|
|
// Our player movement speed is set once here. This will override the cl_xxxx
|
|
// cvars unless they are set to be lower than this.
|
|
//
|
|
SetMaxSpeed( CS_PLAYER_SPEED_RUN );
|
|
|
|
SetFOV( this, 0 );
|
|
|
|
m_bIsDefusing = false;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN
|
|
// [dwenger] Reset hostage-related variables
|
|
//=============================================================================
|
|
|
|
m_bIsRescuing = false;
|
|
m_bInjuredAHostage = false;
|
|
m_iNumFollowers = 0;
|
|
|
|
// [tj] Reset this flag if the player is not in observer mode (as happens when a player spawns late)
|
|
if (m_iPlayerState != STATE_OBSERVER_MODE)
|
|
{
|
|
m_wasNotKilledNaturally = false;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
m_iShotsFired = 0;
|
|
m_iDirection = 0;
|
|
|
|
if ( m_pHintMessageQueue )
|
|
{
|
|
m_pHintMessageQueue->Reset();
|
|
}
|
|
m_iDisplayHistoryBits &= ~DHM_ROUND_CLEAR;
|
|
|
|
// Special-case here. A bunch of things happen in CBasePlayer::Spawn(), and we really want the
|
|
// player states to control these things, so give whatever player state we're in a chance
|
|
// to reinitialize itself.
|
|
State_Transition( m_iPlayerState );
|
|
|
|
ClearFlashbangScreenFade();
|
|
|
|
m_flVelocityModifier = 1.0f;
|
|
|
|
ResetStamina();
|
|
|
|
m_flLastRadarUpdateTime = 0.0f;
|
|
|
|
m_iNumSpawns++;
|
|
|
|
if ( !engine->IsDedicatedServer() && CSGameRules()->m_iTotalRoundsPlayed < 2 && TheNavMesh->IsOutOfDate() && this == UTIL_GetListenServerHost() )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "The Navigation Mesh was built using a different version of this map." );
|
|
}
|
|
|
|
m_bTeamChanged = false;
|
|
m_iOldTeam = TEAM_UNASSIGNED;
|
|
|
|
m_iRadioMessages = 60;
|
|
m_flRadioTime = gpGlobals->curtime;
|
|
|
|
if ( m_hRagdoll )
|
|
{
|
|
UTIL_Remove( m_hRagdoll );
|
|
}
|
|
|
|
m_hRagdoll = NULL;
|
|
|
|
// did we change our name while we were dead?
|
|
if ( m_szNewName[0] != 0 )
|
|
{
|
|
ChangeName( m_szNewName );
|
|
m_szNewName[0] = 0;
|
|
}
|
|
|
|
if ( m_bIsVIP )
|
|
{
|
|
HintMessage( "#Hint_you_are_the_vip", true, true );
|
|
}
|
|
|
|
m_bIsInAutoBuy = false;
|
|
m_bIsInRebuy = false;
|
|
m_bAutoReload = false;
|
|
|
|
SetContextThink( &CCSPlayer::PushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, CS_PUSHAWAY_THINK_CONTEXT );
|
|
|
|
if ( GetActiveWeapon() && !IsObserver() )
|
|
{
|
|
GetActiveWeapon()->Deploy();
|
|
m_flNextAttack = gpGlobals->curtime; // Allow reloads to finish, since we're playing the deploy anim instead. This mimics goldsrc behavior, anyway.
|
|
}
|
|
|
|
m_applyDeafnessTime = 0.0f;
|
|
|
|
m_cycleLatch = 0;
|
|
m_cycleLatchTimer.Start( RandomFloat( 0.0f, CycleLatchInterval ) );
|
|
|
|
StockPlayerAmmo();
|
|
}
|
|
|
|
void CCSPlayer::ShowViewPortPanel( const char * name, bool bShow, KeyValues *data )
|
|
{
|
|
if ( CSGameRules()->IsLogoMap() )
|
|
return;
|
|
|
|
if ( CommandLine()->FindParm("-makedevshots") )
|
|
return;
|
|
|
|
BaseClass::ShowViewPortPanel( name, bShow, data );
|
|
}
|
|
|
|
void CCSPlayer::ClearFlashbangScreenFade( void )
|
|
{
|
|
if( IsBlind() )
|
|
{
|
|
color32 clr = { 0, 0, 0, 0 };
|
|
UTIL_ScreenFade( this, clr, 0.01, 0.0, FFADE_OUT | FFADE_PURGE );
|
|
|
|
m_flFlashDuration = 0.0f;
|
|
m_flFlashMaxAlpha = 255.0f;
|
|
}
|
|
|
|
// clear blind time (after screen fades are canceled)
|
|
m_blindUntilTime = 0.0f;
|
|
m_blindStartTime = 0.0f;
|
|
}
|
|
|
|
void CCSPlayer::GiveDefaultItems()
|
|
{
|
|
// Always give the player the knife.
|
|
CBaseCombatWeapon *pistol = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
if ( pistol )
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_bUsingDefaultPistol = true;
|
|
|
|
if ( GetTeamNumber() == TEAM_CT )
|
|
{
|
|
GiveNamedItem( "weapon_knife" );
|
|
GiveNamedItem( "weapon_usp" );
|
|
GiveAmmo( 24, BULLET_PLAYER_45ACP );
|
|
}
|
|
else if ( GetTeamNumber() == TEAM_TERRORIST )
|
|
{
|
|
GiveNamedItem( "weapon_knife" );
|
|
GiveNamedItem( "weapon_glock" );
|
|
GiveAmmo( 40, BULLET_PLAYER_9MM );
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::SetClanTag( const char *pTag )
|
|
{
|
|
if ( pTag )
|
|
{
|
|
Q_strncpy( m_szClanTag, pTag, sizeof( m_szClanTag ) );
|
|
}
|
|
}
|
|
void CCSPlayer::CreateRagdollEntity()
|
|
{
|
|
// If we already have a ragdoll, don't make another one.
|
|
CCSRagdoll *pRagdoll = dynamic_cast< CCSRagdoll* >( m_hRagdoll.Get() );
|
|
|
|
if ( !pRagdoll )
|
|
{
|
|
// create a new one
|
|
pRagdoll = dynamic_cast< CCSRagdoll* >( CreateEntityByName( "cs_ragdoll" ) );
|
|
}
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
pRagdoll->m_hPlayer = this;
|
|
pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
|
|
pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
|
|
pRagdoll->m_nModelIndex = m_nModelIndex;
|
|
pRagdoll->m_nForceBone = m_nForceBone;
|
|
pRagdoll->m_vecForce = m_vecTotalBulletForce;
|
|
pRagdoll->m_iDeathPose = m_iDeathPose;
|
|
pRagdoll->m_iDeathFrame = m_iDeathFrame;
|
|
pRagdoll->Init();
|
|
}
|
|
|
|
// ragdolls will be removed on round restart automatically
|
|
m_hRagdoll = pRagdoll;
|
|
}
|
|
|
|
int CCSPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
// set damage type sustained
|
|
m_bitsDamageType |= info.GetDamageType();
|
|
|
|
if ( !CBaseCombatCharacter::OnTakeDamage_Alive( info ) )
|
|
return 0;
|
|
|
|
// don't apply damage forces in CS
|
|
|
|
// fire global game event
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
|
|
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", GetUserID() );
|
|
event->SetInt("health", MAX(0, m_iHealth) );
|
|
event->SetInt("armor", MAX(0, ArmorValue()) );
|
|
|
|
event->SetInt( "dmg_health", m_lastDamageHealth );
|
|
event->SetInt( "dmg_armor", m_lastDamageArmor );
|
|
|
|
if ( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
event->SetInt( "hitgroup", HITGROUP_GENERIC );
|
|
}
|
|
else
|
|
{
|
|
event->SetInt( "hitgroup", m_LastHitGroup );
|
|
}
|
|
|
|
CBaseEntity * attacker = info.GetAttacker();
|
|
const char *weaponName = "";
|
|
|
|
if ( attacker->IsPlayer() )
|
|
{
|
|
CBasePlayer *player = ToBasePlayer( attacker );
|
|
event->SetInt("attacker", player->GetUserID() ); // hurt by other player
|
|
|
|
CBaseEntity *pInflictor = info.GetInflictor();
|
|
if ( pInflictor )
|
|
{
|
|
if ( pInflictor == player )
|
|
{
|
|
// If the inflictor is the killer, then it must be their current weapon doing the damage
|
|
if ( player->GetActiveWeapon() )
|
|
{
|
|
weaponName = player->GetActiveWeapon()->GetClassname();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
weaponName = STRING( pInflictor->m_iClassname ); // it's just that easy
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
event->SetInt("attacker", 0 ); // hurt by "world"
|
|
}
|
|
|
|
if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
|
|
{
|
|
weaponName += 7;
|
|
}
|
|
else if( strncmp( weaponName, "hegrenade", 9 ) == 0 ) //"hegrenade_projectile"
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Handle grenade-surviving achievement
|
|
//=============================================================================
|
|
if (info.GetAttacker()->GetTeamNumber() != GetTeamNumber())
|
|
{
|
|
m_grenadeDamageTakenThisRound += info.GetDamage();
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
weaponName = "hegrenade";
|
|
}
|
|
else if( strncmp( weaponName, "flashbang", 9 ) == 0 ) //"flashbang_projectile"
|
|
{
|
|
weaponName = "flashbang";
|
|
}
|
|
else if( strncmp( weaponName, "smokegrenade", 12 ) == 0 ) //"smokegrenade_projectile"
|
|
{
|
|
weaponName = "smokegrenade";
|
|
}
|
|
|
|
event->SetString( "weapon", weaponName );
|
|
event->SetInt( "priority", 5 );
|
|
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Supports fun-fact
|
|
//=============================================================================
|
|
|
|
// Returns the % of the enemies this player killed in the round
|
|
int CCSPlayer::GetPercentageOfEnemyTeamKilled()
|
|
{
|
|
if ( m_NumEnemiesAtRoundStart > 0 )
|
|
{
|
|
return (int)( ( (float)m_NumEnemiesKilledThisRound / (float)m_NumEnemiesAtRoundStart ) * 100.0f );
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
void CCSPlayer::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [pfreese] Process on-death achievements
|
|
//=============================================================================
|
|
|
|
ProcessPlayerDeathAchievements(ToCSPlayer(info.GetAttacker()), this, info);
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
SetArmorValue( 0 );
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Added a parameter so we know if it was death that caused the drop
|
|
// [menglish] Keep track of what the player has dropped for the freeze panel callouts
|
|
//=============================================================================
|
|
|
|
CBaseEntity* pAttacker = info.GetAttacker();
|
|
bool friendlyFire = pAttacker && pAttacker->GetTeamNumber() == GetTeamNumber();
|
|
|
|
//Only count the drop if it was not friendly fire
|
|
DropWeapons(true, !friendlyFire);
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
// Just in case the progress bar is on screen, kill it.
|
|
SetProgressBarTime( 0 );
|
|
|
|
m_bIsDefusing = false;
|
|
|
|
m_bHasNightVision = false;
|
|
m_bNightVisionOn = false;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Added for fun-fact support
|
|
//=============================================================================
|
|
|
|
m_bPickedUpDefuser = false;
|
|
m_bDefusedWithPickedUpKit = false;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
m_bHasHelmet = false;
|
|
|
|
m_flFlashDuration = 0.0f;
|
|
|
|
FlashlightTurnOff();
|
|
|
|
// show killer in death cam mode
|
|
if( IsValidObserverTarget( info.GetAttacker() ) )
|
|
{
|
|
SetObserverTarget( info.GetAttacker() );
|
|
}
|
|
else
|
|
{
|
|
ResetObserverMode();
|
|
}
|
|
|
|
//update damage info with our accumulated physics force
|
|
CTakeDamageInfo subinfo = info;
|
|
|
|
// HACK[pfreese]: scale impulse up for visual effect
|
|
const float kImpulseBonusScale = 2.0f;
|
|
subinfo.SetDamageForce( m_vecTotalBulletForce * kImpulseBonusScale);
|
|
|
|
//Adrian: Select a death pose to extrapolate the ragdoll's velocity.
|
|
SelectDeathPose( info );
|
|
|
|
// See if there's a ragdoll magnet that should influence our force.
|
|
CRagdollMagnet *pMagnet = CRagdollMagnet::FindBestMagnet( this );
|
|
if( pMagnet )
|
|
{
|
|
m_vecTotalBulletForce += pMagnet->GetForceVector( this );
|
|
}
|
|
|
|
// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
|
|
// because we still want to transmit to the clients in our PVS.
|
|
CreateRagdollEntity();
|
|
|
|
// Special code to drop holiday gifts for the holiday achievement
|
|
if ( ( mp_holiday_nogifts.GetBool() == false ) && UTIL_IsHolidayActive( 3 /*kHoliday_Christmas*/ ) )
|
|
{
|
|
if ( RandomInt( 0, 100 ) < 20 )
|
|
{
|
|
CHolidayGift::Create( WorldSpaceCenter(), GetAbsAngles(), EyeAngles(), GetAbsVelocity(), this );
|
|
}
|
|
}
|
|
|
|
State_Transition( STATE_DEATH_ANIM ); // Transition into the dying state.
|
|
BaseClass::Event_Killed( subinfo );
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [pfreese] If this kill ended the round, award the MVP to someone on the
|
|
// winning team.
|
|
// TODO - move this code somewhere else more MVP related
|
|
//=============================================================================
|
|
|
|
bool roundWasAlreadyWon = (CSGameRules()->m_iRoundWinStatus != WINNER_NONE);
|
|
bool roundIsWonNow = CSGameRules()->CheckWinConditions();
|
|
|
|
if ( !roundWasAlreadyWon && roundIsWonNow )
|
|
{
|
|
CCSPlayer* pMVP = NULL;
|
|
int maxKills = 0;
|
|
int maxDamage = 0;
|
|
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CCSPlayer* pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
|
|
if ( pPlayer )
|
|
{
|
|
// only consider players on the winning team
|
|
if ( pPlayer->GetTeamNumber() != CSGameRules()->m_iRoundWinStatus )
|
|
continue;
|
|
|
|
int nKills = CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_KILLS];
|
|
int nDamage = CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_DAMAGE];
|
|
|
|
if ( nKills > maxKills || ( nKills == maxKills && nDamage > maxDamage ) )
|
|
{
|
|
pMVP = pPlayer;
|
|
maxKills = nKills;
|
|
maxDamage = nDamage;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( pMVP )
|
|
{
|
|
pMVP->IncrementNumMVPs( CSMVP_ELIMINATION );
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
OutputDamageGiven();
|
|
OutputDamageTaken();
|
|
ResetDamageCounters();
|
|
|
|
if ( m_bPunishedForTK )
|
|
{
|
|
m_bPunishedForTK = false;
|
|
HintMessage( "#Hint_cannot_play_because_tk", true, true );
|
|
}
|
|
|
|
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_SPEC_DUCK;
|
|
HintMessage( "#Spec_Duck", true, true );
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish, tj] Update and check any one-off achievements based on the kill
|
|
//=============================================================================
|
|
|
|
// Notify that I've killed some other entity. (called from Victim's Event_Killed).
|
|
void CCSPlayer::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
BaseClass::Event_KilledOther(pVictim, info);
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
void CCSPlayer::DeathSound( const CTakeDamageInfo &info )
|
|
{
|
|
if( m_LastHitGroup == HITGROUP_HEAD )
|
|
{
|
|
EmitSound( "Player.DeathHeadShot" );
|
|
}
|
|
else
|
|
{
|
|
EmitSound( "Player.Death" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
|
|
{
|
|
BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
|
|
|
|
if ( sv_turbophysics.GetBool() )
|
|
return;
|
|
|
|
// Setup the HL2 specific callback.
|
|
GetPhysicsController()->SetEventHandler( &playerCallback );
|
|
}
|
|
|
|
void CCSPlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
|
|
{
|
|
if ( !CanMove() )
|
|
return;
|
|
|
|
BaseClass::VPhysicsShadowUpdate( pPhysics );
|
|
}
|
|
|
|
bool CCSPlayer::HasShield() const
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
return m_bHasShield;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
|
|
bool CCSPlayer::IsShieldDrawn() const
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
return m_bShieldDrawn;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
|
|
void CCSPlayer::CheatImpulseCommands( int iImpulse )
|
|
{
|
|
switch( iImpulse )
|
|
{
|
|
case 101:
|
|
{
|
|
if( sv_cheats->GetBool() )
|
|
{
|
|
extern int gEvilImpulse101;
|
|
gEvilImpulse101 = true;
|
|
|
|
AddAccount( 16000 );
|
|
|
|
GiveAmmo( 250, BULLET_PLAYER_50AE );
|
|
GiveAmmo( 250, BULLET_PLAYER_762MM );
|
|
GiveAmmo( 250, BULLET_PLAYER_338MAG );
|
|
GiveAmmo( 250, BULLET_PLAYER_556MM );
|
|
GiveAmmo( 250, BULLET_PLAYER_556MM_BOX );
|
|
GiveAmmo( 250, BULLET_PLAYER_9MM );
|
|
GiveAmmo( 250, BULLET_PLAYER_BUCKSHOT );
|
|
GiveAmmo( 250, BULLET_PLAYER_45ACP );
|
|
GiveAmmo( 250, BULLET_PLAYER_357SIG );
|
|
GiveAmmo( 250, BULLET_PLAYER_57MM );
|
|
|
|
gEvilImpulse101 = false;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
{
|
|
BaseClass::CheatImpulseCommands( iImpulse );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
|
|
{
|
|
BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
|
|
|
|
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum();
|
|
PointCameraSetupVisibility( this, area, pvs, pvssize );
|
|
}
|
|
|
|
void CCSPlayer::UpdateAddonBits()
|
|
{
|
|
int iNewBits = 0;
|
|
|
|
int nFlashbang = GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_FLASHBANG ) );
|
|
if ( dynamic_cast< CFlashbang* >( GetActiveWeapon() ) )
|
|
{
|
|
--nFlashbang;
|
|
}
|
|
|
|
if ( nFlashbang >= 1 )
|
|
iNewBits |= ADDON_FLASHBANG_1;
|
|
|
|
if ( nFlashbang >= 2 )
|
|
iNewBits |= ADDON_FLASHBANG_2;
|
|
|
|
if ( GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_HEGRENADE ) ) &&
|
|
!dynamic_cast< CHEGrenade* >( GetActiveWeapon() ) )
|
|
{
|
|
iNewBits |= ADDON_HE_GRENADE;
|
|
}
|
|
|
|
if ( GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_SMOKEGRENADE ) ) &&
|
|
!dynamic_cast< CSmokeGrenade* >( GetActiveWeapon() ) )
|
|
{
|
|
iNewBits |= ADDON_SMOKE_GRENADE;
|
|
}
|
|
|
|
if ( HasC4() && !dynamic_cast< CC4* >( GetActiveWeapon() ) )
|
|
iNewBits |= ADDON_C4;
|
|
|
|
if ( HasDefuser() )
|
|
iNewBits |= ADDON_DEFUSEKIT;
|
|
|
|
CWeaponCSBase *weapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
|
|
if ( weapon && weapon != GetActiveWeapon() )
|
|
{
|
|
iNewBits |= ADDON_PRIMARY;
|
|
m_iPrimaryAddon = weapon->GetWeaponID();
|
|
}
|
|
else
|
|
{
|
|
m_iPrimaryAddon = WEAPON_NONE;
|
|
}
|
|
|
|
weapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL ));
|
|
if ( weapon && weapon != GetActiveWeapon() )
|
|
{
|
|
iNewBits |= ADDON_PISTOL;
|
|
if ( weapon->GetWeaponID() == WEAPON_ELITE )
|
|
{
|
|
iNewBits |= ADDON_PISTOL2;
|
|
}
|
|
m_iSecondaryAddon = weapon->GetWeaponID();
|
|
}
|
|
else if ( weapon && weapon->GetWeaponID() == WEAPON_ELITE )
|
|
{
|
|
// The active weapon is weapon_elite. Set ADDON_PISTOL2 without ADDON_PISTOL, so we know
|
|
// to display the empty holster.
|
|
iNewBits |= ADDON_PISTOL2;
|
|
m_iSecondaryAddon = weapon->GetWeaponID();
|
|
}
|
|
else
|
|
{
|
|
m_iSecondaryAddon = WEAPON_NONE;
|
|
}
|
|
|
|
m_iAddonBits = iNewBits;
|
|
}
|
|
|
|
void CCSPlayer::UpdateRadar()
|
|
{
|
|
// update once a second
|
|
if ( (m_flLastRadarUpdateTime + 1.0) > gpGlobals->curtime )
|
|
return;
|
|
|
|
m_flLastRadarUpdateTime = gpGlobals->curtime;
|
|
|
|
// update positions of all players outside of my PVS
|
|
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits;
|
|
engine->Message_DetermineMulticastRecipients( false, EyePosition(), playerbits );
|
|
|
|
CSingleUserRecipientFilter user( this );
|
|
UserMessageBegin( user, "UpdateRadar" );
|
|
|
|
for ( int i=0; i < MAX_PLAYERS; i++ )
|
|
{
|
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i+1 ) );
|
|
|
|
if ( !pPlayer )
|
|
continue; // nothing there
|
|
|
|
bool bSameTeam = pPlayer->GetTeamNumber() == GetTeamNumber();
|
|
|
|
if ( playerbits.Get(i) && bSameTeam == true )
|
|
continue; // this player is in my PVS and not in my team, don't update radar pos
|
|
|
|
if ( pPlayer == this )
|
|
continue;
|
|
|
|
if ( !pPlayer->IsAlive() || pPlayer->IsObserver() || !pPlayer->IsConnected() )
|
|
continue; // don't update specattors or dead players
|
|
|
|
WRITE_BYTE( i+1 ); // player index as entity
|
|
WRITE_SBITLONG( pPlayer->GetAbsOrigin().x/4, COORD_INTEGER_BITS-1 );
|
|
WRITE_SBITLONG( pPlayer->GetAbsOrigin().y/4, COORD_INTEGER_BITS-1 );
|
|
WRITE_SBITLONG( pPlayer->GetAbsOrigin().z/4, COORD_INTEGER_BITS-1 );
|
|
WRITE_SBITLONG( AngleNormalize( pPlayer->GetAbsAngles().y ), 9 );
|
|
}
|
|
|
|
WRITE_BYTE( 0 ); // end marker
|
|
|
|
MessageEnd();
|
|
}
|
|
|
|
void CCSPlayer::UpdateMouseoverHints()
|
|
{
|
|
if ( IsBlind() || IsObserver() )
|
|
return;
|
|
|
|
Vector forward, up;
|
|
EyeVectors( &forward, NULL, &up );
|
|
|
|
trace_t tr;
|
|
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
|
|
Vector searchStart = EyePosition();
|
|
Vector searchEnd = searchStart + forward * 2048;
|
|
|
|
int useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_VISIBLE_AND_NPCS;
|
|
|
|
UTIL_TraceLine( searchStart, searchEnd, useableContents, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if ( tr.fraction != 1.0f )
|
|
{
|
|
if (tr.DidHitNonWorldEntity() && tr.m_pEnt)
|
|
{
|
|
CBaseEntity *pObject = tr.m_pEnt;
|
|
switch ( pObject->Classify() )
|
|
{
|
|
case CLASS_PLAYER:
|
|
{
|
|
const float grenadeBloat = 1.2f; // Be conservative in estimating what a player can distinguish
|
|
if ( !TheBots->IsLineBlockedBySmoke( EyePosition(), pObject->EyePosition(), grenadeBloat ) )
|
|
{
|
|
if ( g_pGameRules->PlayerRelationship( this, pObject ) == GR_TEAMMATE )
|
|
{
|
|
if ( !(m_iDisplayHistoryBits & DHF_FRIEND_SEEN) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_FRIEND_SEEN;
|
|
HintMessage( "#Hint_spotted_a_friend", true );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !(m_iDisplayHistoryBits & DHF_ENEMY_SEEN) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_ENEMY_SEEN;
|
|
HintMessage( "#Hint_spotted_an_enemy", true );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CLASS_PLAYER_ALLY:
|
|
switch ( GetTeamNumber() )
|
|
{
|
|
case TEAM_CT:
|
|
if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_FAR) && tr.fraction > 0.1f )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR;
|
|
HintMessage( "#Hint_rescue_the_hostages", true );
|
|
}
|
|
else if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_NEAR) && tr.fraction <= 0.1f )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR;
|
|
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_NEAR;
|
|
HintMessage( "#Hint_press_use_so_hostage_will_follow", false );
|
|
}
|
|
break;
|
|
case TEAM_TERRORIST:
|
|
if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_FAR) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR;
|
|
HintMessage( "#Hint_prevent_hostage_rescue", true );
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::PostThink()
|
|
{
|
|
BaseClass::PostThink();
|
|
|
|
UpdateAddonBits();
|
|
|
|
UpdateRadar();
|
|
|
|
if ( !(m_iDisplayHistoryBits & DHF_ROUND_STARTED) && CanPlayerBuy(false) )
|
|
{
|
|
HintMessage( "#Hint_press_buy_to_purchase", false );
|
|
m_iDisplayHistoryBits |= DHF_ROUND_STARTED;
|
|
}
|
|
if ( m_flNextMouseoverUpdate < gpGlobals->curtime )
|
|
{
|
|
m_flNextMouseoverUpdate = gpGlobals->curtime + 0.2f;
|
|
if ( m_bShowHints )
|
|
{
|
|
UpdateMouseoverHints();
|
|
}
|
|
}
|
|
if ( GetActiveWeapon() && !(m_iDisplayHistoryBits & DHF_AMMO_EXHAUSTED) )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ( !pWeapon->HasAnyAmmo() && !(pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_AMMO_EXHAUSTED;
|
|
HintMessage( "#Hint_out_of_ammo", false );
|
|
}
|
|
}
|
|
|
|
QAngle angles = GetLocalAngles();
|
|
angles[PITCH] = 0;
|
|
SetLocalAngles( angles );
|
|
|
|
// Store the eye angles pitch so the client can compute its animation state correctly.
|
|
m_angEyeAngles = EyeAngles();
|
|
|
|
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
|
|
|
|
// check if we need to apply a deafness DSP effect.
|
|
if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime))
|
|
{
|
|
ApplyDeafnessEffect();
|
|
}
|
|
|
|
if ( IsPlayerUnderwater() && GetWaterLevel() < 3 )
|
|
{
|
|
StopSound( "Player.AmbientUnderWater" );
|
|
SetPlayerUnderwater( false );
|
|
}
|
|
|
|
if( IsAlive() && m_cycleLatchTimer.IsElapsed() )
|
|
{
|
|
m_cycleLatchTimer.Start( CycleLatchInterval );
|
|
|
|
// Cycle is a float from 0 to 1. We don't need to transmit a whole float for that. Compress it in to a small fixed point
|
|
m_cycleLatch.GetForModify() = 16 * GetCycle();// 4 point fixed
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::PushawayThink()
|
|
{
|
|
// Push physics props out of our way.
|
|
PerformObstaclePushaway( this );
|
|
SetNextThink( gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, CS_PUSHAWAY_THINK_CONTEXT );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether or not we can switch to the given weapon.
|
|
// Input : pWeapon -
|
|
//-----------------------------------------------------------------------------
|
|
bool CCSPlayer::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
if ( !pWeapon->CanDeploy() )
|
|
return false;
|
|
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
if ( !GetActiveWeapon()->CanHolster() )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CCSPlayer::ShouldDoLargeFlinch( int nHitGroup, CBaseEntity *pAttacker )
|
|
{
|
|
if ( FBitSet( GetFlags(), FL_DUCKING ) )
|
|
return FALSE;
|
|
|
|
if ( nHitGroup == HITGROUP_LEFTLEG )
|
|
return FALSE;
|
|
|
|
if ( nHitGroup == HITGROUP_RIGHTLEG )
|
|
return FALSE;
|
|
|
|
CCSPlayer *pPlayer = ToCSPlayer( pAttacker );
|
|
|
|
if ( pPlayer == NULL || !pPlayer->IsPlayer() )
|
|
pPlayer = NULL;
|
|
|
|
if ( pPlayer )
|
|
{
|
|
CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
|
|
|
|
if ( pWeapon )
|
|
{
|
|
if ( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_RIFLE ||
|
|
pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SHOTGUN ||
|
|
pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE )
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CCSPlayer::IsArmored( int nHitGroup )
|
|
{
|
|
bool bApplyArmor = false;
|
|
|
|
if ( ArmorValue() > 0 )
|
|
{
|
|
switch ( nHitGroup )
|
|
{
|
|
case HITGROUP_GENERIC:
|
|
case HITGROUP_CHEST:
|
|
case HITGROUP_STOMACH:
|
|
case HITGROUP_LEFTARM:
|
|
case HITGROUP_RIGHTARM:
|
|
bApplyArmor = true;
|
|
break;
|
|
case HITGROUP_HEAD:
|
|
if ( m_bHasHelmet )
|
|
{
|
|
bApplyArmor = true;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return bApplyArmor;
|
|
}
|
|
|
|
void CCSPlayer::Pain( bool bHasArmour )
|
|
{
|
|
switch (m_LastHitGroup)
|
|
{
|
|
case HITGROUP_HEAD:
|
|
if (m_bHasHelmet) // He's wearing a helmet
|
|
{
|
|
EmitSound( "Player.DamageHelmet" );
|
|
}
|
|
else // He's not wearing a helmet
|
|
{
|
|
EmitSound( "Player.DamageHeadShot" );
|
|
}
|
|
break;
|
|
default:
|
|
if ( bHasArmour == false )
|
|
{
|
|
EmitSound( "Flesh.BulletImpact" );
|
|
}
|
|
else
|
|
{
|
|
EmitSound( "Player.DamageKevlar" );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
int CCSPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
|
|
{
|
|
CTakeDamageInfo info = inputInfo;
|
|
|
|
CBaseEntity *pInflictor = info.GetInflictor();
|
|
|
|
if ( !pInflictor )
|
|
return 0;
|
|
|
|
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
|
|
return 0;
|
|
|
|
const float flArmorBonus = 0.5f;
|
|
float flArmorRatio = 0.5f;
|
|
float flDamage = info.GetDamage();
|
|
|
|
bool bFriendlyFire = CSGameRules()->IsFriendlyFireOn();
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Added properties for goose chase achievement
|
|
//=============================================================================
|
|
|
|
CSGameRules()->PlayerTookDamage(this, inputInfo);
|
|
|
|
//Check "Goose Chase" achievement
|
|
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker());
|
|
if (m_bIsDefusing && m_gooseChaseStep == GC_NONE && pAttacker && pAttacker->GetTeamNumber() != GetTeamNumber() )
|
|
{
|
|
|
|
//Count enemies
|
|
int livingEnemies = 0;
|
|
CTeam *pAttackerTeam = GetGlobalTeam( pAttacker->GetTeamNumber() );
|
|
for ( int iPlayer=0; iPlayer < pAttackerTeam->GetNumPlayers(); iPlayer++ )
|
|
{
|
|
CCSPlayer *pPlayer = ToCSPlayer( pAttackerTeam->GetPlayer( iPlayer ) );
|
|
Assert( pPlayer );
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
Assert( pPlayer->GetTeamNumber() == pAttackerTeam->GetTeamNumber() );
|
|
|
|
if ( pPlayer->m_lifeState == LIFE_ALIVE )
|
|
{
|
|
livingEnemies++;
|
|
}
|
|
}
|
|
|
|
//Must be last enemy alive;
|
|
if (livingEnemies == 1)
|
|
{
|
|
m_gooseChaseStep = GC_SHOT_DURING_DEFUSE;
|
|
m_pGooseChaseDistractingPlayer = pAttacker;
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
// warn about team attacks
|
|
if ( bFriendlyFire && pInflictor->GetTeamNumber() == GetTeamNumber() && pInflictor != this && info.GetAttacker() != this )
|
|
{
|
|
CCSPlayer *pCSAttacker = ToCSPlayer( pInflictor );
|
|
if ( !pCSAttacker )
|
|
pCSAttacker = ToCSPlayer( info.GetAttacker() );
|
|
|
|
if ( pCSAttacker )
|
|
{
|
|
if ( !(pCSAttacker->m_iDisplayHistoryBits & DHF_FRIEND_INJURED) )
|
|
{
|
|
pCSAttacker->HintMessage( "#Hint_try_not_to_injure_teammates", false );
|
|
pCSAttacker->m_iDisplayHistoryBits |= DHF_FRIEND_INJURED;
|
|
}
|
|
|
|
if ( (pCSAttacker->m_flLastAttackedTeammate + 0.6f) < gpGlobals->curtime )
|
|
{
|
|
pCSAttacker->m_flLastAttackedTeammate = gpGlobals->curtime;
|
|
|
|
// tell the rest of this player's team
|
|
Msg( "%s attacked a teammate\n", pCSAttacker->GetPlayerName() );
|
|
for ( int i=1; i<=gpGlobals->maxClients; ++i )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
|
|
if ( pPlayer && pPlayer->GetTeamNumber() == GetTeamNumber() )
|
|
{
|
|
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_teammate_attack", pCSAttacker->GetPlayerName() );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bFriendlyFire ||
|
|
pInflictor->GetTeamNumber() != GetTeamNumber() ||
|
|
pInflictor == this ||
|
|
info.GetAttacker() == this )
|
|
{
|
|
if ( bFriendlyFire && (info.GetDamageType() & DMG_BLAST) == 0 )
|
|
{
|
|
if ( pInflictor->GetTeamNumber() == GetTeamNumber() )
|
|
{
|
|
flDamage *= 0.35; // bullets hurt teammates less
|
|
}
|
|
}
|
|
|
|
if ( ShouldDoLargeFlinch( m_LastHitGroup, info.GetAttacker() ) )
|
|
{
|
|
if ( GetAbsVelocity().Length() < 300 )
|
|
{
|
|
m_flVelocityModifier = 0.65;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_flVelocityModifier = 0.5;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
//=============================================================================
|
|
// [menglish] Store whether or not the knife did this damage as knives do bullet damage,
|
|
// so we need to specifically check the weapon here
|
|
bool bKnifeDamage = false;
|
|
CCSPlayer *pPlayer = ToCSPlayer( info.GetAttacker() );
|
|
|
|
if ( pPlayer )
|
|
{
|
|
|
|
// [paquin. forest] if this is blast damage, and we haven't opted out with a cvar,
|
|
// we need to get the armor ratio out of the inflictor
|
|
|
|
if ( (info.GetDamageType() & DMG_BLAST) && !sv_legacy_grenade_damage.GetBool() )
|
|
{
|
|
|
|
// [paquin] if we know this is a grenade, use it's armor ratio, otherwise
|
|
// use the he grenade armor ratio
|
|
|
|
CBaseCSGrenadeProjectile *pGrenade = dynamic_cast< CBaseCSGrenadeProjectile * >( pInflictor );
|
|
CCSWeaponInfo* pWeaponInfo;
|
|
|
|
if ( pGrenade && pGrenade->m_pWeaponInfo )
|
|
{
|
|
pWeaponInfo = pGrenade->m_pWeaponInfo;
|
|
}
|
|
else
|
|
{
|
|
pWeaponInfo = GetWeaponInfo( WEAPON_HEGRENADE );
|
|
}
|
|
|
|
if ( pWeaponInfo )
|
|
{
|
|
flArmorRatio *= pWeaponInfo->m_flArmorRatio;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
|
|
|
|
if ( pWeapon )
|
|
{
|
|
flArmorRatio *= pWeapon->GetCSWpnData().m_flArmorRatio;
|
|
//Knives do bullet damage, so we need to specifically check the weapon here
|
|
bKnifeDamage = pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_KNIFE;
|
|
|
|
if ( info.GetDamageType() & DMG_BULLET && !bKnifeDamage && pPlayer->GetTeam() != GetTeam() )
|
|
{
|
|
CCS_GameStats.Event_ShotHit( pPlayer, info );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
// keep track of amount of damage last sustained
|
|
m_lastDamageAmount = flDamage;
|
|
|
|
// Deal with Armour
|
|
if ( ArmorValue() && !( info.GetDamageType() & (DMG_FALL | DMG_DROWN)) && IsArmored( m_LastHitGroup ) )
|
|
{
|
|
float fDamageToHealth = flDamage * flArmorRatio;
|
|
float fDamageToArmor = (flDamage - fDamageToHealth) * flArmorBonus;
|
|
|
|
int armorValue = ArmorValue();
|
|
|
|
// Does this use more armor than we have?
|
|
if (fDamageToArmor > armorValue )
|
|
{
|
|
fDamageToHealth = flDamage - armorValue / flArmorBonus;
|
|
fDamageToArmor = armorValue;
|
|
armorValue = 0;
|
|
}
|
|
else
|
|
{
|
|
if ( fDamageToArmor < 0 )
|
|
fDamageToArmor = 1;
|
|
|
|
armorValue -= fDamageToArmor;
|
|
}
|
|
m_lastDamageArmor = (int)fDamageToArmor;
|
|
SetArmorValue(armorValue);
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Handle headshot-surviving achievement
|
|
//=============================================================================
|
|
if (m_LastHitGroup == HITGROUP_HEAD && flDamage > m_iHealth && fDamageToHealth < m_iHealth)
|
|
{
|
|
m_bSurvivedHeadshotDueToHelmet = true;
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
flDamage = fDamageToHealth;
|
|
|
|
info.SetDamage( flDamage );
|
|
|
|
if ( ArmorValue() <= 0.0)
|
|
m_bHasHelmet = false;
|
|
|
|
if( !(info.GetDamageType() & DMG_FALL) )
|
|
Pain( true /*has armor*/ );
|
|
}
|
|
else
|
|
{
|
|
m_lastDamageArmor = 0;
|
|
if( !(info.GetDamageType() & DMG_FALL) )
|
|
Pain( false /*no armor*/ );
|
|
}
|
|
|
|
// round damage to integer
|
|
m_lastDamageHealth = (int)flDamage;
|
|
info.SetDamage( m_lastDamageHealth );
|
|
|
|
if ( info.GetDamage() <= 0 )
|
|
return 0;
|
|
|
|
CSingleUserRecipientFilter user( this );
|
|
user.MakeReliable();
|
|
UserMessageBegin( user, "Damage" );
|
|
WRITE_BYTE( (int)info.GetDamage() );
|
|
WRITE_VEC3COORD( info.GetInflictor()->WorldSpaceCenter() );
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Send the info about where the player was hit
|
|
//=============================================================================
|
|
if ( !( info.GetDamageType() & DMG_BULLET ) || bKnifeDamage )
|
|
{
|
|
WRITE_LONG( -1 );
|
|
}
|
|
else
|
|
{
|
|
WRITE_LONG( m_LastHitBox );
|
|
}
|
|
WRITE_VEC3COORD( m_vLastHitLocationObjectSpace );
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
MessageEnd();
|
|
|
|
// Do special explosion damage effect
|
|
if ( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
OnDamagedByExplosion( info );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Achievement award for kill stealing i.e. killing an enemy who was very damaged from other players
|
|
// [Forrest] Moved this check before RecordDamageTaken so that the damage currently being dealt by this player
|
|
// won't disqualify them from getting the achievement.
|
|
//=============================================================================
|
|
|
|
if(m_iHealth - info.GetDamage() <= 0 && m_iHealth <= AchievementConsts::KillLowDamage_MaxHealthLeft)
|
|
{
|
|
bool onlyDamage = true;
|
|
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker());
|
|
if(pAttacker && pAttacker->GetTeamNumber() != GetTeamNumber())
|
|
{
|
|
//Verify that the killer has not done damage to this player beforehand
|
|
FOR_EACH_LL( m_DamageTakenList, i )
|
|
{
|
|
if( Q_strncmp( pAttacker->GetPlayerName(), m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 )
|
|
{
|
|
onlyDamage = false;
|
|
break;
|
|
}
|
|
}
|
|
if(onlyDamage)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillLowDamage);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
#if REPORT_PLAYER_DAMAGE
|
|
// damage output spew
|
|
char dmgtype[64];
|
|
CTakeDamageInfo::DebugGetDamageTypeString( info.GetDamageType(), dmgtype, sizeof(dmgtype) );
|
|
|
|
if ( info.GetDamageType() & DMG_HEADSHOT )
|
|
Q_strncat(dmgtype, "HEADSHOT", sizeof(dmgtype));
|
|
|
|
char outputString[256];
|
|
Q_snprintf( outputString, sizeof(outputString), "%f: Player %s incoming %f damage from %s, type %s; applied %d health and %d armor\n",
|
|
gpGlobals->curtime, GetPlayerName(),
|
|
inputInfo.GetDamage(), info.GetInflictor()->GetDebugName(), dmgtype,
|
|
m_lastDamageHealth, m_lastDamageArmor);
|
|
|
|
Msg(outputString);
|
|
#endif
|
|
|
|
|
|
if ( pPlayer )
|
|
{
|
|
// Record for the shooter
|
|
pPlayer->RecordDamageGiven( GetPlayerName(), info.GetDamage() );
|
|
|
|
// And for the victim
|
|
RecordDamageTaken( pPlayer->GetPlayerName(), info.GetDamage() );
|
|
}
|
|
else
|
|
{
|
|
RecordDamageTaken( "world", info.GetDamage() );
|
|
}
|
|
|
|
m_vecTotalBulletForce += info.GetDamageForce();
|
|
|
|
gamestats->Event_PlayerDamage( this, info );
|
|
|
|
return CBaseCombatCharacter::OnTakeDamage( info );
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
//MIKETODO: this probably should let the shield model catch the trace attacks.
|
|
bool CCSPlayer::IsHittingShield( const Vector &vecDirection, trace_t *ptr )
|
|
{
|
|
if ( HasShield() == false )
|
|
return false;
|
|
|
|
if ( IsShieldDrawn() == false )
|
|
return false;
|
|
|
|
float flDot;
|
|
Vector vForward;
|
|
Vector2D vec2LOS = vecDirection.AsVector2D();
|
|
AngleVectors( GetLocalAngles(), &vForward );
|
|
|
|
Vector2DNormalize( vForward.AsVector2D() );
|
|
Vector2DNormalize( vec2LOS );
|
|
|
|
flDot = DotProduct2D ( vec2LOS , vForward.AsVector2D() );
|
|
|
|
if ( flDot < -0.87f )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void CCSPlayer::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
|
|
{
|
|
bool bShouldBleed = true;
|
|
bool bShouldSpark = false;
|
|
bool bHitShield = IsHittingShield( vecDir, ptr );
|
|
|
|
CBasePlayer *pAttacker = (CBasePlayer*)ToBasePlayer( info.GetAttacker() );
|
|
|
|
// show blood for firendly fire only if FF is on
|
|
if ( pAttacker && ( GetTeamNumber() == pAttacker->GetTeamNumber() ) )
|
|
bShouldBleed = CSGameRules()->IsFriendlyFireOn();
|
|
|
|
if ( m_takedamage != DAMAGE_YES )
|
|
return;
|
|
|
|
m_LastHitGroup = ptr->hitgroup;
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Used when calculating the position this player was hit at in the bone space
|
|
//=============================================================================
|
|
m_LastHitBox = ptr->hitbox;
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
m_nForceBone = ptr->physicsbone; //Save this bone for ragdoll
|
|
|
|
float flDamage = info.GetDamage();
|
|
|
|
bool bHeadShot = false;
|
|
|
|
if ( bHitShield )
|
|
{
|
|
flDamage = 0;
|
|
bShouldBleed = false;
|
|
bShouldSpark = true;
|
|
}
|
|
else if( info.GetDamageType() & DMG_BLAST )
|
|
{
|
|
if ( ArmorValue() > 0 )
|
|
bShouldBleed = false;
|
|
|
|
if ( bShouldBleed == true )
|
|
{
|
|
// punch view if we have no armor
|
|
QAngle punchAngle = GetPunchAngle();
|
|
punchAngle.x = flDamage * -0.1;
|
|
|
|
if ( punchAngle.x < -4 )
|
|
punchAngle.x = -4;
|
|
|
|
SetPunchAngle( punchAngle );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Calculate the position this player was hit at in the bone space
|
|
//=============================================================================
|
|
|
|
matrix3x4_t boneTransformToWorld, boneTransformToObject;
|
|
GetBoneTransform(GetHitboxBone(ptr->hitbox), boneTransformToWorld);
|
|
MatrixInvert(boneTransformToWorld, boneTransformToObject);
|
|
VectorTransform(ptr->endpos, boneTransformToObject, m_vLastHitLocationObjectSpace);
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
switch ( ptr->hitgroup )
|
|
{
|
|
case HITGROUP_GENERIC:
|
|
break;
|
|
|
|
case HITGROUP_HEAD:
|
|
|
|
if ( m_bHasHelmet )
|
|
{
|
|
// bShouldBleed = false;
|
|
bShouldSpark = true;
|
|
}
|
|
|
|
flDamage *= 4;
|
|
|
|
if ( !m_bHasHelmet )
|
|
{
|
|
QAngle punchAngle = GetPunchAngle();
|
|
punchAngle.x = flDamage * -0.5;
|
|
|
|
if ( punchAngle.x < -12 )
|
|
punchAngle.x = -12;
|
|
|
|
punchAngle.z = flDamage * random->RandomFloat(-1,1);
|
|
|
|
if ( punchAngle.z < -9 )
|
|
punchAngle.z = -9;
|
|
|
|
else if ( punchAngle.z > 9 )
|
|
punchAngle.z = 9;
|
|
|
|
SetPunchAngle( punchAngle );
|
|
}
|
|
|
|
bHeadShot = true;
|
|
|
|
break;
|
|
|
|
case HITGROUP_CHEST:
|
|
|
|
flDamage *= 1.0;
|
|
|
|
if ( ArmorValue() <= 0 )
|
|
{
|
|
QAngle punchAngle = GetPunchAngle();
|
|
punchAngle.x = flDamage * -0.1;
|
|
|
|
if ( punchAngle.x < -4 )
|
|
punchAngle.x = -4;
|
|
|
|
SetPunchAngle( punchAngle );
|
|
}
|
|
break;
|
|
|
|
case HITGROUP_STOMACH:
|
|
|
|
flDamage *= 1.25;
|
|
|
|
if ( ArmorValue() <= 0 )
|
|
{
|
|
QAngle punchAngle = GetPunchAngle();
|
|
punchAngle.x = flDamage * -0.1;
|
|
|
|
if ( punchAngle.x < -4 )
|
|
punchAngle.x = -4;
|
|
|
|
SetPunchAngle( punchAngle );
|
|
}
|
|
|
|
break;
|
|
|
|
case HITGROUP_LEFTARM:
|
|
case HITGROUP_RIGHTARM:
|
|
flDamage *= 1.0;
|
|
break;
|
|
|
|
case HITGROUP_LEFTLEG:
|
|
case HITGROUP_RIGHTLEG:
|
|
flDamage *= 0.75;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Since this code only runs on the server, make sure it shows the tempents it creates.
|
|
CDisablePredictionFiltering disabler;
|
|
|
|
if ( bShouldBleed )
|
|
{
|
|
// This does smaller splotches on the guy and splats blood on the world.
|
|
TraceBleed( flDamage, vecDir, ptr, info.GetDamageType() );
|
|
|
|
CEffectData data;
|
|
data.m_vOrigin = ptr->endpos;
|
|
data.m_vNormal = vecDir * -1;
|
|
data.m_nEntIndex = ptr->m_pEnt ? ptr->m_pEnt->entindex() : 0;
|
|
data.m_flMagnitude = flDamage;
|
|
|
|
// reduce blood effect if target has armor
|
|
if ( ArmorValue() > 0 )
|
|
data.m_flMagnitude *= 0.5f;
|
|
|
|
// reduce blood effect if target is hit in the helmet
|
|
if ( ptr->hitgroup == HITGROUP_HEAD && bShouldSpark )
|
|
data.m_flMagnitude *= 0.5;
|
|
|
|
DispatchEffect( "csblood", data );
|
|
}
|
|
if ( ( ptr->hitgroup == HITGROUP_HEAD || bHitShield ) && bShouldSpark ) // they hit a helmet
|
|
{
|
|
// show metal spark effect
|
|
g_pEffects->Sparks( ptr->endpos, 1, 1, &ptr->plane.normal );
|
|
}
|
|
|
|
if ( !bHitShield )
|
|
{
|
|
CTakeDamageInfo subInfo = info;
|
|
|
|
subInfo.SetDamage( flDamage );
|
|
|
|
if( bHeadShot )
|
|
subInfo.AddDamageType( DMG_HEADSHOT );
|
|
|
|
AddMultiDamage( subInfo, this );
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::Reset()
|
|
{
|
|
ResetFragCount();
|
|
ResetDeathCount();
|
|
m_iAccount = 0;
|
|
AddAccount( -16000, false );
|
|
|
|
//remove any weapons they bought before the round started
|
|
RemoveAllItems( true );
|
|
|
|
//RemoveShield();
|
|
|
|
AddAccount( CSGameRules()->GetStartMoney(), true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Displays a hint message to the player
|
|
// Input : *pMessage -
|
|
// bDisplayIfDead -
|
|
// bOverrideClientSettings -
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::HintMessage( const char *pMessage, bool bDisplayIfDead, bool bOverrideClientSettings )
|
|
{
|
|
if ( ( !bDisplayIfDead && !IsAlive() ) || !IsNetClient() || !m_pHintMessageQueue )
|
|
return;
|
|
|
|
if ( bOverrideClientSettings || m_bShowHints )
|
|
m_pHintMessageQueue->AddMessage( pMessage );
|
|
}
|
|
|
|
void CCSPlayer::AddAccount( int amount, bool bTrackChange, bool bItemBought, const char *pItemName )
|
|
{
|
|
m_iAccount += amount;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Description of reason for change
|
|
//=============================================================================
|
|
|
|
if(amount > 0)
|
|
{
|
|
CCS_GameStats.Event_MoneyEarned( this, amount );
|
|
}
|
|
else if( amount < 0 && bItemBought)
|
|
{
|
|
CCS_GameStats.Event_MoneySpent( this, ABS(amount), pItemName );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
if ( m_iAccount < 0 )
|
|
m_iAccount = 0;
|
|
else if ( m_iAccount > 16000 )
|
|
m_iAccount = 16000;
|
|
}
|
|
|
|
void CCSPlayer::MarkAsNotReceivingMoneyNextRound()
|
|
{
|
|
m_receivesMoneyNextRound = false;
|
|
}
|
|
|
|
bool CCSPlayer::DoesPlayerGetRoundStartMoney()
|
|
{
|
|
return m_receivesMoneyNextRound;
|
|
}
|
|
|
|
CCSPlayer* CCSPlayer::Instance( int iEnt )
|
|
{
|
|
return dynamic_cast< CCSPlayer* >( CBaseEntity::Instance( INDEXENT( iEnt ) ) );
|
|
}
|
|
|
|
|
|
void CCSPlayer::DropC4()
|
|
{
|
|
}
|
|
|
|
|
|
bool CCSPlayer::HasDefuser()
|
|
{
|
|
return m_bHasDefuser;
|
|
}
|
|
|
|
void CCSPlayer::RemoveDefuser()
|
|
{
|
|
m_bHasDefuser = false;
|
|
}
|
|
|
|
void CCSPlayer::GiveDefuser(bool bPickedUp /* = false */)
|
|
{
|
|
if ( !m_bHasDefuser )
|
|
{
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
|
|
if( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
event->SetString( "item", "defuser" );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
|
|
m_bHasDefuser = true;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Added for fun-fact support
|
|
//=============================================================================
|
|
|
|
m_bPickedUpDefuser = bPickedUp;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
}
|
|
|
|
// player blinded by a flashbang
|
|
void CCSPlayer::Blind( float holdTime, float fadeTime, float startingAlpha )
|
|
{
|
|
// Don't flash a spectator.
|
|
color32 clr = {255, 255, 255, 255};
|
|
|
|
clr.a = startingAlpha;
|
|
|
|
// estimate when we can see again
|
|
float oldBlindUntilTime = m_blindUntilTime;
|
|
float oldBlindStartTime = m_blindStartTime;
|
|
m_blindUntilTime = MAX( m_blindUntilTime, gpGlobals->curtime + holdTime + 0.5f * fadeTime );
|
|
m_blindStartTime = gpGlobals->curtime;
|
|
|
|
// Spectators get a lessened flash.
|
|
if ( (GetObserverMode() != OBS_MODE_NONE) && (GetObserverMode() != OBS_MODE_IN_EYE) )
|
|
{
|
|
if ( !mp_fadetoblack.GetBool() )
|
|
{
|
|
clr.a = 150;
|
|
|
|
fadeTime = MIN(fadeTime, 0.5f); // make sure the spectator flashbang time is 1/2 second or less.
|
|
holdTime = MIN(holdTime, fadeTime * 0.5f); // adjust the hold time to match the fade time.
|
|
UTIL_ScreenFade( this, clr, fadeTime, holdTime, FFADE_IN );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
fadeTime /= 1.4;
|
|
|
|
if ( gpGlobals->curtime > oldBlindUntilTime )
|
|
{
|
|
// The previous flashbang is wearing off, or completely gone
|
|
m_flFlashDuration = fadeTime;
|
|
m_flFlashMaxAlpha = startingAlpha;
|
|
}
|
|
else
|
|
{
|
|
// The previous flashbang is still going strong - only extend the duration
|
|
float remainingDuration = oldBlindStartTime + m_flFlashDuration - gpGlobals->curtime;
|
|
|
|
m_flFlashDuration = MAX( remainingDuration, fadeTime );
|
|
m_flFlashMaxAlpha = MAX( m_flFlashMaxAlpha, startingAlpha );
|
|
}
|
|
|
|
// allow bots to react
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_blind" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::Deafen( float flDistance )
|
|
{
|
|
// Spectators don't get deafened
|
|
if ( (GetObserverMode() == OBS_MODE_NONE) || (GetObserverMode() == OBS_MODE_IN_EYE) )
|
|
{
|
|
// dsp presets are defined in hl2/scripts/dsp_presets.txt
|
|
|
|
int effect;
|
|
|
|
if( flDistance < 600 )
|
|
{
|
|
effect = 134;
|
|
}
|
|
else if( flDistance < 800 )
|
|
{
|
|
effect = 135;
|
|
}
|
|
else if( flDistance < 1000 )
|
|
{
|
|
effect = 136;
|
|
}
|
|
else
|
|
{
|
|
// too far for us to get an effect
|
|
return;
|
|
}
|
|
|
|
CSingleUserRecipientFilter user( this );
|
|
enginesound->SetPlayerDSP( user, effect, false );
|
|
|
|
//TODO: bots can't hear sound for a while?
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::GiveShield( void )
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
m_bHasShield = true;
|
|
m_bShieldDrawn = false;
|
|
|
|
if ( HasSecondaryWeapon() )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
pWeapon->SetModel( pWeapon->GetViewModel() );
|
|
pWeapon->Deploy();
|
|
}
|
|
|
|
CBaseViewModel *pVM = GetViewModel( 1 );
|
|
|
|
if ( pVM )
|
|
{
|
|
ShowViewModel( true );
|
|
pVM->RemoveEffects( EF_NODRAW );
|
|
pVM->SetWeaponModel( SHIELD_VIEW_MODEL, GetActiveWeapon() );
|
|
pVM->SendViewModelMatchingSequence( 1 );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CCSPlayer::RemoveShield( void )
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
m_bHasShield = false;
|
|
|
|
CBaseViewModel *pVM = GetViewModel( 1 );
|
|
|
|
if ( pVM )
|
|
{
|
|
pVM->AddEffects( EF_NODRAW );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CCSPlayer::RemoveAllItems( bool removeSuit )
|
|
{
|
|
if( HasDefuser() )
|
|
{
|
|
RemoveDefuser();
|
|
}
|
|
|
|
if ( HasShield() )
|
|
{
|
|
RemoveShield();
|
|
}
|
|
|
|
m_bHasNightVision = false;
|
|
m_bNightVisionOn = false;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Added for fun-fact support
|
|
//=============================================================================
|
|
|
|
m_bPickedUpDefuser = false;
|
|
m_bDefusedWithPickedUpKit = false;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
if ( removeSuit )
|
|
{
|
|
m_bHasHelmet = false;
|
|
SetArmorValue( 0 );
|
|
}
|
|
|
|
BaseClass::RemoveAllItems( removeSuit );
|
|
}
|
|
|
|
void CCSPlayer::ObserverRoundRespawn()
|
|
{
|
|
ClearFlashbangScreenFade();
|
|
|
|
// did we change our name last round?
|
|
if ( m_szNewName[0] != 0 )
|
|
{
|
|
// ... and force the name change now. After this happens, the gamerules will get
|
|
// a ClientSettingsChanged callback from the above ClientCommand, but the name
|
|
// matches what we're setting here, so it will do nothing.
|
|
ChangeName( m_szNewName );
|
|
m_szNewName[0] = 0;
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::RoundRespawn()
|
|
{
|
|
//MIKETODO: menus
|
|
//if ( m_iMenu != Menu_ChooseAppearance )
|
|
{
|
|
// Put them back into the game.
|
|
StopObserverMode();
|
|
State_Transition( STATE_ACTIVE );
|
|
respawn( this, false );
|
|
m_nButtons = 0;
|
|
SetNextThink( TICK_NEVER_THINK );
|
|
}
|
|
|
|
m_receivesMoneyNextRound = true; // reset this variable so they can receive their cash next round.
|
|
|
|
//If they didn't die, this will print out their damage info
|
|
OutputDamageGiven();
|
|
OutputDamageTaken();
|
|
ResetDamageCounters();
|
|
}
|
|
|
|
void CCSPlayer::CheckTKPunishment( void )
|
|
{
|
|
// teamkill punishment..
|
|
if ( (m_bJustKilledTeammate == true) && mp_tkpunish.GetInt() )
|
|
{
|
|
m_bJustKilledTeammate = false;
|
|
m_bPunishedForTK = true;
|
|
CommitSuicide();
|
|
}
|
|
}
|
|
|
|
CWeaponCSBase* CCSPlayer::GetActiveCSWeapon() const
|
|
{
|
|
return dynamic_cast< CWeaponCSBase* >( GetActiveWeapon() );
|
|
}
|
|
|
|
void CCSPlayer::PreThink()
|
|
{
|
|
BaseClass::PreThink();
|
|
if ( m_bAutoReload )
|
|
{
|
|
m_bAutoReload = false;
|
|
m_nButtons |= IN_RELOAD;
|
|
}
|
|
|
|
if ( m_afButtonLast != m_nButtons )
|
|
m_flLastMovement = gpGlobals->curtime;
|
|
|
|
if ( g_fGameOver )
|
|
return;
|
|
|
|
State_PreThink();
|
|
|
|
if ( m_pHintMessageQueue )
|
|
m_pHintMessageQueue->Update();
|
|
|
|
//Reset bullet force accumulator, only lasts one frame
|
|
m_vecTotalBulletForce = vec3_origin;
|
|
|
|
if ( mp_autokick.GetBool() && !IsBot() && !IsHLTV() && !IsAutoKickDisabled() )
|
|
{
|
|
if ( m_flLastMovement + CSGameRules()->GetRoundLength()*2 < gpGlobals->curtime )
|
|
{
|
|
UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_idle_kick", GetPlayerName() );
|
|
engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", GetUserID() ) );
|
|
m_flLastMovement = gpGlobals->curtime;
|
|
}
|
|
}
|
|
#ifndef _XBOX
|
|
// CS would like their players to continue to update their LastArea since it is displayed in the hud voice chat UI
|
|
// But we won't do the population tracking while dead.
|
|
CNavArea *area = TheNavMesh->GetNavArea( GetAbsOrigin(), 1000 );
|
|
if (area && area != m_lastNavArea)
|
|
{
|
|
m_lastNavArea = area;
|
|
if ( area->GetPlace() != UNDEFINED_PLACE )
|
|
{
|
|
const char *placeName = TheNavMesh->PlaceToName( area->GetPlace() );
|
|
if ( placeName && *placeName )
|
|
{
|
|
Q_strncpy( m_szLastPlaceName.GetForModify(), placeName, MAX_PLACE_NAME_LENGTH );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CCSPlayer::MoveToNextIntroCamera()
|
|
{
|
|
m_pIntroCamera = gEntList.FindEntityByClassname( m_pIntroCamera, "point_viewcontrol" );
|
|
|
|
// if m_pIntroCamera is NULL we just were at end of list, start searching from start again
|
|
if(!m_pIntroCamera)
|
|
m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "point_viewcontrol");
|
|
|
|
// find the target
|
|
CBaseEntity *Target = NULL;
|
|
|
|
if( m_pIntroCamera )
|
|
{
|
|
Target = gEntList.FindEntityByName( NULL, STRING(m_pIntroCamera->m_target) );
|
|
}
|
|
|
|
// if we still couldn't find a camera, goto T spawn
|
|
if(!m_pIntroCamera)
|
|
m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "info_player_terrorist");
|
|
|
|
SetViewOffset( vec3_origin ); // no view offset
|
|
UTIL_SetSize( this, vec3_origin, vec3_origin ); // no bbox
|
|
|
|
if( !Target ) //if there are no cameras(or the camera has no target, find a spawn point and black out the screen
|
|
{
|
|
if ( m_pIntroCamera.IsValid() )
|
|
SetAbsOrigin( m_pIntroCamera->GetAbsOrigin() + VEC_VIEW );
|
|
|
|
SetAbsAngles( QAngle( 0, 0, 0 ) );
|
|
|
|
m_pIntroCamera = NULL; // never update again
|
|
return;
|
|
}
|
|
|
|
|
|
Vector vCamera = Target->GetAbsOrigin() - m_pIntroCamera->GetAbsOrigin();
|
|
Vector vIntroCamera = m_pIntroCamera->GetAbsOrigin();
|
|
|
|
VectorNormalize( vCamera );
|
|
|
|
QAngle CamAngles;
|
|
VectorAngles( vCamera, CamAngles );
|
|
|
|
SetAbsOrigin( vIntroCamera );
|
|
SetAbsAngles( CamAngles );
|
|
SnapEyeAngles( CamAngles );
|
|
m_fIntroCamTime = gpGlobals->curtime + 6;
|
|
}
|
|
|
|
class NotVIP
|
|
{
|
|
public:
|
|
bool operator()( CBasePlayer *player )
|
|
{
|
|
CCSPlayer *csPlayer = static_cast< CCSPlayer * >(player);
|
|
csPlayer->MakeVIP( false );
|
|
|
|
return true;
|
|
}
|
|
};
|
|
|
|
// Expose the VIP selection to plugins, since we don't have an official VIP mode. This
|
|
// allows plugins to access the (limited) VIP functionality already present (scoreboard
|
|
// identification and radar color).
|
|
CON_COMMAND( cs_make_vip, "Marks a player as the VIP" )
|
|
{
|
|
if ( !UTIL_IsCommandIssuedByServerAdmin() )
|
|
return;
|
|
|
|
if ( args.ArgC() != 2 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
CCSPlayer *player = static_cast< CCSPlayer * >(UTIL_PlayerByIndex( atoi( args[1] ) ));
|
|
if ( !player )
|
|
{
|
|
// Invalid value clears out VIP
|
|
NotVIP notVIP;
|
|
ForEachPlayer( notVIP );
|
|
return;
|
|
}
|
|
|
|
player->MakeVIP( true );
|
|
}
|
|
|
|
void CCSPlayer::MakeVIP( bool isVIP )
|
|
{
|
|
if ( isVIP )
|
|
{
|
|
NotVIP notVIP;
|
|
ForEachPlayer( notVIP );
|
|
}
|
|
m_isVIP = isVIP;
|
|
}
|
|
|
|
bool CCSPlayer::IsVIP() const
|
|
{
|
|
return m_isVIP;
|
|
}
|
|
|
|
void CCSPlayer::DropShield( void )
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
//Drop an item_defuser
|
|
Vector vForward, vRight;
|
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
|
|
|
|
RemoveShield();
|
|
|
|
CBaseAnimating *pShield = (CBaseAnimating *)CBaseEntity::Create( "item_shield", WorldSpaceCenter(), GetLocalAngles() );
|
|
pShield->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
|
|
|
|
CBaseCombatWeapon *pActive = GetActiveWeapon();
|
|
|
|
if ( pActive )
|
|
{
|
|
pActive->Deploy();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CCSPlayer::SetShieldDrawnState( bool bState )
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
m_bShieldDrawn = bState;
|
|
#endif
|
|
}
|
|
|
|
bool CCSPlayer::CSWeaponDrop( CBaseCombatWeapon *pWeapon, bool bDropShield, bool bThrowForward )
|
|
{
|
|
bool bSuccess = false;
|
|
|
|
if ( HasShield() && bDropShield == true )
|
|
{
|
|
DropShield();
|
|
return true;
|
|
}
|
|
|
|
if ( pWeapon )
|
|
{
|
|
Vector vForward;
|
|
|
|
AngleVectors( EyeAngles(), &vForward, NULL, NULL );
|
|
//GetVectors( &vForward, NULL, NULL );
|
|
Vector vTossPos = WorldSpaceCenter();
|
|
|
|
if( bThrowForward )
|
|
vTossPos = vTossPos + vForward * 64;
|
|
|
|
Weapon_Drop( pWeapon, &vTossPos, NULL );
|
|
|
|
pWeapon->SetSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS );
|
|
pWeapon->SetMoveCollide( MOVECOLLIDE_FLY_BOUNCE );
|
|
|
|
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
|
|
|
|
if( pCSWeapon )
|
|
{
|
|
pCSWeapon->SetWeaponModelIndex( pCSWeapon->GetCSWpnData().szWorldModel );
|
|
|
|
//Find out the index of the ammo type
|
|
int iAmmoIndex = pCSWeapon->GetPrimaryAmmoType();
|
|
|
|
//If it has an ammo type, find out how much the player has
|
|
if( iAmmoIndex != -1 )
|
|
{
|
|
// Check to make sure we don't have other weapons using this ammo type
|
|
bool bAmmoTypeInUse = false;
|
|
if ( IsAlive() && GetHealth() > 0 )
|
|
{
|
|
for ( int i=0; i<MAX_WEAPONS; ++i )
|
|
{
|
|
CBaseCombatWeapon *pOtherWeapon = GetWeapon(i);
|
|
if ( pOtherWeapon && pOtherWeapon != pWeapon && pOtherWeapon->GetPrimaryAmmoType() == iAmmoIndex )
|
|
{
|
|
bAmmoTypeInUse = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !bAmmoTypeInUse )
|
|
{
|
|
int iAmmoToDrop = GetAmmoCount( iAmmoIndex );
|
|
|
|
//Add this much to the dropped weapon
|
|
pCSWeapon->SetExtraAmmoCount( iAmmoToDrop );
|
|
|
|
//Remove all ammo of this type from the player
|
|
SetAmmoCount( 0, iAmmoIndex );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================
|
|
// Teleport the weapon to the player's hand
|
|
//=========================================
|
|
int iBIndex = -1;
|
|
int iWeaponBoneIndex = -1;
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
CStudioHdr *hdr = pWeapon->GetModelPtr();
|
|
// If I have a hand, set the weapon position to my hand bone position.
|
|
if ( hdr && hdr->numbones() > 0 )
|
|
{
|
|
// Assume bone zero is the root
|
|
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex )
|
|
{
|
|
iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() );
|
|
// Found one!
|
|
if ( iBIndex != -1 )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( iWeaponBoneIndex == hdr->numbones() )
|
|
return true;
|
|
|
|
if ( iBIndex == -1 )
|
|
{
|
|
iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" );
|
|
}
|
|
|
|
if ( iBIndex != -1)
|
|
{
|
|
Vector origin;
|
|
QAngle angles;
|
|
matrix3x4_t transform;
|
|
|
|
// Get the transform for the weapon bonetoworldspace in the NPC
|
|
GetBoneTransform( iBIndex, transform );
|
|
|
|
// find offset of root bone from origin in local space
|
|
// Make sure we're detached from hierarchy before doing this!!!
|
|
pWeapon->StopFollowingEntity();
|
|
pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) );
|
|
pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) );
|
|
pWeapon->InvalidateBoneCache();
|
|
matrix3x4_t rootLocal;
|
|
pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
|
|
|
|
// invert it
|
|
matrix3x4_t rootInvLocal;
|
|
MatrixInvert( rootLocal, rootInvLocal );
|
|
|
|
matrix3x4_t weaponMatrix;
|
|
ConcatTransforms( transform, rootInvLocal, weaponMatrix );
|
|
MatrixAngles( weaponMatrix, angles, origin );
|
|
|
|
pWeapon->Teleport( &origin, &angles, NULL );
|
|
|
|
//Have to teleport the physics object as well
|
|
|
|
IPhysicsObject *pWeaponPhys = pWeapon->VPhysicsGetObject();
|
|
|
|
if( pWeaponPhys )
|
|
{
|
|
Vector vPos;
|
|
QAngle vAngles;
|
|
pWeaponPhys->GetPosition( &vPos, &vAngles );
|
|
pWeaponPhys->SetPosition( vPos, angles, true );
|
|
|
|
AngularImpulse angImp(0,0,0);
|
|
Vector vecAdd = GetAbsVelocity();
|
|
pWeaponPhys->AddVelocity( &vecAdd, &angImp );
|
|
}
|
|
}
|
|
|
|
bSuccess = true;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool CCSPlayer::DropRifle( bool fromDeath )
|
|
{
|
|
bool bSuccess = false;
|
|
|
|
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
|
|
if ( pWeapon )
|
|
{
|
|
bSuccess = CSWeaponDrop( pWeapon, false );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Add the dropped weapon to the dropped equipment list
|
|
//=============================================================================
|
|
if( fromDeath && bSuccess )
|
|
{
|
|
m_hDroppedEquipment[DROPPED_WEAPON] = static_cast<CBaseEntity *>(pWeapon);
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool CCSPlayer::DropPistol( bool fromDeath )
|
|
{
|
|
bool bSuccess = false;
|
|
|
|
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
if ( pWeapon )
|
|
{
|
|
bSuccess = CSWeaponDrop( pWeapon, false );
|
|
m_bUsingDefaultPistol = false;
|
|
}
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Add the dropped weapon to the dropped equipment list
|
|
//=============================================================================
|
|
if( fromDeath && bSuccess )
|
|
{
|
|
m_hDroppedEquipment[DROPPED_WEAPON] = static_cast<CBaseEntity *>(pWeapon);
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
bool CCSPlayer::HasPrimaryWeapon( void )
|
|
{
|
|
bool bSuccess = false;
|
|
|
|
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
|
|
|
|
if ( pWeapon )
|
|
{
|
|
bSuccess = true;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
|
|
bool CCSPlayer::HasSecondaryWeapon( void )
|
|
{
|
|
bool bSuccess = false;
|
|
|
|
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
if ( pWeapon )
|
|
{
|
|
bSuccess = true;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
bool CCSPlayer::IsInBuyZone()
|
|
{
|
|
return m_bInBuyZone && !IsVIP();
|
|
}
|
|
|
|
bool CCSPlayer::CanPlayerBuy( bool display )
|
|
{
|
|
// is the player in a buy zone?
|
|
if ( !IsInBuyZone() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
CCSGameRules* mp = CSGameRules();
|
|
|
|
// is the player alive?
|
|
if ( m_lifeState != LIFE_ALIVE )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int buyTime = (int)(mp_buytime.GetFloat() * 60);
|
|
|
|
if ( mp->IsBuyTimeElapsed() )
|
|
{
|
|
if ( display == true )
|
|
{
|
|
char strBuyTime[16];
|
|
Q_snprintf( strBuyTime, sizeof( strBuyTime ), "%d", buyTime );
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Cant_buy", strBuyTime );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( m_bIsVIP )
|
|
{
|
|
if ( display == true )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#VIP_cant_buy" );
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( mp->m_bCTCantBuy && ( GetTeamNumber() == TEAM_CT ) )
|
|
{
|
|
if ( display == true )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#CT_cant_buy" );
|
|
|
|
return false;
|
|
}
|
|
|
|
if ( mp->m_bTCantBuy && ( GetTeamNumber() == TEAM_TERRORIST ) )
|
|
{
|
|
if ( display == true )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Terrorist_cant_buy" );
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyVest( void )
|
|
{
|
|
int iKevlarPrice = KEVLAR_PRICE;
|
|
|
|
if ( CSGameRules()->IsBlackMarket() )
|
|
{
|
|
iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
|
|
}
|
|
|
|
if ( ArmorValue() >= 100 )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar" );
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
else if ( m_iAccount < iKevlarPrice )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
return BUY_CANT_AFFORD;
|
|
}
|
|
else
|
|
{
|
|
if ( m_bHasHelmet )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Helmet_Bought_Kevlar" );
|
|
}
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
|
|
if( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
event->SetString( "item", "vest" );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
GiveNamedItem( "item_kevlar" );
|
|
AddAccount( -iKevlarPrice, true, true, "item_kevlar" );
|
|
BlackMarketAddWeapon( "item_kevlar", this );
|
|
return BUY_BOUGHT;
|
|
}
|
|
}
|
|
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyAssaultSuit( void )
|
|
{
|
|
// WARNING: This price logic also exists in C_CSPlayer::GetCurrentAssaultSuitPrice
|
|
// and must be kept in sync if changes are made.
|
|
|
|
int fullArmor = ArmorValue() >= 100 ? 1 : 0;
|
|
|
|
int price = 0, enoughMoney = 0;
|
|
|
|
int iHelmetPrice = HELMET_PRICE;
|
|
int iKevlarPrice = KEVLAR_PRICE;
|
|
int iAssaultSuitPrice = ASSAULTSUIT_PRICE;
|
|
|
|
if ( CSGameRules()->IsBlackMarket() )
|
|
{
|
|
iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
|
|
iAssaultSuitPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT );
|
|
|
|
iHelmetPrice = iAssaultSuitPrice - iKevlarPrice;
|
|
}
|
|
|
|
if ( fullArmor && m_bHasHelmet )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar_Helmet" );
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
else if ( fullArmor && !m_bHasHelmet && m_iAccount >= iHelmetPrice )
|
|
{
|
|
enoughMoney = 1;
|
|
price = iHelmetPrice;
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar_Bought_Helmet" );
|
|
}
|
|
else if ( !fullArmor && m_bHasHelmet && m_iAccount >= iKevlarPrice )
|
|
{
|
|
enoughMoney = 1;
|
|
price = iKevlarPrice;
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Helmet_Bought_Kevlar" );
|
|
}
|
|
else if ( m_iAccount >= iAssaultSuitPrice )
|
|
{
|
|
enoughMoney = 1;
|
|
price = iAssaultSuitPrice;
|
|
}
|
|
|
|
// process the result
|
|
if ( !enoughMoney )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
return BUY_CANT_AFFORD;
|
|
}
|
|
else
|
|
{
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
|
|
if( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
event->SetString( "item", "vesthelm" );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
GiveNamedItem( "item_assaultsuit" );
|
|
AddAccount( -price, true, true, "item_assaultsuit" );
|
|
BlackMarketAddWeapon( "item_assaultsuit", this );
|
|
return BUY_BOUGHT;
|
|
}
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyShield( void )
|
|
{
|
|
#ifdef CS_SHIELD_ENABLED
|
|
if ( HasShield() ) // prevent this guy from buying more than 1 Defuse Kit
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" );
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
else if ( m_iAccount < SHIELD_PRICE )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
return BUY_CANT_AFFORD;
|
|
}
|
|
else
|
|
{
|
|
if ( HasSecondaryWeapon() )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
|
|
|
|
if ( pCSWeapon && pCSWeapon->GetCSWpnData().m_bCanUseWithShield == false )
|
|
return;
|
|
}
|
|
|
|
if ( HasPrimaryWeapon() )
|
|
DropRifle();
|
|
|
|
GiveShield();
|
|
|
|
CPASAttenuationFilter filter( this, "Player.PickupWeapon" );
|
|
EmitSound( filter, entindex(), "Player.PickupWeapon" );
|
|
|
|
m_bAnythingBought = true;
|
|
AddAccount( -SHIELD_PRICE, true, true, "item_shield" );
|
|
return BUY_BOUGHT;
|
|
}
|
|
#else
|
|
ClientPrint( this, HUD_PRINTCENTER, "Tactical shield disabled" );
|
|
return BUY_NOT_ALLOWED;
|
|
#endif
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyDefuser( void )
|
|
{
|
|
CCSGameRules *MPRules = CSGameRules();
|
|
|
|
if( ( GetTeamNumber() == TEAM_CT ) && MPRules->IsBombDefuseMap() )
|
|
{
|
|
if ( HasDefuser() ) // prevent this guy from buying more than 1 Defuse Kit
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" );
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
else if ( m_iAccount < DEFUSEKIT_PRICE )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
return BUY_CANT_AFFORD;
|
|
}
|
|
else
|
|
{
|
|
GiveDefuser();
|
|
|
|
CPASAttenuationFilter filter( this, "Player.PickupWeapon" );
|
|
EmitSound( filter, entindex(), "Player.PickupWeapon" );
|
|
|
|
AddAccount( -DEFUSEKIT_PRICE, true, true, "item_defuser" );
|
|
return BUY_BOUGHT;
|
|
}
|
|
}
|
|
|
|
return BUY_NOT_ALLOWED;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyNightVision( void )
|
|
{
|
|
int iNVGPrice = NVG_PRICE;
|
|
|
|
if ( CSGameRules()->IsBlackMarket() )
|
|
{
|
|
iNVGPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG );
|
|
}
|
|
|
|
if ( m_bHasNightVision == TRUE )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" );
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
else if ( m_iAccount < iNVGPrice )
|
|
{
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
return BUY_CANT_AFFORD;
|
|
}
|
|
else
|
|
{
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
|
|
if( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
event->SetString( "item", "nvgs" );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
GiveNamedItem( "item_nvgs" );
|
|
AddAccount( -iNVGPrice, true, true );
|
|
BlackMarketAddWeapon( "nightvision", this );
|
|
|
|
if ( !(m_iDisplayHistoryBits & DHF_NIGHTVISION) )
|
|
{
|
|
HintMessage( "#Hint_use_nightvision", false );
|
|
m_iDisplayHistoryBits |= DHF_NIGHTVISION;
|
|
}
|
|
return BUY_BOUGHT;
|
|
}
|
|
}
|
|
|
|
|
|
// Handles the special "buy" alias commands we're creating to accommodate the buy
|
|
// scripts players use (now that we've rearranged the buy menus and broken the scripts)
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
//[tj] This is essentially a shim so I can easily check the return
|
|
// value without adding new code to all the return points.
|
|
//=============================================================================
|
|
|
|
BuyResult_e CCSPlayer::HandleCommand_Buy( const char *item )
|
|
{
|
|
BuyResult_e result = HandleCommand_Buy_Internal(item);
|
|
if (result == BUY_BOUGHT)
|
|
{
|
|
m_bMadePurchseThisRound = true;
|
|
CCS_GameStats.IncrementStat(this, CSSTAT_ITEMS_PURCHASED, 1);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::HandleCommand_Buy_Internal( const char* wpnName )
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
{
|
|
BuyResult_e result = CanPlayerBuy( false ) ? BUY_PLAYER_CANT_BUY : BUY_INVALID_ITEM; // set some defaults
|
|
|
|
// translate the new weapon names to the old ones that are actually being used.
|
|
wpnName = GetTranslatedWeaponAlias(wpnName);
|
|
|
|
CCSWeaponInfo *pWeaponInfo = GetWeaponInfo( AliasToWeaponID( wpnName ) );
|
|
if ( pWeaponInfo == NULL )
|
|
{
|
|
if ( Q_stricmp( wpnName, "primammo" ) == 0 )
|
|
{
|
|
result = AttemptToBuyAmmo( 0 );
|
|
}
|
|
else if ( Q_stricmp( wpnName, "secammo" ) == 0 )
|
|
{
|
|
result = AttemptToBuyAmmo( 1 );
|
|
}
|
|
else if ( Q_stristr( wpnName, "defuser" ) )
|
|
{
|
|
if( CanPlayerBuy( true ) )
|
|
{
|
|
result = AttemptToBuyDefuser();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
if( !CanPlayerBuy( true ) )
|
|
{
|
|
return BUY_PLAYER_CANT_BUY;
|
|
}
|
|
|
|
BuyResult_e equipResult = BUY_INVALID_ITEM;
|
|
|
|
if ( Q_stristr( wpnName, "kevlar" ) )
|
|
{
|
|
equipResult = AttemptToBuyVest();
|
|
}
|
|
else if ( Q_stristr( wpnName, "assaultsuit" ) )
|
|
{
|
|
equipResult = AttemptToBuyAssaultSuit();
|
|
}
|
|
else if ( Q_stristr( wpnName, "shield" ) )
|
|
{
|
|
equipResult = AttemptToBuyShield();
|
|
}
|
|
else if ( Q_stristr( wpnName, "nightvision" ) )
|
|
{
|
|
equipResult = AttemptToBuyNightVision();
|
|
}
|
|
|
|
if ( equipResult != BUY_INVALID_ITEM )
|
|
{
|
|
if ( equipResult == BUY_BOUGHT )
|
|
{
|
|
BuildRebuyStruct();
|
|
}
|
|
return equipResult; // intentional early return here
|
|
}
|
|
|
|
bool bPurchase = false;
|
|
|
|
// MIKETODO: assasination maps have a specific set of weapons that can be used in them.
|
|
if ( pWeaponInfo->m_iTeam != TEAM_UNASSIGNED && GetTeamNumber() != pWeaponInfo->m_iTeam )
|
|
{
|
|
result = BUY_NOT_ALLOWED;
|
|
if ( pWeaponInfo->m_WrongTeamMsg[0] != 0 )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Alias_Not_Avail", pWeaponInfo->m_WrongTeamMsg );
|
|
}
|
|
}
|
|
else if ( pWeaponInfo->GetWeaponPrice() <= 0 )
|
|
{
|
|
// ClientPrint( this, HUD_PRINTCENTER, "#Cant_buy_this_item", pWeaponInfo->m_WrongTeamMsg );
|
|
}
|
|
else if( pWeaponInfo->m_WeaponType == WEAPONTYPE_GRENADE )
|
|
{
|
|
// make sure the player can afford this item.
|
|
if ( m_iAccount >= pWeaponInfo->GetWeaponPrice() )
|
|
{
|
|
bPurchase = true;
|
|
|
|
const char *szWeaponName = NULL;
|
|
int ammoMax = 0;
|
|
if ( Q_strstr( pWeaponInfo->szClassName, "flashbang" ) )
|
|
{
|
|
szWeaponName = "weapon_flashbang";
|
|
ammoMax = ammo_flashbang_max.GetInt();
|
|
}
|
|
else if ( Q_strstr( pWeaponInfo->szClassName, "hegrenade" ) )
|
|
{
|
|
szWeaponName = "weapon_hegrenade";
|
|
ammoMax = ammo_hegrenade_max.GetInt();
|
|
}
|
|
else if ( Q_strstr( pWeaponInfo->szClassName, "smokegrenade" ) )
|
|
{
|
|
szWeaponName = "weapon_smokegrenade";
|
|
ammoMax = ammo_smokegrenade_max.GetInt();
|
|
}
|
|
|
|
if ( szWeaponName != NULL )
|
|
{
|
|
CBaseCombatWeapon* pGrenadeWeapon = Weapon_OwnsThisType( szWeaponName );
|
|
{
|
|
if ( pGrenadeWeapon != NULL )
|
|
{
|
|
int nAmmoType = pGrenadeWeapon->GetPrimaryAmmoType();
|
|
|
|
if( nAmmoType != -1 )
|
|
{
|
|
if( GetAmmoCount(nAmmoType) >= ammoMax )
|
|
{
|
|
result = BUY_ALREADY_HAVE;
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Carry_Anymore" );
|
|
bPurchase = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !Weapon_OwnsThisType( pWeaponInfo->szClassName ) ) //don't buy duplicate weapons
|
|
{
|
|
// do they have enough money?
|
|
if ( m_iAccount >= pWeaponInfo->GetWeaponPrice() )
|
|
{
|
|
if ( m_lifeState != LIFE_DEAD )
|
|
{
|
|
if ( pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL )
|
|
{
|
|
DropPistol();
|
|
}
|
|
else if ( pWeaponInfo->iSlot == WEAPON_SLOT_RIFLE )
|
|
{
|
|
DropRifle();
|
|
}
|
|
}
|
|
|
|
bPurchase = true;
|
|
}
|
|
else
|
|
{
|
|
result = BUY_CANT_AFFORD;
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
result = BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
if ( HasShield() )
|
|
{
|
|
if ( pWeaponInfo->m_bCanUseWithShield == false )
|
|
{
|
|
result = BUY_NOT_ALLOWED;
|
|
bPurchase = false;
|
|
}
|
|
}
|
|
|
|
if( bPurchase )
|
|
{
|
|
result = BUY_BOUGHT;
|
|
|
|
if ( bPurchase && pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL )
|
|
m_bUsingDefaultPistol = false;
|
|
|
|
GiveNamedItem( pWeaponInfo->szClassName );
|
|
AddAccount( -pWeaponInfo->GetWeaponPrice(), true, true, pWeaponInfo->szClassName );
|
|
BlackMarketAddWeapon( wpnName, this );
|
|
}
|
|
}
|
|
|
|
if ( result == BUY_BOUGHT )
|
|
{
|
|
BuildRebuyStruct();
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
BuyResult_e CCSPlayer::BuyGunAmmo( CBaseCombatWeapon *pWeapon, bool bBlinkMoney )
|
|
{
|
|
if ( !CanPlayerBuy( false ) )
|
|
{
|
|
return BUY_PLAYER_CANT_BUY;
|
|
}
|
|
|
|
// Ensure that the weapon uses ammo
|
|
int nAmmo = pWeapon->GetPrimaryAmmoType();
|
|
if ( nAmmo == -1 )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
// Can only buy if the player does not already have full ammo
|
|
if ( GetAmmoCount( nAmmo ) >= GetAmmoDef()->MaxCarry( nAmmo ) )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
// Purchase the ammo if the player has enough money
|
|
if ( m_iAccount >= GetCSAmmoDef()->GetCost( nAmmo ) )
|
|
{
|
|
GiveAmmo( GetCSAmmoDef()->GetBuySize( nAmmo ), nAmmo, true );
|
|
AddAccount( -GetCSAmmoDef()->GetCost( nAmmo ), true, true, GetCSAmmoDef()->GetAmmoOfIndex( nAmmo )->pName );
|
|
return BUY_BOUGHT;
|
|
}
|
|
|
|
if ( bBlinkMoney )
|
|
{
|
|
// Not enough money.. let the player know
|
|
if( !m_bIsInAutoBuy && !m_bIsInRebuy )
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" );
|
|
}
|
|
|
|
return BUY_CANT_AFFORD;
|
|
}
|
|
|
|
|
|
BuyResult_e CCSPlayer::BuyAmmo( int nSlot, bool bBlinkMoney )
|
|
{
|
|
if ( !CanPlayerBuy( false ) )
|
|
{
|
|
return BUY_PLAYER_CANT_BUY;
|
|
}
|
|
|
|
if ( nSlot < 0 || nSlot > 1 )
|
|
{
|
|
return BUY_INVALID_ITEM;
|
|
}
|
|
|
|
// Buy one ammo clip for all weapons in the given slot
|
|
//
|
|
// nSlot == 1 : Primary weapons
|
|
// nSlot == 2 : Secondary weapons
|
|
|
|
CBaseCombatWeapon *pSlot = Weapon_GetSlot( nSlot );
|
|
if ( !pSlot )
|
|
return BUY_INVALID_ITEM;
|
|
|
|
//MIKETODO: shield.
|
|
//if ( player->HasShield() && player->m_rgpPlayerItems[2] )
|
|
// pItem = player->m_rgpPlayerItems[2];
|
|
|
|
return BuyGunAmmo( pSlot, bBlinkMoney );
|
|
}
|
|
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyAmmo( int iAmmoType )
|
|
{
|
|
Assert( iAmmoType == 0 || iAmmoType == 1 );
|
|
|
|
BuyResult_e result = BuyAmmo( iAmmoType, true );
|
|
|
|
if ( result == BUY_BOUGHT )
|
|
{
|
|
while ( BuyAmmo( iAmmoType, false ) == BUY_BOUGHT )
|
|
{
|
|
// empty loop - keep buying
|
|
}
|
|
|
|
return BUY_BOUGHT;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::AttemptToBuyAmmoSingle( int iAmmoType )
|
|
{
|
|
Assert( iAmmoType == 0 || iAmmoType == 1 );
|
|
|
|
BuyResult_e result = BuyAmmo( iAmmoType, true );
|
|
|
|
if ( result == BUY_BOUGHT )
|
|
{
|
|
BuildRebuyStruct();
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
const char *RadioEventName[ RADIO_NUM_EVENTS+1 ] =
|
|
{
|
|
"RADIO_INVALID",
|
|
|
|
"EVENT_START_RADIO_1",
|
|
|
|
"EVENT_RADIO_COVER_ME",
|
|
"EVENT_RADIO_YOU_TAKE_THE_POINT",
|
|
"EVENT_RADIO_HOLD_THIS_POSITION",
|
|
"EVENT_RADIO_REGROUP_TEAM",
|
|
"EVENT_RADIO_FOLLOW_ME",
|
|
"EVENT_RADIO_TAKING_FIRE",
|
|
|
|
"EVENT_START_RADIO_2",
|
|
|
|
"EVENT_RADIO_GO_GO_GO",
|
|
"EVENT_RADIO_TEAM_FALL_BACK",
|
|
"EVENT_RADIO_STICK_TOGETHER_TEAM",
|
|
"EVENT_RADIO_GET_IN_POSITION_AND_WAIT",
|
|
"EVENT_RADIO_STORM_THE_FRONT",
|
|
"EVENT_RADIO_REPORT_IN_TEAM",
|
|
|
|
"EVENT_START_RADIO_3",
|
|
|
|
"EVENT_RADIO_AFFIRMATIVE",
|
|
"EVENT_RADIO_ENEMY_SPOTTED",
|
|
"EVENT_RADIO_NEED_BACKUP",
|
|
"EVENT_RADIO_SECTOR_CLEAR",
|
|
"EVENT_RADIO_IN_POSITION",
|
|
"EVENT_RADIO_REPORTING_IN",
|
|
"EVENT_RADIO_GET_OUT_OF_THERE",
|
|
"EVENT_RADIO_NEGATIVE",
|
|
"EVENT_RADIO_ENEMY_DOWN",
|
|
|
|
"EVENT_RADIO_END",
|
|
|
|
NULL // must be NULL-terminated
|
|
};
|
|
|
|
|
|
/**
|
|
* Convert name to RadioType
|
|
*/
|
|
RadioType NameToRadioEvent( const char *name )
|
|
{
|
|
for( int i=0; RadioEventName[i]; ++i )
|
|
if (!stricmp( RadioEventName[i], name ))
|
|
return static_cast<RadioType>( i );
|
|
|
|
return RADIO_INVALID;
|
|
}
|
|
|
|
|
|
void CCSPlayer::HandleMenu_Radio1( int slot )
|
|
{
|
|
if( m_iRadioMessages < 0 )
|
|
return;
|
|
|
|
if( m_flRadioTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
m_iRadioMessages--;
|
|
m_flRadioTime = gpGlobals->curtime + 1.5;
|
|
|
|
switch ( slot )
|
|
{
|
|
case 1 :
|
|
Radio( "Radio.CoverMe", "#Cstrike_TitlesTXT_Cover_me" );
|
|
break;
|
|
|
|
case 2 :
|
|
Radio( "Radio.YouTakeThePoint", "#Cstrike_TitlesTXT_You_take_the_point" );
|
|
break;
|
|
|
|
case 3 :
|
|
Radio( "Radio.HoldPosition", "#Cstrike_TitlesTXT_Hold_this_position" );
|
|
break;
|
|
|
|
case 4 :
|
|
Radio( "Radio.Regroup", "#Cstrike_TitlesTXT_Regroup_team" );
|
|
break;
|
|
|
|
case 5 :
|
|
Radio( "Radio.FollowMe", "#Cstrike_TitlesTXT_Follow_me" );
|
|
break;
|
|
|
|
case 6 :
|
|
Radio( "Radio.TakingFire", "#Cstrike_TitlesTXT_Taking_fire" );
|
|
break;
|
|
}
|
|
|
|
// tell bots about radio message
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" );
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", GetUserID() );
|
|
event->SetInt("slot", RADIO_START_1 + slot );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::HandleMenu_Radio2( int slot )
|
|
{
|
|
if( m_iRadioMessages < 0 )
|
|
return;
|
|
|
|
if( m_flRadioTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
m_iRadioMessages--;
|
|
m_flRadioTime = gpGlobals->curtime + 1.5;
|
|
|
|
switch ( slot )
|
|
{
|
|
case 1 :
|
|
Radio( "Radio.GoGoGo", "#Cstrike_TitlesTXT_Go_go_go" );
|
|
break;
|
|
|
|
case 2 :
|
|
Radio( "Radio.TeamFallBack", "#Cstrike_TitlesTXT_Team_fall_back" );
|
|
break;
|
|
|
|
case 3 :
|
|
Radio( "Radio.StickTogether", "#Cstrike_TitlesTXT_Stick_together_team" );
|
|
break;
|
|
|
|
case 4 :
|
|
Radio( "Radio.GetInPosition", "#Cstrike_TitlesTXT_Get_in_position_and_wait" );
|
|
break;
|
|
|
|
case 5 :
|
|
Radio( "Radio.StormFront", "#Cstrike_TitlesTXT_Storm_the_front" );
|
|
break;
|
|
|
|
case 6 :
|
|
Radio( "Radio.ReportInTeam", "#Cstrike_TitlesTXT_Report_in_team" );
|
|
break;
|
|
}
|
|
|
|
// tell bots about radio message
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" );
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", GetUserID() );
|
|
event->SetInt("slot", RADIO_START_2 + slot );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::HandleMenu_Radio3( int slot )
|
|
{
|
|
if( m_iRadioMessages < 0 )
|
|
return;
|
|
|
|
if( m_flRadioTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
m_iRadioMessages--;
|
|
m_flRadioTime = gpGlobals->curtime + 1.5;
|
|
|
|
switch ( slot )
|
|
{
|
|
case 1 :
|
|
if ( random->RandomInt( 0,1 ) )
|
|
Radio( "Radio.Affirmitive", "#Cstrike_TitlesTXT_Affirmative" );
|
|
else
|
|
Radio( "Radio.Roger", "#Cstrike_TitlesTXT_Roger_that" );
|
|
|
|
break;
|
|
|
|
case 2 :
|
|
Radio( "Radio.EnemySpotted", "#Cstrike_TitlesTXT_Enemy_spotted" );
|
|
break;
|
|
|
|
case 3 :
|
|
Radio( "Radio.NeedBackup", "#Cstrike_TitlesTXT_Need_backup" );
|
|
break;
|
|
|
|
case 4 :
|
|
Radio( "Radio.SectorClear", "#Cstrike_TitlesTXT_Sector_clear" );
|
|
break;
|
|
|
|
case 5 :
|
|
Radio( "Radio.InPosition", "#Cstrike_TitlesTXT_In_position" );
|
|
break;
|
|
|
|
case 6 :
|
|
Radio( "Radio.ReportingIn", "#Cstrike_TitlesTXT_Reporting_in" );
|
|
break;
|
|
|
|
case 7 :
|
|
Radio( "Radio.GetOutOfThere", "#Cstrike_TitlesTXT_Get_out_of_there" );
|
|
break;
|
|
|
|
case 8 :
|
|
Radio( "Radio.Negative", "#Cstrike_TitlesTXT_Negative" );
|
|
break;
|
|
|
|
case 9 :
|
|
Radio( "Radio.EnemyDown", "#Cstrike_TitlesTXT_Enemy_down" );
|
|
break;
|
|
}
|
|
|
|
// tell bots about radio message
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" );
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", GetUserID() );
|
|
event->SetInt("slot", RADIO_START_3 + slot );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
|
|
void UTIL_CSRadioMessage( IRecipientFilter& filter, int iClient, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
|
|
{
|
|
UserMessageBegin( filter, "RadioText" );
|
|
WRITE_BYTE( msg_dest );
|
|
WRITE_BYTE( iClient );
|
|
WRITE_STRING( msg_name );
|
|
|
|
if ( param1 )
|
|
WRITE_STRING( param1 );
|
|
else
|
|
WRITE_STRING( "" );
|
|
|
|
if ( param2 )
|
|
WRITE_STRING( param2 );
|
|
else
|
|
WRITE_STRING( "" );
|
|
|
|
if ( param3 )
|
|
WRITE_STRING( param3 );
|
|
else
|
|
WRITE_STRING( "" );
|
|
|
|
if ( param4 )
|
|
WRITE_STRING( param4 );
|
|
else
|
|
WRITE_STRING( "" );
|
|
|
|
MessageEnd();
|
|
}
|
|
|
|
void CCSPlayer::ConstructRadioFilter( CRecipientFilter& filter )
|
|
{
|
|
filter.MakeReliable();
|
|
|
|
int localTeam = GetTeamNumber();
|
|
|
|
int i;
|
|
for ( i = 1; i <= gpGlobals->maxClients; ++i )
|
|
{
|
|
CCSPlayer *player = static_cast<CCSPlayer *>( UTIL_PlayerByIndex( i ) );
|
|
if ( !player )
|
|
continue;
|
|
|
|
// Skip players ignoring the radio
|
|
if ( player->m_bIgnoreRadio )
|
|
continue;
|
|
|
|
if( player->GetTeamNumber() == TEAM_SPECTATOR )
|
|
{
|
|
// add spectators
|
|
if( player->m_iObserverMode == OBS_MODE_IN_EYE || player->m_iObserverMode == OBS_MODE_CHASE )
|
|
{
|
|
filter.AddRecipient( player );
|
|
}
|
|
}
|
|
else if( player->GetTeamNumber() == localTeam )
|
|
{
|
|
// add teammates
|
|
filter.AddRecipient( player );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::Radio( const char *pszRadioSound, const char *pszRadioText )
|
|
{
|
|
if( !IsAlive() )
|
|
return;
|
|
|
|
if ( IsObserver() )
|
|
return;
|
|
|
|
CRecipientFilter filter;
|
|
ConstructRadioFilter( filter );
|
|
|
|
if( pszRadioText )
|
|
{
|
|
const char *pszLocationText = CSGameRules()->GetChatLocation( true, this );
|
|
if ( pszLocationText && *pszLocationText )
|
|
{
|
|
UTIL_CSRadioMessage( filter, entindex(), HUD_PRINTTALK, "#Game_radio_location", GetPlayerName(), pszLocationText, pszRadioText );
|
|
}
|
|
else
|
|
{
|
|
UTIL_CSRadioMessage( filter, entindex(), HUD_PRINTTALK, "#Game_radio", GetPlayerName(), pszRadioText );
|
|
}
|
|
}
|
|
|
|
UserMessageBegin ( filter, "SendAudio" );
|
|
WRITE_STRING( pszRadioSound );
|
|
MessageEnd();
|
|
|
|
//icon over the head for teammates
|
|
TE_RadioIcon( filter, 0.0, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Outputs currently connected players to the console
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::ListPlayers()
|
|
{
|
|
char buf[64];
|
|
for ( int i=1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( i ) );
|
|
if ( pPlayer && !pPlayer->IsDormant() )
|
|
{
|
|
if ( pPlayer->IsBot() )
|
|
{
|
|
Q_snprintf( buf, sizeof(buf), "B %d : %s", pPlayer->GetUserID(), pPlayer->GetPlayerName() );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( buf, sizeof(buf), " %d : %s", pPlayer->GetUserID(), pPlayer->GetPlayerName() );
|
|
}
|
|
ClientPrint( this, HUD_PRINTCONSOLE, buf );
|
|
}
|
|
}
|
|
ClientPrint( this, HUD_PRINTCONSOLE, "\n" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &info -
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::OnDamagedByExplosion( const CTakeDamageInfo &info )
|
|
{
|
|
float lastDamage = info.GetDamage();
|
|
|
|
//Adrian - This is hacky since we might have been damaged by something else
|
|
//but since the round is ending, who cares.
|
|
if ( CSGameRules()->m_bTargetBombed == true )
|
|
return;
|
|
|
|
float distanceFromPlayer = 9999.0f;
|
|
|
|
CBaseEntity *inflictor = info.GetInflictor();
|
|
if ( inflictor )
|
|
{
|
|
Vector delta = GetAbsOrigin() - inflictor->GetAbsOrigin();
|
|
distanceFromPlayer = delta.Length();
|
|
}
|
|
|
|
bool shock = lastDamage >= 30.0f;
|
|
|
|
if ( !shock )
|
|
return;
|
|
|
|
m_applyDeafnessTime = gpGlobals->curtime + 0.3;
|
|
m_currentDeafnessFilter = 0;
|
|
}
|
|
|
|
void CCSPlayer::ApplyDeafnessEffect()
|
|
{
|
|
// what's happening here is that the low-pass filter and the oscillator frequency effects need
|
|
// to fade in and out slowly. So we have several filters that we switch between to achieve this
|
|
// effect. The first 3rd of the total effect will be the "fade in" of the effect. Which means going
|
|
// from filter to filter from the first to the last. Then we keep on the "last" filter for another
|
|
// third of the total effect time. Then the last third of the time we go back from the last filter
|
|
// to the first. Clear as mud?
|
|
|
|
// glossary:
|
|
// filter: an individual filter as defined in dsp_presets.txt
|
|
// section: one of the sections for the total effect, fade in, full, fade out are the possible sections
|
|
// effect: the total effect of combining all the sections, the whole of what the player hears from start to finish.
|
|
|
|
const int firstGrenadeFilterIndex = 137;
|
|
const int lastGrenadeFilterIndex = 139;
|
|
const float grenadeEffectLengthInSecs = 4.5f; // time of the total effect
|
|
const float fadeInSectionTime = 0.1f;
|
|
const float fadeOutSectionTime = 1.5f;
|
|
|
|
const float timeForEachFilterInFadeIn = fadeInSectionTime / (lastGrenadeFilterIndex - firstGrenadeFilterIndex);
|
|
const float timeForEachFilterInFadeOut = fadeOutSectionTime / (lastGrenadeFilterIndex - firstGrenadeFilterIndex);
|
|
|
|
float timeIntoEffect = gpGlobals->curtime - m_applyDeafnessTime;
|
|
|
|
if (timeIntoEffect >= grenadeEffectLengthInSecs)
|
|
{
|
|
// the effect is done, so reset the deafness variables.
|
|
m_applyDeafnessTime = 0.0f;
|
|
m_currentDeafnessFilter = 0;
|
|
return;
|
|
}
|
|
|
|
int section = 0;
|
|
|
|
if (timeIntoEffect < fadeInSectionTime)
|
|
{
|
|
section = 0;
|
|
}
|
|
else if (timeIntoEffect < (grenadeEffectLengthInSecs - fadeOutSectionTime))
|
|
{
|
|
section = 1;
|
|
}
|
|
else
|
|
{
|
|
section = 2;
|
|
}
|
|
|
|
int filterToUse = 0;
|
|
|
|
if (section == 0)
|
|
{
|
|
// fade into the effect.
|
|
int filterIndex = (int)(timeIntoEffect / timeForEachFilterInFadeIn);
|
|
filterToUse = filterIndex += firstGrenadeFilterIndex;
|
|
}
|
|
else if (section == 1)
|
|
{
|
|
// in full effect.
|
|
filterToUse = lastGrenadeFilterIndex;
|
|
}
|
|
else if (section == 2)
|
|
{
|
|
// fade out of the effect
|
|
float timeIntoSection = timeIntoEffect - (grenadeEffectLengthInSecs - fadeOutSectionTime);
|
|
int filterIndex = (int)(timeIntoSection / timeForEachFilterInFadeOut);
|
|
filterToUse = lastGrenadeFilterIndex - filterIndex - 1;
|
|
}
|
|
|
|
if (filterToUse != m_currentDeafnessFilter)
|
|
{
|
|
m_currentDeafnessFilter = filterToUse;
|
|
|
|
CSingleUserRecipientFilter user( this );
|
|
enginesound->SetPlayerDSP( user, m_currentDeafnessFilter, false );
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::NoteWeaponFired()
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
if( m_pCurrentCommand )
|
|
{
|
|
m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number;
|
|
}
|
|
}
|
|
|
|
|
|
bool CCSPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
|
|
{
|
|
// No need to lag compensate at all if we're not attacking in this command and
|
|
// we haven't attacked recently.
|
|
if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) )
|
|
{
|
|
if ( ( pCmd->buttons & IN_ATTACK2 ) == 0 )
|
|
return false;
|
|
|
|
CWeaponCSBase *weapon = GetActiveCSWeapon();
|
|
if ( !weapon )
|
|
return false;
|
|
|
|
if ( weapon->GetWeaponID() != WEAPON_KNIFE )
|
|
return false; // IN_ATTACK2 with WEAPON_KNIFE should do lag compensation
|
|
}
|
|
|
|
return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd, pEntityTransmitBits );
|
|
}
|
|
|
|
// Handles the special "radio" alias commands we're creating to accommodate the scripts players use
|
|
// ** Returns true if we've handled the command **
|
|
bool HandleRadioAliasCommands( CCSPlayer *pPlayer, const char *pszCommand )
|
|
{
|
|
bool bRetVal = false;
|
|
|
|
// don't execute them if we are not alive or are an observer
|
|
if( !pPlayer->IsAlive() || pPlayer->IsObserver() )
|
|
return false;
|
|
|
|
// Radio1 commands
|
|
if ( FStrEq( pszCommand, "coverme" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio1( 1 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "takepoint" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio1( 2 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "holdpos" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio1( 3 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "regroup" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio1( 4 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "followme" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio1( 5 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "takingfire" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio1( 6 );
|
|
}
|
|
// Radio2 commands
|
|
else if ( FStrEq( pszCommand, "go" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio2( 1 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "fallback" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio2( 2 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "sticktog" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio2( 3 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "getinpos" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio2( 4 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "stormfront" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio2( 5 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "report" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio2( 6 );
|
|
}
|
|
// Radio3 commands
|
|
else if ( FStrEq( pszCommand, "roger" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 1 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "enemyspot" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 2 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "needbackup" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 3 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "sectorclear" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 4 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "inposition" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 5 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "reportingin" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 6 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "getout" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 7 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "negative" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 8 );
|
|
}
|
|
else if ( FStrEq( pszCommand, "enemydown" ) )
|
|
{
|
|
bRetVal = true;
|
|
pPlayer->HandleMenu_Radio3( 9 );
|
|
}
|
|
|
|
return bRetVal;
|
|
}
|
|
|
|
bool CCSPlayer::ShouldRunRateLimitedCommand( const CCommand &args )
|
|
{
|
|
const char *pcmd = args[0];
|
|
|
|
int i = m_RateLimitLastCommandTimes.Find( pcmd );
|
|
if ( i == m_RateLimitLastCommandTimes.InvalidIndex() )
|
|
{
|
|
m_RateLimitLastCommandTimes.Insert( pcmd, gpGlobals->curtime );
|
|
return true;
|
|
}
|
|
else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < CS_COMMAND_MAX_RATE )
|
|
{
|
|
// Too fast.
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
m_RateLimitLastCommandTimes[i] = gpGlobals->curtime;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
bool CCSPlayer::ClientCommand( const CCommand &args )
|
|
{
|
|
const char *pcmd = args[0];
|
|
|
|
// Bots mimic our client commands.
|
|
/*
|
|
if ( bot_mimic.GetInt() && !( GetFlags() & FL_FAKECLIENT ) )
|
|
{
|
|
for ( int i=1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( i ) );
|
|
if ( pPlayer && pPlayer != this && ( pPlayer->GetFlags() & FL_FAKECLIENT ) )
|
|
{
|
|
pPlayer->ClientCommand( pcmd );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
#if defined ( DEBUG )
|
|
|
|
if ( FStrEq( pcmd, "bot_cmd" ) )
|
|
{
|
|
CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( atoi( args[1] ) ) );
|
|
if ( pPlayer && pPlayer != this && ( pPlayer->GetFlags() & FL_FAKECLIENT ) )
|
|
{
|
|
CCommand botArgs( args.ArgC() - 2, &args.ArgV()[2] );
|
|
pPlayer->ClientCommand( botArgs );
|
|
pPlayer->RemoveEffects( EF_NODRAW );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ( FStrEq( pcmd, "blind" ) )
|
|
{
|
|
if ( ShouldRunRateLimitedCommand( args ) )
|
|
{
|
|
if ( args.ArgC() == 3 )
|
|
{
|
|
Blind( atof( args[1] ), atof( args[2] ) );
|
|
}
|
|
else
|
|
{
|
|
ClientPrint( this, HUD_PRINTCONSOLE, "usage: blind holdtime fadetime\n" );
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if ( FStrEq( pcmd, "deafen" ) )
|
|
{
|
|
Deafen( 0.0f );
|
|
return true;
|
|
}
|
|
|
|
if ( FStrEq( pcmd, "he_deafen" ) )
|
|
{
|
|
m_applyDeafnessTime = gpGlobals->curtime + 0.3;
|
|
m_currentDeafnessFilter = 0;
|
|
return true;
|
|
}
|
|
|
|
if ( FStrEq( pcmd, "hint_reset" ) )
|
|
{
|
|
m_iDisplayHistoryBits = 0;
|
|
return true;
|
|
}
|
|
|
|
if ( FStrEq( pcmd, "punch" ) )
|
|
{
|
|
float flDamage = 100;
|
|
|
|
QAngle punchAngle = GetPunchAngle();
|
|
|
|
punchAngle.x = flDamage * random->RandomFloat ( -0.15, 0.15 );
|
|
punchAngle.y = flDamage * random->RandomFloat ( -0.15, 0.15 );
|
|
punchAngle.z = flDamage * random->RandomFloat ( -0.15, 0.15 );
|
|
|
|
clamp( punchAngle.x, -4, punchAngle.x );
|
|
clamp( punchAngle.y, -5, 5 );
|
|
clamp( punchAngle.z, -5, 5 );
|
|
|
|
// +y == down
|
|
// +x == left
|
|
// +z == roll clockwise
|
|
if ( args.ArgC() == 4 )
|
|
{
|
|
punchAngle.x = atof(args[1]);
|
|
punchAngle.y = atof(args[2]);
|
|
punchAngle.z = atof(args[3]);
|
|
}
|
|
|
|
SetPunchAngle( punchAngle );
|
|
|
|
return true;
|
|
}
|
|
|
|
#endif //DEBUG
|
|
|
|
if ( FStrEq( pcmd, "jointeam" ) )
|
|
{
|
|
if ( args.ArgC() < 2 )
|
|
{
|
|
Warning( "Player sent bad jointeam syntax\n" );
|
|
}
|
|
|
|
if ( ShouldRunRateLimitedCommand( args ) )
|
|
{
|
|
int iTeam = atoi( args[1] );
|
|
HandleCommand_JoinTeam( iTeam );
|
|
}
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "spectate" ) )
|
|
{
|
|
if ( ShouldRunRateLimitedCommand( args ) )
|
|
{
|
|
// instantly join spectators
|
|
HandleCommand_JoinTeam( TEAM_SPECTATOR );
|
|
}
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "joingame" ) )
|
|
{
|
|
// player just closed MOTD dialog
|
|
if ( m_iPlayerState == STATE_WELCOME )
|
|
{
|
|
State_Transition( STATE_PICKINGTEAM );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "joinclass" ) )
|
|
{
|
|
if ( args.ArgC() < 2 )
|
|
{
|
|
Warning( "Player sent bad joinclass syntax\n" );
|
|
}
|
|
|
|
if ( ShouldRunRateLimitedCommand( args ) )
|
|
{
|
|
int iClass = atoi( args[1] );
|
|
HandleCommand_JoinClass( iClass );
|
|
}
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "drop" ) )
|
|
{
|
|
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( GetActiveWeapon() );
|
|
|
|
if( pWeapon )
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Determine value of dropped item.
|
|
//=============================================================================
|
|
|
|
if ( !pWeapon->IsAPriorOwner( this ) )
|
|
{
|
|
pWeapon->AddToPriorOwnerList( this );
|
|
|
|
CCS_GameStats.IncrementStat(this, CSTAT_ITEMS_DROPPED_VALUE, pWeapon->GetCSWpnData().GetWeaponPrice());
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
CSWeaponType type = pWeapon->GetCSWpnData().m_WeaponType;
|
|
|
|
if( type != WEAPONTYPE_KNIFE && type != WEAPONTYPE_GRENADE )
|
|
{
|
|
if (CSGameRules()->GetCanDonateWeapon() && !pWeapon->GetDonated())
|
|
{
|
|
pWeapon->SetDonated(true);
|
|
pWeapon->SetDonor(this);
|
|
}
|
|
CSWeaponDrop( pWeapon, true, true );
|
|
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "buy" ) )
|
|
{
|
|
BuyResult_e result = BUY_INVALID_ITEM;
|
|
if ( args.ArgC() == 2 )
|
|
{
|
|
result = HandleCommand_Buy( args[1] );
|
|
}
|
|
if ( result == BUY_INVALID_ITEM )
|
|
{
|
|
// Print out a message on the console
|
|
int msg_dest = HUD_PRINTCONSOLE;
|
|
|
|
ClientPrint( this, msg_dest, "usage: buy <item>\n" );
|
|
ClientPrint( this, msg_dest, " primammo\n" );
|
|
ClientPrint( this, msg_dest, " secammo\n" );
|
|
ClientPrint( this, msg_dest, " vest\n" );
|
|
ClientPrint( this, msg_dest, " vesthelm\n" );
|
|
ClientPrint( this, msg_dest, " defuser\n" );
|
|
//ClientPrint( this, msg_dest, " shield\n" );
|
|
ClientPrint( this, msg_dest, " nvgs\n" );
|
|
ClientPrint( this, msg_dest, " flashbang\n" );
|
|
ClientPrint( this, msg_dest, " hegrenade\n" );
|
|
ClientPrint( this, msg_dest, " smokegrenade\n" );
|
|
ClientPrint( this, msg_dest, " galil\n" );
|
|
ClientPrint( this, msg_dest, " ak47\n" );
|
|
ClientPrint( this, msg_dest, " scout\n" );
|
|
ClientPrint( this, msg_dest, " sg552\n" );
|
|
ClientPrint( this, msg_dest, " awp\n" );
|
|
ClientPrint( this, msg_dest, " g3sg1\n" );
|
|
ClientPrint( this, msg_dest, " famas\n" );
|
|
ClientPrint( this, msg_dest, " m4a1\n" );
|
|
ClientPrint( this, msg_dest, " aug\n" );
|
|
ClientPrint( this, msg_dest, " sg550\n" );
|
|
ClientPrint( this, msg_dest, " glock\n" );
|
|
ClientPrint( this, msg_dest, " usp\n" );
|
|
ClientPrint( this, msg_dest, " p228\n" );
|
|
ClientPrint( this, msg_dest, " deagle\n" );
|
|
ClientPrint( this, msg_dest, " elite\n" );
|
|
ClientPrint( this, msg_dest, " fiveseven\n" );
|
|
ClientPrint( this, msg_dest, " m3\n" );
|
|
ClientPrint( this, msg_dest, " xm1014\n" );
|
|
ClientPrint( this, msg_dest, " mac10\n" );
|
|
ClientPrint( this, msg_dest, " tmp\n" );
|
|
ClientPrint( this, msg_dest, " mp5navy\n" );
|
|
ClientPrint( this, msg_dest, " ump45\n" );
|
|
ClientPrint( this, msg_dest, " p90\n" );
|
|
ClientPrint( this, msg_dest, " m249\n" );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "buyammo1" ) )
|
|
{
|
|
AttemptToBuyAmmoSingle(0);
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "buyammo2" ) )
|
|
{
|
|
AttemptToBuyAmmoSingle(1);
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "nightvision" ) )
|
|
{
|
|
if ( ShouldRunRateLimitedCommand( args ) )
|
|
{
|
|
if( m_bHasNightVision )
|
|
{
|
|
if( m_bNightVisionOn )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "Player.NightVisionOff" );
|
|
}
|
|
else
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
EmitSound( filter, entindex(), "Player.NightVisionOn" );
|
|
}
|
|
|
|
m_bNightVisionOn = !m_bNightVisionOn;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "menuselect" ) )
|
|
{
|
|
return true;
|
|
}
|
|
else if ( HandleRadioAliasCommands( this, pcmd ) )
|
|
{
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "listplayers" ) )
|
|
{
|
|
ListPlayers();
|
|
return true;
|
|
}
|
|
|
|
else if ( FStrEq( pcmd, "ignorerad" ) )
|
|
{
|
|
m_bIgnoreRadio = !m_bIgnoreRadio;
|
|
if ( m_bIgnoreRadio )
|
|
{
|
|
ClientPrint( this, HUD_PRINTTALK, "#Ignore_Radio" );
|
|
}
|
|
else
|
|
{
|
|
ClientPrint( this, HUD_PRINTTALK, "#Accept_Radio" );
|
|
}
|
|
return true;
|
|
}
|
|
else if ( FStrEq( pcmd, "become_vip" ) )
|
|
{
|
|
//MIKETODO: VIP mode
|
|
/*
|
|
if ( ( CSGameRules()->m_iMapHasVIPSafetyZone == 1 ) && ( m_iTeam == TEAM_CT ) )
|
|
{
|
|
mp->AddToVIPQueue( this );
|
|
}
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::ClientCommand( args );
|
|
}
|
|
|
|
|
|
// returns true if the selection has been handled and the player's menu
|
|
// can be closed...false if the menu should be displayed again
|
|
bool CCSPlayer::HandleCommand_JoinTeam( int team )
|
|
{
|
|
CCSGameRules *mp = CSGameRules();
|
|
|
|
if ( !GetGlobalTeam( team ) )
|
|
{
|
|
DevWarning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team );
|
|
return false;
|
|
}
|
|
|
|
// If this player is a VIP, don't allow him to switch teams/appearances unless the following conditions are met :
|
|
// a) There is another TEAM_CT player who is in the queue to be a VIP
|
|
// b) This player is dead
|
|
|
|
//MIKETODO: handle this when doing VIP mode
|
|
/*
|
|
if ( m_bIsVIP == true )
|
|
{
|
|
if ( !IsDead() )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Switch_From_VIP" );
|
|
MenuReset();
|
|
return true;
|
|
}
|
|
else if ( mp->IsVIPQueueEmpty() == true )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Switch_From_VIP" );
|
|
MenuReset();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//MIKETODO: VIP mode
|
|
|
|
case 3:
|
|
if ( ( mp->m_iMapHasVIPSafetyZone == 1 ) && ( m_iTeam == TEAM_CT ) )
|
|
{
|
|
mp->AddToVIPQueue( player );
|
|
MenuReset();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
break;
|
|
*/
|
|
|
|
// If we already died and changed teams once, deny
|
|
if( m_bTeamChanged && team != m_iOldTeam && team != TEAM_SPECTATOR )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Only_1_Team_Change" );
|
|
return true;
|
|
}
|
|
|
|
// check if we're limited in our team selection
|
|
if ( team == TEAM_UNASSIGNED && !IsBot() )
|
|
{
|
|
team = mp->GetHumanTeam(); // returns TEAM_UNASSIGNED if we're unrestricted
|
|
}
|
|
|
|
if ( team == TEAM_UNASSIGNED )
|
|
{
|
|
// Attempt to auto-select a team, may set team to T, CT or SPEC
|
|
team = mp->SelectDefaultTeam( !IsBot() );
|
|
|
|
if ( team == TEAM_UNASSIGNED )
|
|
{
|
|
// still team unassigned, try to kick a bot if possible
|
|
|
|
// kick a bot to allow human to join
|
|
if (cv_bot_auto_vacate.GetBool() && !IsBot())
|
|
{
|
|
team = (random->RandomInt( 0, 1 ) == 0) ? TEAM_TERRORIST : TEAM_CT;
|
|
if (UTIL_KickBotFromTeam( team ) == false)
|
|
{
|
|
// no bots on that team, try the other
|
|
team = (team == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT;
|
|
if (UTIL_KickBotFromTeam( team ) == false)
|
|
{
|
|
// couldn't kick any bots, fail
|
|
team = TEAM_UNASSIGNED;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (team == TEAM_UNASSIGNED)
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#All_Teams_Full" );
|
|
ShowViewPortPanel( PANEL_TEAM );
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( team == GetTeamNumber() )
|
|
{
|
|
// Let people change class (skin) by re-joining the same team
|
|
if ( GetTeamNumber() == TEAM_TERRORIST && TerroristPlayerModels.Count() > 1 )
|
|
{
|
|
ShowViewPortPanel( PANEL_CLASS_TER );
|
|
}
|
|
else if ( GetTeamNumber() == TEAM_CT && CTPlayerModels.Count() > 1 )
|
|
{
|
|
ShowViewPortPanel( PANEL_CLASS_CT );
|
|
}
|
|
return true; // we wouldn't change the team
|
|
}
|
|
|
|
if ( mp->TeamFull( team ) )
|
|
{
|
|
// attempt to kick a bot to make room for this player
|
|
bool madeRoom = false;
|
|
if (cv_bot_auto_vacate.GetBool() && !IsBot())
|
|
{
|
|
if (UTIL_KickBotFromTeam( team ))
|
|
madeRoom = true;
|
|
}
|
|
|
|
if (!madeRoom)
|
|
{
|
|
if ( team == TEAM_TERRORIST )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Terrorists_Full" );
|
|
}
|
|
else if ( team == TEAM_CT )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#CTs_Full" );
|
|
}
|
|
|
|
ShowViewPortPanel( PANEL_TEAM );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// check if humans are restricted to a single team (Tour of Duty, etc)
|
|
if ( !IsBot() && team != TEAM_SPECTATOR)
|
|
{
|
|
int humanTeam = mp->GetHumanTeam();
|
|
if ( humanTeam != TEAM_UNASSIGNED && humanTeam != team )
|
|
{
|
|
if ( humanTeam == TEAM_TERRORIST )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Humans_Join_Team_T" );
|
|
}
|
|
else if ( humanTeam == TEAM_CT )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Humans_Join_Team_CT" );
|
|
}
|
|
|
|
ShowViewPortPanel( PANEL_TEAM );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( team == TEAM_SPECTATOR )
|
|
{
|
|
// Prevent this is the cvar is set
|
|
if ( !mp_allowspectators.GetInt() && !IsHLTV() )
|
|
{
|
|
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );
|
|
return false;
|
|
}
|
|
|
|
if ( GetTeamNumber() != TEAM_UNASSIGNED && State_Get() == STATE_ACTIVE )
|
|
{
|
|
m_fNextSuicideTime = gpGlobals->curtime; // allow the suicide to work
|
|
|
|
CommitSuicide();
|
|
|
|
// add 1 to frags to balance out the 1 subtracted for killing yourself
|
|
IncrementFragCount( 1 );
|
|
}
|
|
|
|
ChangeTeam( TEAM_SPECTATOR );
|
|
m_iClass = (int)CS_CLASS_NONE;
|
|
|
|
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_SPEC_DUCK;
|
|
HintMessage( "#Spec_Duck", true, true );
|
|
}
|
|
|
|
// do we have fadetoblack on? (need to fade their screen back in)
|
|
if ( mp_fadetoblack.GetBool() )
|
|
{
|
|
color32_s clr = { 0,0,0,255 };
|
|
UTIL_ScreenFade( this, clr, 0, 0, FFADE_IN | FFADE_PURGE );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// If the code gets this far, the team is not TEAM_UNASSIGNED
|
|
|
|
|
|
if (mp->TeamStacked( team, GetTeamNumber() ))//players are allowed to change to their own team so they can just change their model
|
|
{
|
|
// attempt to kick a bot to make room for this player
|
|
bool madeRoom = false;
|
|
if (cv_bot_auto_vacate.GetBool() && !IsBot())
|
|
{
|
|
if (UTIL_KickBotFromTeam( team ))
|
|
madeRoom = true;
|
|
}
|
|
|
|
if (!madeRoom)
|
|
{
|
|
// The specified team is full
|
|
ClientPrint(
|
|
this,
|
|
HUD_PRINTCENTER,
|
|
( team == TEAM_TERRORIST ) ? "#Too_Many_Terrorists" : "#Too_Many_CTs" );
|
|
|
|
ShowViewPortPanel( PANEL_TEAM );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Show the appropriate Choose Appearance menu
|
|
// This must come before ClientKill() for CheckWinConditions() to function properly
|
|
|
|
// Switch their actual team...
|
|
ChangeTeam( team );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CCSPlayer::HandleCommand_JoinClass( int iClass )
|
|
{
|
|
if( iClass == CS_CLASS_NONE )
|
|
{
|
|
// User choosed random class
|
|
switch ( GetTeamNumber() )
|
|
{
|
|
case TEAM_TERRORIST : iClass = RandomInt(FIRST_T_CLASS, LAST_T_CLASS);
|
|
break;
|
|
|
|
case TEAM_CT : iClass = RandomInt(FIRST_CT_CLASS, LAST_CT_CLASS);
|
|
break;
|
|
|
|
default : iClass = CS_CLASS_NONE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// clamp to valid classes
|
|
switch ( GetTeamNumber() )
|
|
{
|
|
case TEAM_TERRORIST:
|
|
iClass = clamp( iClass, FIRST_T_CLASS, LAST_T_CLASS );
|
|
break;
|
|
case TEAM_CT:
|
|
iClass = clamp( iClass, FIRST_CT_CLASS, LAST_CT_CLASS );
|
|
break;
|
|
default:
|
|
iClass = CS_CLASS_NONE;
|
|
}
|
|
|
|
// Reset the player's state
|
|
if ( State_Get() == STATE_ACTIVE )
|
|
{
|
|
CSGameRules()->CheckWinConditions();
|
|
}
|
|
|
|
if ( !IsBot() && State_Get() == STATE_ACTIVE ) // Bots are responsible about only switching classes when they join.
|
|
{
|
|
// Kill player if switching classes while alive.
|
|
// This mimics goldsrc CS 1.6, and prevents a player from hiding, and switching classes to
|
|
// make the opposing team think there are more enemies than there really are.
|
|
CommitSuicide();
|
|
}
|
|
|
|
m_iClass = iClass;
|
|
|
|
if (State_Get() == STATE_PICKINGCLASS)
|
|
{
|
|
// SetModelFromClass();
|
|
GetIntoGame();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
void CheckStartMoney( void )
|
|
{
|
|
if ( mp_startmoney.GetInt() > 16000 )
|
|
{
|
|
mp_startmoney.SetInt( 16000 );
|
|
}
|
|
else if ( mp_startmoney.GetInt() < 800 )
|
|
{
|
|
mp_startmoney.SetInt( 800 );
|
|
}
|
|
}
|
|
*/
|
|
|
|
void CCSPlayer::GetIntoGame()
|
|
{
|
|
// Set their model and if they're allowed to spawn right now, put them into the world.
|
|
//SetPlayerModel( iClass );
|
|
|
|
SetFOV( this, 0 );
|
|
m_flLastMovement = gpGlobals->curtime;
|
|
|
|
CCSGameRules *MPRules = CSGameRules();
|
|
|
|
/* //MIKETODO: Escape gameplay ?
|
|
if ( ( MPRules->m_bMapHasEscapeZone == true ) && ( m_iTeam == TEAM_CT ) )
|
|
{
|
|
m_iAccount = 0;
|
|
|
|
CheckStartMoney();
|
|
AddAccount( (int)startmoney.value, true );
|
|
}
|
|
*/
|
|
|
|
|
|
//****************New Code by SupraFiend************
|
|
if ( !MPRules->FPlayerCanRespawn( this ) )
|
|
{
|
|
// This player is joining in the middle of a round or is an observer. Put them directly into observer mode.
|
|
//pev->deadflag = DEAD_RESPAWNABLE;
|
|
//pev->classname = MAKE_STRING("player");
|
|
//pev->flags &= ( FL_PROXY | FL_FAKECLIENT ); // clear flags, but keep proxy and bot flags that might already be set
|
|
//pev->flags |= FL_CLIENT | FL_SPECTATOR;
|
|
//SetThink(PlayerDeathThink);
|
|
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) )
|
|
{
|
|
m_iDisplayHistoryBits |= DHF_SPEC_DUCK;
|
|
HintMessage( "#Spec_Duck", true, true );
|
|
}
|
|
|
|
State_Transition( STATE_OBSERVER_MODE );
|
|
|
|
m_wasNotKilledNaturally = true;
|
|
|
|
MPRules->CheckWinConditions();
|
|
}
|
|
else// else spawn them right in
|
|
{
|
|
State_Transition( STATE_ACTIVE );
|
|
|
|
Spawn();
|
|
|
|
MPRules->CheckWinConditions();
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Have the rules update anything related to a player spawning in late
|
|
//=============================================================================
|
|
|
|
MPRules->SpawningLatePlayer(this);
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
if( MPRules->m_flRestartRoundTime == 0.0f )
|
|
{
|
|
//Bomb target, no bomber and no bomb lying around.
|
|
if( MPRules->IsBombDefuseMap() && !MPRules->IsThereABomber() && !MPRules->IsThereABomb() )
|
|
MPRules->GiveC4(); //Checks for terrorists.
|
|
}
|
|
|
|
// If a new terrorist is entering the fray, then up the # of potential escapers.
|
|
if ( GetTeamNumber() == TEAM_TERRORIST )
|
|
MPRules->m_iNumEscapers++;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Reset Round Based Achievement Variables
|
|
//=============================================================================
|
|
|
|
ResetRoundBasedAchievementVariables();
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
}
|
|
}
|
|
|
|
|
|
int CCSPlayer::PlayerClass() const
|
|
{
|
|
return m_iClass;
|
|
}
|
|
|
|
|
|
|
|
bool CCSPlayer::SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot )
|
|
{
|
|
// Find the next spawn spot.
|
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
|
|
|
if ( pSpot == NULL ) // skip over the null point
|
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
|
|
|
CBaseEntity *pFirstSpot = pSpot;
|
|
do
|
|
{
|
|
if ( pSpot )
|
|
{
|
|
// check if pSpot is valid
|
|
if ( g_pGameRules->IsSpawnPointValid( pSpot, this ) )
|
|
{
|
|
if ( pSpot->GetAbsOrigin() == Vector( 0, 0, 0 ) )
|
|
{
|
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
|
continue;
|
|
}
|
|
|
|
// if so, go to pSpot
|
|
return true;
|
|
}
|
|
}
|
|
// increment pSpot
|
|
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
|
|
} while ( pSpot != pFirstSpot ); // loop if we're not back to the start
|
|
|
|
DevMsg("CCSPlayer::SelectSpawnSpot: couldn't find valid spawn point.\n");
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
CBaseEntity* CCSPlayer::EntSelectSpawnPoint()
|
|
{
|
|
CBaseEntity *pSpot;
|
|
|
|
/* MIKETODO: VIP
|
|
// VIP spawn point *************
|
|
if ( ( g_pGameRules->IsDeathmatch() ) && ( ((CBasePlayer*)pPlayer)->m_bIsVIP == TRUE) )
|
|
{
|
|
//ALERT (at_console,"Looking for a VIP spawn point\n");
|
|
// Randomize the start spot
|
|
//for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
|
|
pSpot = UTIL_FindEntityByClassname( NULL, "info_vip_start" );
|
|
if ( !FNullEnt( pSpot ) ) // skip over the null point
|
|
goto ReturnSpot;
|
|
else
|
|
goto CTSpawn;
|
|
}
|
|
|
|
//
|
|
// the counter-terrorist spawns at "info_player_start"
|
|
else
|
|
*/
|
|
|
|
pSpot = NULL;
|
|
if ( CSGameRules()->IsLogoMap() )
|
|
{
|
|
// This is a logo map. Don't allow movement or logos or menus.
|
|
SelectSpawnSpot( "info_player_logo", pSpot );
|
|
LockPlayerInPlace();
|
|
goto ReturnSpot;
|
|
}
|
|
else
|
|
{
|
|
if ( GetTeamNumber() == TEAM_CT )
|
|
{
|
|
pSpot = g_pLastCTSpawn;
|
|
if ( SelectSpawnSpot( "info_player_counterterrorist", pSpot ))
|
|
{
|
|
|
|
g_pLastCTSpawn = pSpot;
|
|
goto ReturnSpot;
|
|
}
|
|
}
|
|
|
|
/*********************************************************/
|
|
// The terrorist spawn points
|
|
else if ( GetTeamNumber() == TEAM_TERRORIST )
|
|
{
|
|
pSpot = g_pLastTerroristSpawn;
|
|
|
|
if ( SelectSpawnSpot( "info_player_terrorist", pSpot ) )
|
|
{
|
|
g_pLastTerroristSpawn = pSpot;
|
|
goto ReturnSpot;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// If startspot is set, (re)spawn there.
|
|
if ( !gpGlobals->startspot || !strlen(STRING(gpGlobals->startspot)))
|
|
{
|
|
pSpot = gEntList.FindEntityByClassname(NULL, "info_player_terrorist");
|
|
if ( pSpot )
|
|
goto ReturnSpot;
|
|
}
|
|
else
|
|
{
|
|
pSpot = gEntList.FindEntityByTarget( NULL, STRING(gpGlobals->startspot) );
|
|
if ( pSpot )
|
|
goto ReturnSpot;
|
|
}
|
|
|
|
ReturnSpot:
|
|
if ( !pSpot )
|
|
{
|
|
if( CSGameRules()->IsLogoMap() )
|
|
Warning( "PutClientInServer: no info_player_logo on level\n" );
|
|
else
|
|
Warning( "PutClientInServer: no info_player_start on level\n" );
|
|
|
|
return CBaseEntity::Instance( INDEXENT(0) );
|
|
}
|
|
|
|
return pSpot;
|
|
}
|
|
|
|
|
|
void CCSPlayer::SetProgressBarTime( int barTime )
|
|
{
|
|
m_iProgressBarDuration = barTime;
|
|
m_flProgressBarStartTime = this->m_flSimulationTime;
|
|
}
|
|
|
|
|
|
void CCSPlayer::PlayerDeathThink()
|
|
{
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Transition( CSPlayerState newState )
|
|
{
|
|
State_Leave();
|
|
State_Enter( newState );
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Enter( CSPlayerState newState )
|
|
{
|
|
m_iPlayerState = newState;
|
|
m_pCurStateInfo = State_LookupInfo( newState );
|
|
|
|
if ( cs_ShowStateTransitions.GetInt() == -1 || cs_ShowStateTransitions.GetInt() == entindex() )
|
|
{
|
|
if ( m_pCurStateInfo )
|
|
Msg( "ShowStateTransitions: entering '%s'\n", m_pCurStateInfo->m_pStateName );
|
|
else
|
|
Msg( "ShowStateTransitions: entering #%d\n", newState );
|
|
}
|
|
|
|
// Initialize the new state.
|
|
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
|
|
(this->*m_pCurStateInfo->pfnEnterState)();
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Leave()
|
|
{
|
|
if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
|
|
{
|
|
(this->*m_pCurStateInfo->pfnLeaveState)();
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_PreThink()
|
|
{
|
|
if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink )
|
|
{
|
|
(this->*m_pCurStateInfo->pfnPreThink)();
|
|
}
|
|
}
|
|
|
|
|
|
CCSPlayerStateInfo* CCSPlayer::State_LookupInfo( CSPlayerState state )
|
|
{
|
|
// This table MUST match the
|
|
static CCSPlayerStateInfo playerStateInfos[] =
|
|
{
|
|
{ STATE_ACTIVE, "STATE_ACTIVE", &CCSPlayer::State_Enter_ACTIVE, NULL, &CCSPlayer::State_PreThink_ACTIVE },
|
|
{ STATE_WELCOME, "STATE_WELCOME", &CCSPlayer::State_Enter_WELCOME, NULL, &CCSPlayer::State_PreThink_WELCOME },
|
|
{ STATE_PICKINGTEAM, "STATE_PICKINGTEAM", &CCSPlayer::State_Enter_PICKINGTEAM, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE },
|
|
{ STATE_PICKINGCLASS, "STATE_PICKINGCLASS", &CCSPlayer::State_Enter_PICKINGCLASS, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE },
|
|
{ STATE_DEATH_ANIM, "STATE_DEATH_ANIM", &CCSPlayer::State_Enter_DEATH_ANIM, NULL, &CCSPlayer::State_PreThink_DEATH_ANIM },
|
|
{ STATE_DEATH_WAIT_FOR_KEY, "STATE_DEATH_WAIT_FOR_KEY", &CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY, NULL, &CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY },
|
|
{ STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CCSPlayer::State_Enter_OBSERVER_MODE, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE }
|
|
};
|
|
|
|
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
|
|
{
|
|
if ( playerStateInfos[i].m_iPlayerState == state )
|
|
return &playerStateInfos[i];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void CCSPlayer::PhysObjectSleep()
|
|
{
|
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
|
if ( pObj )
|
|
pObj->Sleep();
|
|
}
|
|
|
|
|
|
void CCSPlayer::PhysObjectWake()
|
|
{
|
|
IPhysicsObject *pObj = VPhysicsGetObject();
|
|
if ( pObj )
|
|
pObj->Wake();
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Enter_WELCOME()
|
|
{
|
|
StartObserverMode( OBS_MODE_ROAMING );
|
|
|
|
// Important to set MOVETYPE_NONE or our physics object will fall while we're sitting at one of the intro cameras.
|
|
SetMoveType( MOVETYPE_NONE );
|
|
AddSolidFlags( FSOLID_NOT_SOLID );
|
|
|
|
PhysObjectSleep();
|
|
|
|
const ConVar *hostname = cvar->FindVar( "hostname" );
|
|
const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
|
|
|
|
// Show info panel (if it's not a simple demo map).
|
|
if ( !CSGameRules()->IsLogoMap() )
|
|
{
|
|
if ( CommandLine()->FindParm( "-makereslists" ) ) // don't show the MOTD when making reslists
|
|
{
|
|
engine->ClientCommand( edict(), "jointeam 3\n" );
|
|
}
|
|
else
|
|
{
|
|
KeyValues *data = new KeyValues("data");
|
|
data->SetString( "title", title ); // info panel title
|
|
data->SetString( "type", "1" ); // show userdata from stringtable entry
|
|
data->SetString( "msg", "motd" ); // use this stringtable entry
|
|
data->SetInt( "cmd", TEXTWINDOW_CMD_JOINGAME ); // exec this command if panel closed
|
|
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
|
|
|
|
ShowViewPortPanel( PANEL_INFO, true, data );
|
|
|
|
data->deleteThis();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_PreThink_WELCOME()
|
|
{
|
|
// Verify some state.
|
|
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
|
|
Assert( GetAbsVelocity().Length() == 0 );
|
|
|
|
// Update whatever intro camera it's at.
|
|
if( m_pIntroCamera && (gpGlobals->curtime >= m_fIntroCamTime) )
|
|
{
|
|
MoveToNextIntroCamera();
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Enter_PICKINGTEAM()
|
|
{
|
|
ShowViewPortPanel( "team" ); // show the team menu
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Enter_DEATH_ANIM()
|
|
{
|
|
if ( HasWeapons() )
|
|
{
|
|
// we drop the guns here because weapons that have an area effect and can kill their user
|
|
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
|
|
// player class sometimes is freed. It's safer to manipulate the weapons once we know
|
|
// we aren't calling into any of their code anymore through the player pointer.
|
|
PackDeadPlayerItems();
|
|
}
|
|
|
|
// Used for a timer.
|
|
m_flDeathTime = gpGlobals->curtime;
|
|
|
|
m_bAbortFreezeCam = false;
|
|
|
|
StartObserverMode( OBS_MODE_DEATHCAM ); // go to observer mode
|
|
RemoveEffects( EF_NODRAW ); // still draw player body
|
|
|
|
if ( mp_fadetoblack.GetBool() )
|
|
{
|
|
color32_s clr = {0,0,0,255};
|
|
UTIL_ScreenFade( this, clr, 3, 3, FFADE_OUT | FFADE_STAYOUT );
|
|
//Don't perform any freezecam stuff if we are fading to black
|
|
State_Transition( STATE_DEATH_WAIT_FOR_KEY );
|
|
}
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish, pfreese] Added freeze cam logic
|
|
//=============================================================================
|
|
|
|
void CCSPlayer::State_PreThink_DEATH_ANIM()
|
|
{
|
|
// If the anim is done playing, go to the next state (waiting for a keypress to
|
|
// either respawn the guy or put him into observer mode).
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
float flForward = GetAbsVelocity().Length() - 20;
|
|
if (flForward <= 0)
|
|
{
|
|
SetAbsVelocity( vec3_origin );
|
|
}
|
|
else
|
|
{
|
|
Vector vAbsVel = GetAbsVelocity();
|
|
VectorNormalize( vAbsVel );
|
|
vAbsVel *= flForward;
|
|
SetAbsVelocity( vAbsVel );
|
|
}
|
|
}
|
|
|
|
float fDeathEnd = m_flDeathTime + CS_DEATH_ANIMATION_TIME;
|
|
float fFreezeEnd = fDeathEnd + spec_freeze_traveltime.GetFloat() + spec_freeze_time.GetFloat();
|
|
|
|
// transition to Freezecam mode once the death animation is complete
|
|
if ( gpGlobals->curtime >= fDeathEnd )
|
|
{
|
|
if ( GetObserverTarget() && GetObserverTarget() != this &&
|
|
!m_bAbortFreezeCam && gpGlobals->curtime < fFreezeEnd && GetObserverMode() != OBS_MODE_FREEZECAM)
|
|
{
|
|
StartObserverMode( OBS_MODE_FREEZECAM );
|
|
}
|
|
else if(GetObserverMode() == OBS_MODE_FREEZECAM)
|
|
{
|
|
if ( m_bAbortFreezeCam && !mp_fadetoblack.GetBool() )
|
|
{
|
|
State_Transition( STATE_OBSERVER_MODE );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Don't transfer to observer state until the freeze cam is done
|
|
if ( gpGlobals->curtime < fFreezeEnd )
|
|
return;
|
|
|
|
State_Transition( STATE_OBSERVER_MODE );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
void CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY()
|
|
{
|
|
// Remember when we died, so we can automatically put them into observer mode
|
|
// if they don't hit a key soon enough.
|
|
|
|
m_lifeState = LIFE_DEAD;
|
|
|
|
StopAnimation();
|
|
|
|
// Don't do this. The ragdoll system expects to be able to read from this player on
|
|
// the next update and will read it at the new origin if this is set.
|
|
// Since it is more complicated to redesign the ragdoll system to not need that data
|
|
// it is easier to cause a less obvious bug than popping ragdolls
|
|
//AddEffects( EF_NOINTERP );
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY()
|
|
{
|
|
// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
|
|
// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
|
|
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) )
|
|
SetMoveType( MOVETYPE_NONE );
|
|
|
|
// if the player has been dead for one second longer than allowed by forcerespawn,
|
|
// forcerespawn isn't on. Send the player off to an intermission camera until they
|
|
// choose to respawn.
|
|
|
|
bool fAnyButtonDown = (m_nButtons & ~IN_SCORE) != 0;
|
|
if ( mp_fadetoblack.GetBool() )
|
|
fAnyButtonDown = false;
|
|
|
|
// after a certain amount of time switch to observer mode even if they don't press a key.
|
|
if (gpGlobals->curtime >= (m_flDeathTime + DEATH_ANIMATION_TIME + 3.0))
|
|
{
|
|
fAnyButtonDown = true;
|
|
}
|
|
|
|
if ( fAnyButtonDown )
|
|
{
|
|
if ( GetObserverTarget() )
|
|
{
|
|
StartReplayMode( 8, 8, GetObserverTarget()->entindex() );
|
|
}
|
|
|
|
State_Transition( STATE_OBSERVER_MODE );
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::State_Enter_OBSERVER_MODE()
|
|
{
|
|
// do we have fadetoblack on? (need to fade their screen back in)
|
|
if ( mp_fadetoblack.GetBool() && mp_forcecamera.GetInt() != OBS_ALLOW_NONE)
|
|
{
|
|
color32_s clr = { 0,0,0,255 };
|
|
UTIL_ScreenFade( this, clr, 0, 0, FFADE_IN | FFADE_PURGE );
|
|
}
|
|
|
|
int observerMode = m_iObserverLastMode;
|
|
if ( IsNetClient() )
|
|
{
|
|
const char *pIdealMode = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_spec_mode" );
|
|
if ( pIdealMode )
|
|
{
|
|
int nIdealMode = atoi( pIdealMode );
|
|
|
|
if ( nIdealMode < OBS_MODE_IN_EYE )
|
|
{
|
|
nIdealMode = OBS_MODE_IN_EYE;
|
|
}
|
|
else if ( nIdealMode > OBS_MODE_ROAMING )
|
|
{
|
|
nIdealMode = OBS_MODE_ROAMING;
|
|
}
|
|
|
|
observerMode = nIdealMode;
|
|
}
|
|
}
|
|
|
|
StartObserverMode( observerMode );
|
|
|
|
PhysObjectSleep();
|
|
}
|
|
|
|
void CCSPlayer::State_PreThink_OBSERVER_MODE()
|
|
{
|
|
// Make sure nobody has changed any of our state.
|
|
// Assert( GetMoveType() == MOVETYPE_FLY );
|
|
Assert( m_takedamage == DAMAGE_NO );
|
|
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
|
|
// Assert( IsEffectActive( EF_NODRAW ) );
|
|
|
|
// Must be dead.
|
|
Assert( m_lifeState == LIFE_DEAD );
|
|
Assert( pl.deadflag );
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_Enter_PICKINGCLASS()
|
|
{
|
|
if ( CommandLine()->FindParm( "-makereslists" ) ) // don't show the menu when making reslists
|
|
{
|
|
engine->ClientCommand( edict(), "joinclass 0\n" );
|
|
return;
|
|
}
|
|
|
|
// go to spec mode, if dying keep deathcam
|
|
if ( GetObserverMode() == OBS_MODE_DEATHCAM )
|
|
{
|
|
StartObserverMode( OBS_MODE_DEATHCAM );
|
|
}
|
|
else
|
|
{
|
|
StartObserverMode( OBS_MODE_FIXED );
|
|
}
|
|
|
|
m_iClass = (int)CS_CLASS_NONE;
|
|
|
|
PhysObjectSleep();
|
|
|
|
// show the class menu:
|
|
if ( GetTeamNumber() == TEAM_TERRORIST && TerroristPlayerModels.Count() > 1 )
|
|
{
|
|
ShowViewPortPanel( PANEL_CLASS_TER );
|
|
}
|
|
else if ( GetTeamNumber() == TEAM_CT && CTPlayerModels.Count() > 1 )
|
|
{
|
|
ShowViewPortPanel( PANEL_CLASS_CT );
|
|
}
|
|
else
|
|
{
|
|
HandleCommand_JoinClass( 0 );
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::State_Enter_ACTIVE()
|
|
{
|
|
SetMoveType( MOVETYPE_WALK );
|
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
|
m_Local.m_iHideHUD = 0;
|
|
PhysObjectWake();
|
|
}
|
|
|
|
|
|
void CCSPlayer::State_PreThink_ACTIVE()
|
|
{
|
|
// We only allow noclip here only because noclip is useful for debugging.
|
|
// It would be nice if the noclip command set some flag so we could tell that they
|
|
// did it intentionally.
|
|
if ( IsEFlagSet( EFL_NOCLIP_ACTIVE ) )
|
|
{
|
|
// Assert( GetMoveType() == MOVETYPE_NOCLIP );
|
|
}
|
|
else
|
|
{
|
|
// Assert( GetMoveType() == MOVETYPE_WALK );
|
|
}
|
|
|
|
Assert( !IsSolidFlagSet( FSOLID_NOT_SOLID ) );
|
|
}
|
|
|
|
|
|
void CCSPlayer::Weapon_Equip( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
|
|
if ( pCSWeapon )
|
|
{
|
|
// For rifles, pistols, or the knife, drop our old weapon in this slot.
|
|
if ( pCSWeapon->GetSlot() == WEAPON_SLOT_RIFLE ||
|
|
pCSWeapon->GetSlot() == WEAPON_SLOT_PISTOL ||
|
|
pCSWeapon->GetSlot() == WEAPON_SLOT_KNIFE )
|
|
{
|
|
CBaseCombatWeapon *pDropWeapon = Weapon_GetSlot( pCSWeapon->GetSlot() );
|
|
if ( pDropWeapon )
|
|
{
|
|
CSWeaponDrop( pDropWeapon, false, true );
|
|
}
|
|
}
|
|
else if( pCSWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_GRENADE )
|
|
{
|
|
//if we already have this weapon, just add the ammo and destroy it
|
|
if( Weapon_OwnsThisType( pCSWeapon->GetClassname() ) )
|
|
{
|
|
Weapon_EquipAmmoOnly( pWeapon );
|
|
UTIL_Remove( pCSWeapon );
|
|
return;
|
|
}
|
|
}
|
|
|
|
pCSWeapon->SetSolidFlags( FSOLID_NOT_SOLID );
|
|
pCSWeapon->SetOwnerEntity( this );
|
|
}
|
|
|
|
BaseClass::Weapon_Equip( pWeapon );
|
|
}
|
|
|
|
bool CCSPlayer::Weapon_CanUse( CBaseCombatWeapon *pBaseWeapon )
|
|
{
|
|
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
|
|
|
|
if ( pWeapon )
|
|
{
|
|
// Don't give weapon_c4 to non-terrorists
|
|
if( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_C4 && GetTeamNumber() != TEAM_TERRORIST )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CCSPlayer::BumpWeapon( CBaseCombatWeapon *pBaseWeapon )
|
|
{
|
|
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
|
|
if ( !pWeapon )
|
|
{
|
|
Assert( !pWeapon );
|
|
pBaseWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
|
|
pBaseWeapon->AddEffects( EF_NODRAW );
|
|
Weapon_Equip( pBaseWeapon );
|
|
return true;
|
|
}
|
|
|
|
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
|
|
|
|
// Can I have this weapon type?
|
|
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
|
|
{
|
|
extern int gEvilImpulse101;
|
|
if ( gEvilImpulse101 )
|
|
{
|
|
UTIL_Remove( pWeapon );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Even if we already have a grenade in this slot, we can pickup another one if we don't already
|
|
// own this type of grenade.
|
|
bool bPickupGrenade = ( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_GRENADE );
|
|
|
|
|
|
/*
|
|
// ----------------------------------------
|
|
// If I already have it just take the ammo
|
|
// ----------------------------------------
|
|
if ( !bPickupGrenade && Weapon_SlotOccupied( pWeapon ) )
|
|
{
|
|
Weapon_EquipAmmoOnly( pWeapon );
|
|
// Only remove me if I have no ammo left
|
|
// Can't just check HasAnyAmmo because if I don't use clips, I want to be removed,
|
|
if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() )
|
|
return false;
|
|
|
|
UTIL_Remove( pWeapon );
|
|
return false;
|
|
}
|
|
*/
|
|
|
|
if ( HasShield() && pWeapon->GetCSWpnData().m_bCanUseWithShield == false )
|
|
return false;
|
|
|
|
// Check ammo counts for grenades, and don't try to pick up more grenades than we can carry
|
|
if ( bPickupGrenade )
|
|
{
|
|
CBaseCombatWeapon *pOwnedGrenade = Weapon_OwnsThisType( pWeapon->GetClassname() );
|
|
|
|
if( pOwnedGrenade )
|
|
{
|
|
int numGrenades = 0;
|
|
int maxGrenades = 0;
|
|
|
|
int ammoIndex = pOwnedGrenade->GetPrimaryAmmoType();
|
|
if( ammoIndex != -1 )
|
|
{
|
|
numGrenades = GetAmmoCount( ammoIndex );
|
|
}
|
|
maxGrenades = GetAmmoDef()->MaxCarry(ammoIndex);
|
|
|
|
if( numGrenades >= maxGrenades )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( bPickupGrenade || !Weapon_SlotOccupied( pWeapon ) )
|
|
{
|
|
pWeapon->CheckRespawn();
|
|
|
|
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
|
|
pWeapon->AddEffects( EF_NODRAW );
|
|
|
|
CCSPlayer* pDonor = pWeapon->GetDonor();
|
|
if ( pDonor && pDonor != this && pWeapon->GetCSWpnData().GetWeaponPrice() > m_iAccount )
|
|
{
|
|
CCS_GameStats.Event_PlayerDonatedWeapon( pDonor );
|
|
}
|
|
pWeapon->SetDonor(NULL);
|
|
|
|
Weapon_Equip( pWeapon );
|
|
|
|
int iExtraAmmo = pWeapon->GetExtraAmmoCount();
|
|
|
|
if( iExtraAmmo && !bPickupGrenade )
|
|
{
|
|
//Find out the index of the ammo
|
|
int iAmmoIndex = pWeapon->GetPrimaryAmmoType();
|
|
|
|
if( iAmmoIndex != -1 )
|
|
{
|
|
//Remove the extra ammo from the weapon
|
|
pWeapon->SetExtraAmmoCount(0);
|
|
|
|
//Give it to the player
|
|
SetAmmoCount( iExtraAmmo, iAmmoIndex );
|
|
}
|
|
}
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" );
|
|
if( event )
|
|
{
|
|
const char *weaponName = pWeapon->GetClassname();
|
|
if ( strncmp( weaponName, "weapon_", 7 ) == 0 )
|
|
{
|
|
weaponName += 7;
|
|
}
|
|
event->SetInt( "userid", GetUserID() );
|
|
event->SetString( "item", weaponName );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
void CCSPlayer::ResetStamina( void )
|
|
{
|
|
m_flStamina = 0.0f;
|
|
}
|
|
|
|
void CCSPlayer::RescueZoneTouch( inputdata_t &inputdata )
|
|
{
|
|
m_bInHostageRescueZone = true;
|
|
if ( GetTeamNumber() == TEAM_CT && !(m_iDisplayHistoryBits & DHF_IN_RESCUE_ZONE) )
|
|
{
|
|
HintMessage( "#Hint_hostage_rescue_zone", false );
|
|
m_iDisplayHistoryBits |= DHF_IN_RESCUE_ZONE;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------
|
|
CON_COMMAND( timeleft, "prints the time remaining in the match" )
|
|
{
|
|
CCSPlayer *pPlayer = ToCSPlayer( UTIL_GetCommandClient() );
|
|
if ( pPlayer && pPlayer->m_iNextTimeCheck >= gpGlobals->curtime )
|
|
{
|
|
return; // rate limiting
|
|
}
|
|
|
|
int iTimeRemaining = (int)CSGameRules()->GetMapRemainingTime();
|
|
|
|
if ( iTimeRemaining < 0 )
|
|
{
|
|
if ( pPlayer )
|
|
{
|
|
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_no_timelimit" );
|
|
}
|
|
else
|
|
{
|
|
Msg( "* No Time Limit *\n" );
|
|
}
|
|
}
|
|
else if ( iTimeRemaining == 0 )
|
|
{
|
|
if ( pPlayer )
|
|
{
|
|
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_last_round" );
|
|
}
|
|
else
|
|
{
|
|
Msg( "* Last Round *\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int iMinutes, iSeconds;
|
|
iMinutes = iTimeRemaining / 60;
|
|
iSeconds = iTimeRemaining % 60;
|
|
|
|
char minutes[8];
|
|
char seconds[8];
|
|
|
|
Q_snprintf( minutes, sizeof(minutes), "%d", iMinutes );
|
|
Q_snprintf( seconds, sizeof(seconds), "%2.2d", iSeconds );
|
|
|
|
if ( pPlayer )
|
|
{
|
|
ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_timelimit", minutes, seconds );
|
|
}
|
|
else
|
|
{
|
|
Msg( "Time Remaining: %s:%s\n", minutes, seconds );
|
|
}
|
|
}
|
|
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->m_iNextTimeCheck = gpGlobals->curtime + 1;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------------
|
|
/**
|
|
* Emit given sound that only we can hear
|
|
*/
|
|
void CCSPlayer::EmitPrivateSound( const char *soundName )
|
|
{
|
|
CSoundParameters params;
|
|
if (!GetParametersForSound( soundName, params, NULL ))
|
|
return;
|
|
|
|
CSingleUserRecipientFilter filter( this );
|
|
EmitSound( filter, entindex(), soundName );
|
|
}
|
|
|
|
|
|
//=====================
|
|
//Autobuy
|
|
//=====================
|
|
static void AutoBuy( void )
|
|
{
|
|
CCSPlayer *player = ToCSPlayer( UTIL_GetCommandClient() );
|
|
|
|
if ( player )
|
|
player->AutoBuy();
|
|
}
|
|
static ConCommand autobuy( "autobuy", AutoBuy, "Attempt to purchase items with the order listed in cl_autobuy" );
|
|
|
|
//==============================================
|
|
//AutoBuy - do the work of deciding what to buy
|
|
//==============================================
|
|
void CCSPlayer::AutoBuy()
|
|
{
|
|
if ( !IsInBuyZone() )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.CantBuy" );
|
|
return;
|
|
}
|
|
|
|
const char *autobuyString = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_autobuy" );
|
|
if ( !autobuyString || !*autobuyString )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.AlreadyBought" );
|
|
return;
|
|
}
|
|
|
|
bool boughtPrimary = false, boughtSecondary = false;
|
|
|
|
m_bIsInAutoBuy = true;
|
|
ParseAutoBuyString(autobuyString, boughtPrimary, boughtSecondary);
|
|
m_bIsInAutoBuy = false;
|
|
|
|
m_bAutoReload = true;
|
|
|
|
//TODO ?: stripped out all the attempts to buy career weapons.
|
|
// as we're not porting cs:cz, these were skipped
|
|
}
|
|
|
|
void CCSPlayer::ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary)
|
|
{
|
|
char command[32];
|
|
int nBuffSize = sizeof(command) - 1; // -1 to leave space for the NULL at the end of the string
|
|
const char *c = string;
|
|
|
|
if (c == NULL)
|
|
{
|
|
EmitPrivateSound( "BuyPreset.AlreadyBought" );
|
|
return;
|
|
}
|
|
|
|
BuyResult_e overallResult = BUY_ALREADY_HAVE;
|
|
|
|
// loop through the string of commands, trying each one in turn.
|
|
while (*c != 0)
|
|
{
|
|
int i = 0;
|
|
// copy the next word into the command buffer.
|
|
while ((*c != 0) && (*c != ' ') && (i < nBuffSize))
|
|
{
|
|
command[i] = *(c);
|
|
++c;
|
|
++i;
|
|
}
|
|
if (*c == ' ')
|
|
{
|
|
++c; // skip the space.
|
|
}
|
|
|
|
command[i] = 0; // terminate the string.
|
|
|
|
// clear out any spaces.
|
|
i = 0;
|
|
while (command[i] != 0)
|
|
{
|
|
if (command[i] == ' ')
|
|
{
|
|
command[i] = 0;
|
|
break;
|
|
}
|
|
++i;
|
|
}
|
|
|
|
// make sure we actually have a command.
|
|
if (strlen(command) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
AutoBuyInfoStruct * commandInfo = GetAutoBuyCommandInfo(command);
|
|
|
|
if (ShouldExecuteAutoBuyCommand(commandInfo, boughtPrimary, boughtSecondary))
|
|
{
|
|
BuyResult_e result = HandleCommand_Buy( command );
|
|
|
|
overallResult = CombineBuyResults( overallResult, result );
|
|
|
|
// check to see if we actually bought a primary or secondary weapon this time.
|
|
PostAutoBuyCommandProcessing(commandInfo, boughtPrimary, boughtSecondary);
|
|
}
|
|
}
|
|
|
|
if ( overallResult == BUY_CANT_AFFORD )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.CantBuy" );
|
|
}
|
|
else if ( overallResult == BUY_ALREADY_HAVE )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.AlreadyBought" );
|
|
}
|
|
else if ( overallResult == BUY_BOUGHT )
|
|
{
|
|
g_iAutoBuyPurchases++;
|
|
}
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::CombineBuyResults( BuyResult_e prevResult, BuyResult_e newResult )
|
|
{
|
|
if ( newResult == BUY_BOUGHT )
|
|
{
|
|
prevResult = BUY_BOUGHT;
|
|
}
|
|
else if ( prevResult != BUY_BOUGHT &&
|
|
(newResult == BUY_CANT_AFFORD || newResult == BUY_INVALID_ITEM || newResult == BUY_PLAYER_CANT_BUY ) )
|
|
{
|
|
prevResult = BUY_CANT_AFFORD;
|
|
}
|
|
|
|
return prevResult;
|
|
}
|
|
|
|
//==============================================
|
|
//PostAutoBuyCommandProcessing
|
|
//==============================================
|
|
void CCSPlayer::PostAutoBuyCommandProcessing(const AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary)
|
|
{
|
|
if (commandInfo == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CBaseCombatWeapon *pPrimary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
|
|
CBaseCombatWeapon *pSecondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
|
|
if ((pPrimary != NULL) && (stricmp(pPrimary->GetClassname(), commandInfo->m_classname) == 0))
|
|
{
|
|
// I just bought the gun I was trying to buy.
|
|
boughtPrimary = true;
|
|
}
|
|
else if ((pPrimary == NULL) && ((commandInfo->m_class & AUTOBUYCLASS_SHIELD) == AUTOBUYCLASS_SHIELD) && HasShield())
|
|
{
|
|
// the shield is a primary weapon even though it isn't a "real" weapon.
|
|
boughtPrimary = true;
|
|
}
|
|
else if ((pSecondary != NULL) && (stricmp(pSecondary->GetClassname(), commandInfo->m_classname) == 0))
|
|
{
|
|
// I just bought the pistol I was trying to buy.
|
|
boughtSecondary = true;
|
|
}
|
|
}
|
|
|
|
bool CCSPlayer::ShouldExecuteAutoBuyCommand(const AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary)
|
|
{
|
|
if (commandInfo == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ((boughtPrimary) && ((commandInfo->m_class & AUTOBUYCLASS_PRIMARY) != 0) && ((commandInfo->m_class & AUTOBUYCLASS_AMMO) == 0))
|
|
{
|
|
// this is a primary weapon and we already have one.
|
|
return false;
|
|
}
|
|
|
|
if ((boughtSecondary) && ((commandInfo->m_class & AUTOBUYCLASS_SECONDARY) != 0) && ((commandInfo->m_class & AUTOBUYCLASS_AMMO) == 0))
|
|
{
|
|
// this is a secondary weapon and we already have one.
|
|
return false;
|
|
}
|
|
|
|
if( commandInfo->m_class & AUTOBUYCLASS_ARMOR && ArmorValue() >= 100 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
AutoBuyInfoStruct *CCSPlayer::GetAutoBuyCommandInfo(const char *command)
|
|
{
|
|
int i = 0;
|
|
AutoBuyInfoStruct *ret = NULL;
|
|
AutoBuyInfoStruct *temp = &(g_autoBuyInfo[i]);
|
|
|
|
// loop through all the commands till we find the one that matches.
|
|
while ((ret == NULL) && (temp->m_class != (AutoBuyClassType)0))
|
|
{
|
|
temp = &(g_autoBuyInfo[i]);
|
|
++i;
|
|
|
|
if (stricmp(temp->m_command, command) == 0)
|
|
{
|
|
ret = temp;
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
//==============================================
|
|
//PostAutoBuyCommandProcessing
|
|
//- reorders the tokens in autobuyString based on the order of tokens in the priorityString.
|
|
//==============================================
|
|
void CCSPlayer::PrioritizeAutoBuyString(char *autobuyString, const char *priorityString)
|
|
{
|
|
char newString[256];
|
|
int newStringPos = 0;
|
|
char priorityToken[32];
|
|
|
|
if ((priorityString == NULL) || (autobuyString == NULL))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const char *priorityChar = priorityString;
|
|
|
|
while (*priorityChar != 0)
|
|
{
|
|
int i = 0;
|
|
|
|
// get the next token from the priority string.
|
|
while ((*priorityChar != 0) && (*priorityChar != ' '))
|
|
{
|
|
priorityToken[i] = *priorityChar;
|
|
++i;
|
|
++priorityChar;
|
|
}
|
|
priorityToken[i] = 0;
|
|
|
|
// skip spaces
|
|
while (*priorityChar == ' ')
|
|
{
|
|
++priorityChar;
|
|
}
|
|
|
|
if (strlen(priorityToken) == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// see if the priority token is in the autobuy string.
|
|
// if it is, copy that token to the new string and blank out
|
|
// that token in the autobuy string.
|
|
char *autoBuyPosition = strstr(autobuyString, priorityToken);
|
|
if (autoBuyPosition != NULL)
|
|
{
|
|
while ((*autoBuyPosition != 0) && (*autoBuyPosition != ' '))
|
|
{
|
|
newString[newStringPos] = *autoBuyPosition;
|
|
*autoBuyPosition = ' ';
|
|
++newStringPos;
|
|
++autoBuyPosition;
|
|
}
|
|
|
|
newString[newStringPos++] = ' ';
|
|
}
|
|
}
|
|
|
|
// now just copy anything left in the autobuyString to the new string in the order it's in already.
|
|
char *autobuyPosition = autobuyString;
|
|
while (*autobuyPosition != 0)
|
|
{
|
|
// skip spaces
|
|
while (*autobuyPosition == ' ')
|
|
{
|
|
++autobuyPosition;
|
|
}
|
|
|
|
// copy the token over to the new string.
|
|
while ((*autobuyPosition != 0) && (*autobuyPosition != ' '))
|
|
{
|
|
newString[newStringPos] = *autobuyPosition;
|
|
++newStringPos;
|
|
++autobuyPosition;
|
|
}
|
|
|
|
// add a space at the end.
|
|
newString[newStringPos++] = ' ';
|
|
}
|
|
|
|
// terminate the string. Trailing spaces shouldn't matter.
|
|
newString[newStringPos] = 0;
|
|
|
|
Q_snprintf(autobuyString, sizeof(autobuyString), "%s", newString);
|
|
}
|
|
|
|
|
|
//==============================================================
|
|
// ReBuy
|
|
// system for attempting to buy the weapons you had last round
|
|
//==============================================================
|
|
static void Rebuy( void )
|
|
{
|
|
CCSPlayer *player = ToCSPlayer( UTIL_GetCommandClient() );
|
|
|
|
if ( player )
|
|
player->Rebuy();
|
|
}
|
|
static ConCommand rebuy( "rebuy", Rebuy, "Attempt to repurchase items with the order listed in cl_rebuy" );
|
|
|
|
void CCSPlayer::BuildRebuyStruct()
|
|
{
|
|
if (m_bIsInRebuy)
|
|
{
|
|
// if we are in the middle of a rebuy, we don't want to update the buy struct.
|
|
return;
|
|
}
|
|
|
|
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
|
|
CBaseCombatWeapon *secondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
|
|
// do the primary weapon/ammo stuff.
|
|
if (primary == NULL)
|
|
{
|
|
// count a shieldgun as a primary.
|
|
if (HasShield())
|
|
{
|
|
//m_rebuyStruct.m_primaryWeapon = WEAPON_SHIELDGUN;
|
|
Q_strncpy( m_rebuyStruct.m_szPrimaryWeapon, "shield", sizeof(m_rebuyStruct.m_szPrimaryWeapon) );
|
|
m_rebuyStruct.m_primaryAmmo = 0; // shields don't have ammo.
|
|
}
|
|
else
|
|
{
|
|
|
|
m_rebuyStruct.m_szPrimaryWeapon[0] = 0; // if we don't have a shield and we don't have a primary weapon, we got nuthin.
|
|
m_rebuyStruct.m_primaryAmmo = 0; // can't have ammo if we don't have a gun right?
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//strip off the "weapon_"
|
|
|
|
const char *wpnName = primary->GetClassname();
|
|
|
|
Q_strncpy( m_rebuyStruct.m_szPrimaryWeapon, wpnName + 7, sizeof(m_rebuyStruct.m_szPrimaryWeapon) );
|
|
|
|
if( primary->GetPrimaryAmmoType() != -1 )
|
|
{
|
|
m_rebuyStruct.m_primaryAmmo = GetAmmoCount( primary->GetPrimaryAmmoType() );
|
|
}
|
|
}
|
|
|
|
// do the secondary weapon/ammo stuff.
|
|
if (secondary == NULL)
|
|
{
|
|
m_rebuyStruct.m_szSecondaryWeapon[0] = 0;
|
|
m_rebuyStruct.m_secondaryAmmo = 0; // can't have ammo if we don't have a gun right?
|
|
}
|
|
else
|
|
{
|
|
const char *wpnName = secondary->GetClassname();
|
|
|
|
Q_strncpy( m_rebuyStruct.m_szSecondaryWeapon, wpnName + 7, sizeof(m_rebuyStruct.m_szSecondaryWeapon) );
|
|
|
|
if( secondary->GetPrimaryAmmoType() != -1 )
|
|
{
|
|
m_rebuyStruct.m_secondaryAmmo = GetAmmoCount( secondary->GetPrimaryAmmoType() );
|
|
}
|
|
}
|
|
|
|
CBaseCombatWeapon *pGrenade;
|
|
|
|
//MATTTODO: right now you can't buy more than one grenade. make it so you can
|
|
//buy more and query the number you have.
|
|
// HE Grenade
|
|
pGrenade = Weapon_OwnsThisType( "weapon_hegrenade" );
|
|
if ( pGrenade && pGrenade->GetPrimaryAmmoType() != -1 )
|
|
{
|
|
m_rebuyStruct.m_heGrenade = GetAmmoCount(pGrenade->GetPrimaryAmmoType());
|
|
}
|
|
else
|
|
m_rebuyStruct.m_heGrenade = 0;
|
|
|
|
|
|
// flashbang
|
|
pGrenade = Weapon_OwnsThisType( "weapon_flashbang" );
|
|
if ( pGrenade && pGrenade->GetPrimaryAmmoType() != -1 )
|
|
{
|
|
m_rebuyStruct.m_flashbang = GetAmmoCount(pGrenade->GetPrimaryAmmoType());
|
|
}
|
|
else
|
|
m_rebuyStruct.m_flashbang = 0;
|
|
|
|
// smokegrenade
|
|
pGrenade = Weapon_OwnsThisType( "weapon_smokegrenade" );
|
|
if ( pGrenade /*&& pGrenade->GetPrimaryAmmoType() != -1*/ )
|
|
{
|
|
m_rebuyStruct.m_smokeGrenade = 1; //GetAmmoCount(pGrenade->GetPrimaryAmmoType());
|
|
}
|
|
else
|
|
m_rebuyStruct.m_smokeGrenade = 0;
|
|
|
|
// defuser
|
|
m_rebuyStruct.m_defuser = HasDefuser();
|
|
|
|
// night vision
|
|
m_rebuyStruct.m_nightVision = m_bHasNightVision.Get(); //cast to avoid strange compiler warning
|
|
|
|
// check for armor.
|
|
m_rebuyStruct.m_armor = ( m_bHasHelmet ? 2 : ( ArmorValue() > 0 ? 1 : 0 ) );
|
|
}
|
|
|
|
void CCSPlayer::Rebuy( void )
|
|
{
|
|
if ( !IsInBuyZone() )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.CantBuy" );
|
|
return;
|
|
}
|
|
|
|
const char *rebuyString = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_rebuy" );
|
|
if ( !rebuyString || !*rebuyString )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.AlreadyBought" );
|
|
return;
|
|
}
|
|
|
|
m_bIsInRebuy = true;
|
|
BuyResult_e overallResult = BUY_ALREADY_HAVE;
|
|
|
|
char token[256];
|
|
rebuyString = engine->ParseFile( rebuyString, token, sizeof( token ) );
|
|
|
|
while (rebuyString != NULL)
|
|
{
|
|
BuyResult_e result = BUY_ALREADY_HAVE;
|
|
|
|
if (!Q_strncmp(token, "PrimaryWeapon", 14))
|
|
{
|
|
result = RebuyPrimaryWeapon();
|
|
}
|
|
else if (!Q_strncmp(token, "PrimaryAmmo", 12))
|
|
{
|
|
result = RebuyPrimaryAmmo();
|
|
}
|
|
else if (!Q_strncmp(token, "SecondaryWeapon", 16))
|
|
{
|
|
result = RebuySecondaryWeapon();
|
|
}
|
|
else if (!Q_strncmp(token, "SecondaryAmmo", 14))
|
|
{
|
|
result = RebuySecondaryAmmo();
|
|
}
|
|
else if (!Q_strncmp(token, "HEGrenade", 10))
|
|
{
|
|
result = RebuyHEGrenade();
|
|
}
|
|
else if (!Q_strncmp(token, "Flashbang", 10))
|
|
{
|
|
result = RebuyFlashbang();
|
|
}
|
|
else if (!Q_strncmp(token, "SmokeGrenade", 13))
|
|
{
|
|
result = RebuySmokeGrenade();
|
|
}
|
|
else if (!Q_strncmp(token, "Defuser", 8))
|
|
{
|
|
result = RebuyDefuser();
|
|
}
|
|
else if (!Q_strncmp(token, "NightVision", 12))
|
|
{
|
|
result = RebuyNightVision();
|
|
}
|
|
else if (!Q_strncmp(token, "Armor", 6))
|
|
{
|
|
result = RebuyArmor();
|
|
}
|
|
|
|
overallResult = CombineBuyResults( overallResult, result );
|
|
|
|
rebuyString = engine->ParseFile( rebuyString, token, sizeof( token ) );
|
|
}
|
|
|
|
m_bIsInRebuy = false;
|
|
|
|
// after we're done buying, the user is done with their equipment purchasing experience.
|
|
// so we are effectively out of the buy zone.
|
|
// if (TheTutor != NULL)
|
|
// {
|
|
// TheTutor->OnEvent(EVENT_PLAYER_LEFT_BUY_ZONE);
|
|
// }
|
|
|
|
m_bAutoReload = true;
|
|
|
|
if ( overallResult == BUY_CANT_AFFORD )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.CantBuy" );
|
|
}
|
|
else if ( overallResult == BUY_ALREADY_HAVE )
|
|
{
|
|
EmitPrivateSound( "BuyPreset.AlreadyBought" );
|
|
}
|
|
else if ( overallResult == BUY_BOUGHT )
|
|
{
|
|
g_iReBuyPurchases++;
|
|
}
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyPrimaryWeapon()
|
|
{
|
|
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
|
|
if (primary != NULL)
|
|
{
|
|
return BUY_ALREADY_HAVE; // don't drop primary weapons via rebuy - if the player picked up a different weapon, he wants to keep it.
|
|
}
|
|
|
|
if( strlen( m_rebuyStruct.m_szPrimaryWeapon ) > 0 )
|
|
return HandleCommand_Buy(m_rebuyStruct.m_szPrimaryWeapon);
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuySecondaryWeapon()
|
|
{
|
|
CBaseCombatWeapon *pistol = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
if (pistol != NULL && !m_bUsingDefaultPistol)
|
|
{
|
|
return BUY_ALREADY_HAVE; // don't drop pistols via rebuy if we've bought one other than the default pistol
|
|
}
|
|
|
|
if( strlen( m_rebuyStruct.m_szSecondaryWeapon ) > 0 )
|
|
return HandleCommand_Buy(m_rebuyStruct.m_szSecondaryWeapon);
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyPrimaryAmmo()
|
|
{
|
|
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
|
|
|
|
if (primary == NULL)
|
|
{
|
|
return BUY_ALREADY_HAVE; // can't buy ammo when we don't even have a gun.
|
|
}
|
|
|
|
// Ensure that the weapon uses ammo
|
|
int nAmmo = primary->GetPrimaryAmmoType();
|
|
if ( nAmmo == -1 )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
// if we had more ammo before than we have now, buy more.
|
|
if (m_rebuyStruct.m_primaryAmmo > GetAmmoCount( nAmmo ))
|
|
{
|
|
return HandleCommand_Buy("primammo");
|
|
}
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
|
|
BuyResult_e CCSPlayer::RebuySecondaryAmmo()
|
|
{
|
|
CBaseCombatWeapon *secondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
|
|
|
|
if (secondary == NULL)
|
|
{
|
|
return BUY_ALREADY_HAVE; // can't buy ammo when we don't even have a gun.
|
|
}
|
|
|
|
// Ensure that the weapon uses ammo
|
|
int nAmmo = secondary->GetPrimaryAmmoType();
|
|
if ( nAmmo == -1 )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
if (m_rebuyStruct.m_secondaryAmmo > GetAmmoCount( nAmmo ))
|
|
{
|
|
return HandleCommand_Buy("secammo");
|
|
}
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyHEGrenade()
|
|
{
|
|
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_hegrenade" );
|
|
|
|
int numGrenades = 0;
|
|
|
|
if( pGrenade )
|
|
{
|
|
int nAmmo = pGrenade->GetPrimaryAmmoType();
|
|
if ( nAmmo == -1 )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
numGrenades = GetAmmoCount( nAmmo );
|
|
}
|
|
|
|
BuyResult_e overallResult = BUY_ALREADY_HAVE;
|
|
int numToBuy = MAX( 0, m_rebuyStruct.m_heGrenade - numGrenades );
|
|
for (int i = 0; i < numToBuy; ++i)
|
|
{
|
|
BuyResult_e result = HandleCommand_Buy("hegrenade");
|
|
overallResult = CombineBuyResults( overallResult, result );
|
|
}
|
|
|
|
return overallResult;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyFlashbang()
|
|
{
|
|
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_flashbang" );
|
|
|
|
int numGrenades = 0;
|
|
|
|
if( pGrenade )
|
|
{
|
|
int nAmmo = pGrenade->GetPrimaryAmmoType();
|
|
if ( nAmmo == -1 )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
numGrenades = GetAmmoCount( nAmmo );
|
|
|
|
}
|
|
|
|
BuyResult_e overallResult = BUY_ALREADY_HAVE;
|
|
int numToBuy = MAX( 0, m_rebuyStruct.m_flashbang - numGrenades );
|
|
for (int i = 0; i < numToBuy; ++i)
|
|
{
|
|
BuyResult_e result = HandleCommand_Buy("flashbang");
|
|
overallResult = CombineBuyResults( overallResult, result );
|
|
}
|
|
|
|
return overallResult;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuySmokeGrenade()
|
|
{
|
|
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_smokegrenade" );
|
|
|
|
int numGrenades = 0;
|
|
|
|
if( pGrenade )
|
|
{
|
|
int nAmmo = pGrenade->GetPrimaryAmmoType();
|
|
if ( nAmmo == -1 )
|
|
{
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
numGrenades = GetAmmoCount( nAmmo );
|
|
}
|
|
|
|
BuyResult_e overallResult = BUY_ALREADY_HAVE;
|
|
int numToBuy = MAX( 0, m_rebuyStruct.m_smokeGrenade - numGrenades );
|
|
for (int i = 0; i < numToBuy; ++i)
|
|
{
|
|
BuyResult_e result = HandleCommand_Buy("smokegrenade");
|
|
overallResult = CombineBuyResults( overallResult, result );
|
|
}
|
|
|
|
return overallResult;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyDefuser()
|
|
{
|
|
//If we don't have a defuser, and we want one, buy it!
|
|
if( !HasDefuser() && m_rebuyStruct.m_defuser )
|
|
{
|
|
return HandleCommand_Buy("defuser");
|
|
}
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyNightVision()
|
|
{
|
|
//if we don't have night vision and we want one, buy it!
|
|
if( !m_bHasNightVision && m_rebuyStruct.m_nightVision )
|
|
{
|
|
return HandleCommand_Buy("nvgs");
|
|
}
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
BuyResult_e CCSPlayer::RebuyArmor()
|
|
{
|
|
if (m_rebuyStruct.m_armor > 0 )
|
|
{
|
|
int armor = 0;
|
|
|
|
if( m_bHasHelmet )
|
|
armor = 2;
|
|
else if( ArmorValue() > 0 )
|
|
armor = 1;
|
|
|
|
if( armor < m_rebuyStruct.m_armor )
|
|
{
|
|
if (m_rebuyStruct.m_armor == 1)
|
|
{
|
|
return HandleCommand_Buy("vest");
|
|
}
|
|
else
|
|
{
|
|
return HandleCommand_Buy("vesthelm");
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return BUY_ALREADY_HAVE;
|
|
}
|
|
|
|
bool CCSPlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps )
|
|
{
|
|
CWeaponCSBase *pCSWepaon = dynamic_cast<CWeaponCSBase*>(pEntity);
|
|
|
|
if( pCSWepaon )
|
|
{
|
|
// we can't USE dropped weapons
|
|
return true;
|
|
}
|
|
|
|
CBaseCSGrenadeProjectile *pGrenade = dynamic_cast<CBaseCSGrenadeProjectile*>(pEntity);
|
|
if ( pGrenade )
|
|
{
|
|
// we can't USE thrown grenades
|
|
}
|
|
|
|
return BaseClass::IsUseableEntity( pEntity, requiredCaps );
|
|
}
|
|
|
|
CBaseEntity *CCSPlayer::FindUseEntity()
|
|
{
|
|
CBaseEntity *entity = NULL;
|
|
|
|
// Check to see if the bomb is close enough to use before attempting to use anything else.
|
|
|
|
if ( CSGameRules()->IsBombDefuseMap() && GetTeamNumber() == TEAM_CT )
|
|
{
|
|
// This is done separately since there might be something blocking our LOS to it
|
|
// but we might want to use it anyway if it's close enough. This should eliminate
|
|
// the vast majority of bomb placement exploits (places where the bomb can be planted
|
|
// but can't be "used". This also mimics goldsrc cstrike behavior.
|
|
CBaseEntity *bomb = gEntList.FindEntityByClassname( NULL, PLANTED_C4_CLASSNAME );
|
|
if (bomb != NULL)
|
|
{
|
|
Vector bombPos = bomb->GetAbsOrigin();
|
|
Vector vecLOS = EyePosition() - bombPos;
|
|
|
|
if (vecLOS.LengthSqr() < (96*96)) // 64 is the distance in Goldsrc. However since Goldsrc did distance from the player's origin and we're doing distance from the player's eye, make the radius a bit bigger.
|
|
{
|
|
// bomb is close enough, now make sure the player is facing the bomb.
|
|
Vector forward;
|
|
AngleVectors(EyeAngles(), &forward, NULL, NULL);
|
|
|
|
vecLOS.NormalizeInPlace();
|
|
|
|
float flDot = DotProduct(forward, vecLOS);
|
|
if (flDot < -0.7) // 0.7 taken from Goldsrc, +/- ~45 degrees
|
|
{
|
|
entity = bomb;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( entity == NULL )
|
|
{
|
|
entity = BaseClass::FindUseEntity();
|
|
}
|
|
|
|
return entity;
|
|
}
|
|
|
|
void CCSPlayer::StockPlayerAmmo( CBaseCombatWeapon *pNewWeapon )
|
|
{
|
|
CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase * >( pNewWeapon );
|
|
|
|
if ( pWeapon )
|
|
{
|
|
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
|
|
return;
|
|
|
|
int nAmmo = pWeapon->GetPrimaryAmmoType();
|
|
|
|
if ( nAmmo != -1 )
|
|
{
|
|
GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName );
|
|
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
|
|
|
|
if ( pWeapon )
|
|
{
|
|
int nAmmo = pWeapon->GetPrimaryAmmoType();
|
|
|
|
if ( nAmmo != -1 )
|
|
{
|
|
GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName );
|
|
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
|
|
}
|
|
}
|
|
|
|
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL ));
|
|
|
|
if ( pWeapon )
|
|
{
|
|
int nAmmo = pWeapon->GetPrimaryAmmoType();
|
|
|
|
if ( nAmmo != -1 )
|
|
{
|
|
GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName );
|
|
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
|
|
}
|
|
}
|
|
}
|
|
|
|
CBaseEntity *CCSPlayer::GiveNamedItem( const char *pszName, int iSubType )
|
|
{
|
|
EHANDLE pent;
|
|
|
|
if ( !pszName || !pszName[0] )
|
|
return NULL;
|
|
|
|
#ifndef CS_SHIELD_ENABLED
|
|
if ( !Q_stricmp( pszName, "weapon_shield" ) )
|
|
return NULL;
|
|
#endif
|
|
|
|
pent = CreateEntityByName(pszName);
|
|
if ( pent == NULL )
|
|
{
|
|
Msg( "NULL Ent in GiveNamedItem!\n" );
|
|
return NULL;
|
|
}
|
|
|
|
pent->SetLocalOrigin( GetLocalOrigin() );
|
|
pent->AddSpawnFlags( SF_NORESPAWN );
|
|
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent );
|
|
if ( pWeapon )
|
|
{
|
|
if ( iSubType )
|
|
{
|
|
pWeapon->SetSubType( iSubType );
|
|
}
|
|
}
|
|
|
|
DispatchSpawn( pent );
|
|
|
|
m_bIsBeingGivenItem = true;
|
|
if ( pent != NULL && !(pent->IsMarkedForDeletion()) )
|
|
{
|
|
pent->Touch( this );
|
|
}
|
|
m_bIsBeingGivenItem = false;
|
|
|
|
StockPlayerAmmo( pWeapon );
|
|
return pent;
|
|
}
|
|
|
|
|
|
void CCSPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
|
|
{
|
|
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
|
|
{
|
|
// Grenade throwing has to synchronize exactly with the player's grenade weapon going away,
|
|
// and events get delayed a bit, so we let CCSPlayerAnimState pickup the change to this
|
|
// variable.
|
|
m_iThrowGrenadeCounter = (m_iThrowGrenadeCounter+1) % (1<<THROWGRENADE_COUNTER_BITS);
|
|
}
|
|
else
|
|
{
|
|
m_PlayerAnimState->DoAnimationEvent( event, nData );
|
|
TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CCSPlayer::FlashlightIsOn( void )
|
|
{
|
|
return IsEffectActive( EF_DIMLIGHT );
|
|
}
|
|
|
|
extern ConVar flashlight;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::FlashlightTurnOn( void )
|
|
{
|
|
if( flashlight.GetInt() > 0 && IsAlive() )
|
|
{
|
|
AddEffects( EF_DIMLIGHT );
|
|
EmitSound( "Player.FlashlightOn" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::FlashlightTurnOff( void )
|
|
{
|
|
RemoveEffects( EF_DIMLIGHT );
|
|
|
|
if( IsAlive() )
|
|
{
|
|
EmitSound( "Player.FlashlightOff" );
|
|
}
|
|
}
|
|
|
|
|
|
//Drop the appropriate weapons:
|
|
// Defuser if we have one
|
|
// C4 if we have one
|
|
// The best weapon we have, first check primary,
|
|
// then secondary and drop the best one
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Added a parameter so we know if it was death that caused the drop
|
|
// [menglish] Clear all previously dropped equipment and add the c4 to the dropped equipment
|
|
//=============================================================================
|
|
|
|
void CCSPlayer::DropWeapons( bool fromDeath, bool friendlyFire )
|
|
{
|
|
for ( int i = 0; i < DROPPED_COUNT; ++i )
|
|
{
|
|
m_hDroppedEquipment[i] = NULL;
|
|
}
|
|
|
|
CBaseCombatWeapon *pC4 = Weapon_OwnsThisType( "weapon_c4" );
|
|
if ( pC4 )
|
|
{
|
|
CSWeaponDrop( pC4, false, true );
|
|
if( fromDeath )
|
|
{
|
|
if( friendlyFire )
|
|
{
|
|
(static_cast<CC4*> (pC4))->SetDroppedFromDeath(true);
|
|
}
|
|
m_hDroppedEquipment[DROPPED_C4] = static_cast<CBaseEntity *>(pC4);
|
|
}
|
|
}
|
|
|
|
//NOTE: Function continues beyond comment block. This is just the part I touched.
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
if( HasDefuser() )
|
|
{
|
|
//Drop an item_defuser
|
|
Vector vForward, vRight;
|
|
AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
|
|
|
|
CBaseAnimating *pDefuser = (CBaseAnimating *)CBaseEntity::Create( "item_defuser", WorldSpaceCenter(), GetLocalAngles(), this );
|
|
pDefuser->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
|
|
|
|
RemoveDefuser();
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Add the newly created defuser to the dropped equipment list
|
|
//=============================================================================
|
|
|
|
if(fromDeath)
|
|
{
|
|
m_hDroppedEquipment[DROPPED_DEFUSE] = static_cast<CBaseEntity *>(pDefuser);
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
}
|
|
|
|
if( HasShield() )
|
|
{
|
|
DropShield();
|
|
}
|
|
else
|
|
{
|
|
//drop the best weapon we have
|
|
if( !DropRifle( true ) )
|
|
DropPistol( true );
|
|
}
|
|
|
|
// drop any live grenades so they explode
|
|
CBaseCSGrenade *pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_hegrenade"));
|
|
if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) )
|
|
{
|
|
pGrenade->DropGrenade();
|
|
pGrenade->DecrementAmmo( this );
|
|
}
|
|
else
|
|
{
|
|
pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_flashbang"));
|
|
if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) )
|
|
{
|
|
pGrenade->DropGrenade();
|
|
pGrenade->DecrementAmmo( this );
|
|
}
|
|
else
|
|
{
|
|
pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_smokegrenade"));
|
|
if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) )
|
|
{
|
|
pGrenade->DropGrenade();
|
|
pGrenade->DecrementAmmo( this );
|
|
}
|
|
}
|
|
}
|
|
|
|
// drop the "best" grenade remaining
|
|
CBaseCombatWeapon *pWeapon = Weapon_OwnsThisType("weapon_hegrenade");
|
|
bool grenadeDrop = false;
|
|
if ( pWeapon && pWeapon->HasAmmo() )
|
|
{
|
|
grenadeDrop = CSWeaponDrop(pWeapon, false);
|
|
}
|
|
else
|
|
{
|
|
pWeapon = Weapon_OwnsThisType("weapon_flashbang");
|
|
if ( pWeapon && pWeapon->HasAmmo() )
|
|
{
|
|
grenadeDrop = CSWeaponDrop(pWeapon, false);
|
|
}
|
|
else
|
|
{
|
|
pWeapon = Weapon_OwnsThisType("weapon_smokegrenade");
|
|
if ( pWeapon && pWeapon->HasAmmo() )
|
|
{
|
|
grenadeDrop = CSWeaponDrop(pWeapon, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] Add whichever, if any, grenade was dropped
|
|
//=============================================================================
|
|
|
|
if( pWeapon && grenadeDrop )
|
|
{
|
|
m_hDroppedEquipment[DROPPED_GRENADE] = static_cast<CBaseEntity *>(pWeapon);
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Put the player in the specified team
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::ChangeTeam( int iTeamNum )
|
|
{
|
|
if ( !GetGlobalTeam( iTeamNum ) )
|
|
{
|
|
Warning( "CCSPlayer::ChangeTeam( %d ) - invalid team index.\n", iTeamNum );
|
|
return;
|
|
}
|
|
|
|
int iOldTeam = GetTeamNumber();
|
|
|
|
// if this is our current team, just abort
|
|
if ( iTeamNum == iOldTeam )
|
|
return;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
//=============================================================================
|
|
|
|
// [tj] Added a parameter so we know if it was death that caused the drop
|
|
// Drop Our best weapon
|
|
DropWeapons(false, false);
|
|
|
|
// [tj] Clear out dominations
|
|
RemoveNemesisRelationships();
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
|
|
// Always allow a change to spectator, and don't count it as one of our team changes.
|
|
// We now store the old team, so if a player changes once to one team, then to spectator,
|
|
// they won't be able to change back to their old old team, but will still be able to join
|
|
// the team they initially changed to.
|
|
if( iTeamNum != TEAM_SPECTATOR )
|
|
{
|
|
m_bTeamChanged = true;
|
|
}
|
|
else
|
|
{
|
|
m_iOldTeam = iOldTeam;
|
|
}
|
|
|
|
// do the team change:
|
|
BaseClass::ChangeTeam( iTeamNum );
|
|
|
|
//reset class
|
|
m_iClass = (int)CS_CLASS_NONE;
|
|
|
|
// update client state
|
|
|
|
if ( iTeamNum == TEAM_UNASSIGNED )
|
|
{
|
|
State_Transition( STATE_OBSERVER_MODE );
|
|
}
|
|
else if ( iTeamNum == TEAM_SPECTATOR )
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Removed these lines so players keep their money when switching to spectator.
|
|
//=============================================================================
|
|
//Reset money
|
|
//m_iAccount = 0;
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
RemoveAllItems( true );
|
|
|
|
State_Transition( STATE_OBSERVER_MODE );
|
|
}
|
|
else // active player
|
|
{
|
|
if ( iOldTeam == TEAM_SPECTATOR )
|
|
{
|
|
// If they're switching from being a spectator to ingame player
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [tj] Changed this so players either retain their existing money or,
|
|
// if they have less than the default, give them the default.
|
|
//=============================================================================
|
|
int startMoney = CSGameRules()->GetStartMoney();
|
|
if (startMoney > m_iAccount)
|
|
{
|
|
m_iAccount = startMoney;
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
}
|
|
|
|
// bots get to this state on TEAM_UNASSIGNED, yet they are marked alive. Don't kill them.
|
|
else if ( iOldTeam != TEAM_UNASSIGNED && !IsDead() )
|
|
{
|
|
// Kill player if switching teams while alive
|
|
CommitSuicide();
|
|
}
|
|
|
|
// Put up the class selection menu.
|
|
State_Transition( STATE_PICKINGCLASS );
|
|
}
|
|
|
|
// Initialize the player counts now that a player has switched teams
|
|
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
|
|
CSGameRules()->InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Put the player in the specified team without penalty
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::SwitchTeam( int iTeamNum )
|
|
{
|
|
if ( !GetGlobalTeam( iTeamNum ) || (iTeamNum != TEAM_CT && iTeamNum != TEAM_TERRORIST) )
|
|
{
|
|
Warning( "CCSPlayer::SwitchTeam( %d ) - invalid team index.\n", iTeamNum );
|
|
return;
|
|
}
|
|
|
|
int iOldTeam = GetTeamNumber();
|
|
|
|
// if this is our current team, just abort
|
|
if ( iTeamNum == iOldTeam )
|
|
return;
|
|
|
|
// Always allow a change to spectator, and don't count it as one of our team changes.
|
|
// We now store the old team, so if a player changes once to one team, then to spectator,
|
|
// they won't be able to change back to their old old team, but will still be able to join
|
|
// the team they initially changed to.
|
|
m_bTeamChanged = true;
|
|
|
|
// do the team change:
|
|
BaseClass::ChangeTeam( iTeamNum );
|
|
|
|
if( HasDefuser() )
|
|
{
|
|
RemoveDefuser();
|
|
}
|
|
|
|
//reset class
|
|
switch ( m_iClass )
|
|
{
|
|
// Terrorist -> CT
|
|
case CS_CLASS_PHOENIX_CONNNECTION:
|
|
m_iClass = (int)CS_CLASS_SEAL_TEAM_6;
|
|
break;
|
|
case CS_CLASS_L337_KREW:
|
|
m_iClass = (int)CS_CLASS_GSG_9;
|
|
break;
|
|
case CS_CLASS_ARCTIC_AVENGERS:
|
|
m_iClass = (int)CS_CLASS_SAS;
|
|
break;
|
|
case CS_CLASS_GUERILLA_WARFARE:
|
|
m_iClass = (int)CS_CLASS_GIGN;
|
|
break;
|
|
|
|
// CT -> Terrorist
|
|
case CS_CLASS_SEAL_TEAM_6:
|
|
m_iClass = (int)CS_CLASS_PHOENIX_CONNNECTION;
|
|
break;
|
|
case CS_CLASS_GSG_9:
|
|
m_iClass = (int)CS_CLASS_L337_KREW;
|
|
break;
|
|
case CS_CLASS_SAS:
|
|
m_iClass = (int)CS_CLASS_ARCTIC_AVENGERS;
|
|
break;
|
|
case CS_CLASS_GIGN:
|
|
m_iClass = (int)CS_CLASS_GUERILLA_WARFARE;
|
|
break;
|
|
|
|
case CS_CLASS_NONE:
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Initialize the player counts now that a player has switched teams
|
|
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT;
|
|
CSGameRules()->InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT );
|
|
}
|
|
|
|
void CCSPlayer::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
|
|
{
|
|
// this is for giving player info to the hostage response system
|
|
// and is as yet unused.
|
|
// Eventually we could give the hostage a few tidbits about this player,
|
|
// eg their health, what weapons they have, and the hostage could
|
|
// comment accordingly.
|
|
|
|
//do not append any player data to the Criteria!
|
|
|
|
//we don't know which player we should be caring about
|
|
}
|
|
|
|
static unsigned int s_BulletGroupCounter = 0;
|
|
|
|
void CCSPlayer::StartNewBulletGroup()
|
|
{
|
|
s_BulletGroupCounter++;
|
|
}
|
|
|
|
//=======================================================
|
|
// Remember this amount of damage that we dealt for stats
|
|
//=======================================================
|
|
void CCSPlayer::RecordDamageGiven( const char *szDamageTaker, int iDamageGiven )
|
|
{
|
|
FOR_EACH_LL( m_DamageGivenList, i )
|
|
{
|
|
if( Q_strncmp( szDamageTaker, m_DamageGivenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 )
|
|
{
|
|
m_DamageGivenList[i]->AddDamage( iDamageGiven, s_BulletGroupCounter );
|
|
return;
|
|
}
|
|
}
|
|
|
|
CDamageRecord *record = new CDamageRecord( szDamageTaker, iDamageGiven, s_BulletGroupCounter );
|
|
int k = m_DamageGivenList.AddToTail();
|
|
m_DamageGivenList[k] = record;
|
|
}
|
|
|
|
//=======================================================
|
|
// Remember this amount of damage that we took for stats
|
|
//=======================================================
|
|
void CCSPlayer::RecordDamageTaken( const char *szDamageDealer, int iDamageTaken )
|
|
{
|
|
FOR_EACH_LL( m_DamageTakenList, i )
|
|
{
|
|
if( Q_strncmp( szDamageDealer, m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 )
|
|
{
|
|
m_DamageTakenList[i]->AddDamage( iDamageTaken, s_BulletGroupCounter );
|
|
return;
|
|
}
|
|
}
|
|
|
|
CDamageRecord *record = new CDamageRecord( szDamageDealer, iDamageTaken, s_BulletGroupCounter );
|
|
int k = m_DamageTakenList.AddToTail();
|
|
m_DamageTakenList[k] = record;
|
|
}
|
|
|
|
//=======================================================
|
|
// Reset our damage given and taken counters
|
|
//=======================================================
|
|
void CCSPlayer::ResetDamageCounters()
|
|
{
|
|
m_DamageGivenList.PurgeAndDeleteElements();
|
|
m_DamageTakenList.PurgeAndDeleteElements();
|
|
}
|
|
|
|
//=======================================================
|
|
// Output the damage that we dealt to other players
|
|
//=======================================================
|
|
void CCSPlayer::OutputDamageTaken( void )
|
|
{
|
|
bool bPrintHeader = true;
|
|
CDamageRecord *pRecord;
|
|
char buf[64];
|
|
int msg_dest = HUD_PRINTCONSOLE;
|
|
|
|
FOR_EACH_LL( m_DamageTakenList, i )
|
|
{
|
|
if( bPrintHeader )
|
|
{
|
|
ClientPrint( this, msg_dest, "Player: %s1 - Damage Taken\n", GetPlayerName() );
|
|
ClientPrint( this, msg_dest, "-------------------------\n" );
|
|
bPrintHeader = false;
|
|
}
|
|
pRecord = m_DamageTakenList[i];
|
|
|
|
if( pRecord )
|
|
{
|
|
if (pRecord->GetNumHits() == 1)
|
|
{
|
|
Q_snprintf( buf, sizeof(buf), "%d in %d hit", pRecord->GetDamage(), pRecord->GetNumHits() );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( buf, sizeof(buf), "%d in %d hits", pRecord->GetDamage(), pRecord->GetNumHits() );
|
|
}
|
|
ClientPrint( this, msg_dest, "Damage Taken from \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=======================================================
|
|
// Output the damage that we took from other players
|
|
//=======================================================
|
|
void CCSPlayer::OutputDamageGiven( void )
|
|
{
|
|
bool bPrintHeader = true;
|
|
CDamageRecord *pRecord;
|
|
char buf[64];
|
|
int msg_dest = HUD_PRINTCONSOLE;
|
|
|
|
FOR_EACH_LL( m_DamageGivenList, i )
|
|
{
|
|
if( bPrintHeader )
|
|
{
|
|
ClientPrint( this, msg_dest, "Player: %s1 - Damage Given\n", GetPlayerName() );
|
|
ClientPrint( this, msg_dest, "-------------------------\n" );
|
|
bPrintHeader = false;
|
|
}
|
|
|
|
pRecord = m_DamageGivenList[i];
|
|
|
|
if( pRecord )
|
|
{
|
|
if (pRecord->GetNumHits() == 1)
|
|
{
|
|
Q_snprintf( buf, sizeof(buf), "%d in %d hit", pRecord->GetDamage(), pRecord->GetNumHits() );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( buf, sizeof(buf), "%d in %d hits", pRecord->GetDamage(), pRecord->GetNumHits() );
|
|
}
|
|
ClientPrint( this, msg_dest, "Damage Given to \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::CreateViewModel( int index /*=0*/ )
|
|
{
|
|
Assert( index >= 0 && index < MAX_VIEWMODELS );
|
|
|
|
if ( GetViewModel( index ) )
|
|
return;
|
|
|
|
CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" );
|
|
if ( vm )
|
|
{
|
|
vm->SetAbsOrigin( GetAbsOrigin() );
|
|
vm->SetOwner( this );
|
|
vm->SetIndex( index );
|
|
DispatchSpawn( vm );
|
|
vm->FollowEntity( this, false );
|
|
m_hViewModel.Set( index, vm );
|
|
}
|
|
}
|
|
|
|
bool CCSPlayer::HasC4() const
|
|
{
|
|
return ( Weapon_OwnsThisType( "weapon_c4" ) != NULL );
|
|
}
|
|
|
|
int CCSPlayer::GetNextObserverSearchStartPoint( bool bReverse )
|
|
{
|
|
// If we are currently watching someone who is dead, they must have died while we were watching (since
|
|
// a dead guy is not a valid pick to start watching). He was given his killer as an observer target
|
|
// when he died, so let's start by trying to observe his killer. If we fail, we'll use the normal way.
|
|
// And this is just the start point anyway, but we want to start the search here in case it is okay.
|
|
if( m_hObserverTarget && !m_hObserverTarget->IsAlive() )
|
|
{
|
|
CCSPlayer *targetPlayer = ToCSPlayer(m_hObserverTarget);
|
|
if( targetPlayer && targetPlayer->GetObserverTarget() )
|
|
return targetPlayer->GetObserverTarget()->entindex();
|
|
}
|
|
|
|
return BaseClass::GetNextObserverSearchStartPoint( bReverse );
|
|
}
|
|
|
|
void CCSPlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
|
|
{
|
|
BaseClass::PlayStepSound( vecOrigin, psurface, fvol, force );
|
|
|
|
if ( !sv_footsteps.GetFloat() )
|
|
return;
|
|
|
|
if ( !psurface )
|
|
return;
|
|
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_footstep" );
|
|
if ( event )
|
|
{
|
|
event->SetInt("userid", GetUserID() );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
m_bMadeFootstepNoise = true;
|
|
}
|
|
|
|
|
|
void CCSPlayer::SelectDeathPose( const CTakeDamageInfo &info )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
if ( !GetModelPtr() )
|
|
return;
|
|
|
|
Activity aActivity = ACT_INVALID;
|
|
int iDeathFrame = 0;
|
|
|
|
SelectDeathPoseActivityAndFrame( this, info, m_LastHitGroup, aActivity, iDeathFrame );
|
|
if ( aActivity == ACT_INVALID )
|
|
{
|
|
SetDeathPose( ACT_INVALID );
|
|
SetDeathPoseFrame( 0 );
|
|
return;
|
|
}
|
|
|
|
SetDeathPose( SelectWeightedSequence( aActivity ) );
|
|
SetDeathPoseFrame( iDeathFrame );
|
|
}
|
|
|
|
|
|
void CCSPlayer::HandleAnimEvent( animevent_t *pEvent )
|
|
{
|
|
if ( pEvent->event == 4001 || pEvent->event == 4002 )
|
|
{
|
|
// Ignore these for now - soon we will be playing footstep sounds based on these events
|
|
// that mark footfalls in the anims.
|
|
}
|
|
else
|
|
{
|
|
BaseClass::HandleAnimEvent( pEvent );
|
|
}
|
|
}
|
|
|
|
|
|
bool CCSPlayer::CanChangeName( void )
|
|
{
|
|
if ( IsBot() )
|
|
return true;
|
|
|
|
// enforce the minimum interval
|
|
if ( (m_flNameChangeHistory[0] + MIN_NAME_CHANGE_INTERVAL) >= gpGlobals->curtime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// enforce that we dont do more than NAME_CHANGE_HISTORY_SIZE
|
|
// changes within NAME_CHANGE_HISTORY_INTERVAL
|
|
if ( (m_flNameChangeHistory[NAME_CHANGE_HISTORY_SIZE-1] + NAME_CHANGE_HISTORY_INTERVAL) >= gpGlobals->curtime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CCSPlayer::ChangeName( const char *pszNewName )
|
|
{
|
|
// make sure name is not too long
|
|
char trimmedName[MAX_PLAYER_NAME_LENGTH];
|
|
Q_strncpy( trimmedName, pszNewName, sizeof( trimmedName ) );
|
|
|
|
const char *pszOldName = GetPlayerName();
|
|
|
|
// send colored message to everyone
|
|
CReliableBroadcastRecipientFilter filter;
|
|
UTIL_SayText2Filter( filter, this, false, "#Cstrike_Name_Change", pszOldName, trimmedName );
|
|
|
|
// broadcast event
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_changename" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "userid", GetUserID() );
|
|
event->SetString( "oldname", pszOldName );
|
|
event->SetString( "newname", trimmedName );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
// change shared player name
|
|
SetPlayerName( trimmedName );
|
|
|
|
// tell engine to use new name
|
|
engine->ClientCommand( edict(), "name \"%s\"", trimmedName );
|
|
|
|
// remember time of name change
|
|
for ( int i=NAME_CHANGE_HISTORY_SIZE-1; i>0; i-- )
|
|
{
|
|
m_flNameChangeHistory[i] = m_flNameChangeHistory[i-1];
|
|
}
|
|
|
|
m_flNameChangeHistory[0] = gpGlobals->curtime; // last change
|
|
}
|
|
|
|
bool CCSPlayer::StartReplayMode( float fDelay, float fDuration, int iEntity )
|
|
{
|
|
if ( !BaseClass::StartReplayMode( fDelay, fDuration, iEntity ) )
|
|
return false;
|
|
|
|
CSingleUserRecipientFilter filter( this );
|
|
filter.MakeReliable();
|
|
|
|
UserMessageBegin( filter, "KillCam" );
|
|
WRITE_BYTE( OBS_MODE_IN_EYE );
|
|
|
|
if ( m_hObserverTarget.Get() )
|
|
{
|
|
WRITE_BYTE( m_hObserverTarget.Get()->entindex() ); // first target
|
|
WRITE_BYTE( entindex() ); //second target
|
|
}
|
|
else
|
|
{
|
|
WRITE_BYTE( entindex() ); // first target
|
|
WRITE_BYTE( 0 ); //second target
|
|
}
|
|
MessageEnd();
|
|
|
|
ClientPrint( this, HUD_PRINTCENTER, "Kill Cam Replay" );
|
|
|
|
return true;
|
|
}
|
|
|
|
void CCSPlayer::StopReplayMode()
|
|
{
|
|
BaseClass::StopReplayMode();
|
|
|
|
CSingleUserRecipientFilter filter( this );
|
|
filter.MakeReliable();
|
|
|
|
UserMessageBegin( filter, "KillCam" );
|
|
WRITE_BYTE( OBS_MODE_NONE );
|
|
WRITE_BYTE( 0 );
|
|
WRITE_BYTE( 0 );
|
|
MessageEnd();
|
|
}
|
|
|
|
void CCSPlayer::PlayUseDenySound()
|
|
{
|
|
// Don't do a sound here because it can mute your footsteps giving you an advantage.
|
|
// The CS:S content for this sound is silent anyways.
|
|
//EmitSound( "Player.UseDeny" );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
//=============================================================================
|
|
|
|
// [menglish, tj] This is where we reset all the per-round information for achievements for this player
|
|
void CCSPlayer::ResetRoundBasedAchievementVariables()
|
|
{
|
|
m_KillingSpreeStartTime = -1;
|
|
|
|
int numCTPlayers = 0, numTPlayers = 0;
|
|
for (int i = 0; i < g_Teams.Count(); i++ )
|
|
{
|
|
if(g_Teams[i])
|
|
{
|
|
if ( g_Teams[i]->GetTeamNumber() == TEAM_CT )
|
|
numCTPlayers = g_Teams[i]->GetNumPlayers();
|
|
else if(g_Teams[i]->GetTeamNumber() == TEAM_TERRORIST)
|
|
numTPlayers = g_Teams[i]->GetNumPlayers();
|
|
}
|
|
}
|
|
m_NumEnemiesKilledThisRound = 0;
|
|
if(GetTeamNumber() == TEAM_CT)
|
|
m_NumEnemiesAtRoundStart = numTPlayers;
|
|
else if(GetTeamNumber() == TEAM_TERRORIST)
|
|
m_NumEnemiesAtRoundStart = numCTPlayers;
|
|
|
|
|
|
//Clear the previous owner field for currently held weapons
|
|
CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
|
|
if ( pWeapon )
|
|
{
|
|
pWeapon->SetPreviousOwner(NULL);
|
|
}
|
|
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL));
|
|
if ( pWeapon )
|
|
{
|
|
pWeapon->SetPreviousOwner(NULL);
|
|
}
|
|
|
|
//Clear list of weapons used to get kills
|
|
m_killWeapons.RemoveAll();
|
|
|
|
//Clear sliding window of kill times
|
|
m_killTimes.RemoveAll();
|
|
|
|
//clear round kills
|
|
m_enemyPlayersKilledThisRound.RemoveAll();
|
|
|
|
m_killsWhileBlind = 0;
|
|
|
|
m_bSurvivedHeadshotDueToHelmet = false;
|
|
|
|
m_gooseChaseStep = GC_NONE;
|
|
m_defuseDefenseStep = DD_NONE;
|
|
m_pGooseChaseDistractingPlayer = NULL;
|
|
|
|
m_bMadeFootstepNoise = false;
|
|
|
|
m_bombPickupTime = -1;
|
|
|
|
m_bMadePurchseThisRound = false;
|
|
|
|
m_bKilledDefuser = false;
|
|
m_bKilledRescuer = false;
|
|
m_maxGrenadeKills = 0;
|
|
m_grenadeDamageTakenThisRound = 0;
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Needed for fun-fact implementation
|
|
//=============================================================================
|
|
|
|
WieldingKnifeAndKilledByGun(false);
|
|
|
|
m_WeaponTypesUsed.RemoveAll();
|
|
|
|
m_bPickedUpDefuser = false;
|
|
m_bDefusedWithPickedUpKit = false;
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
}
|
|
|
|
|
|
/**
|
|
* static public CCSPlayer::GetCSWeaponIDCausingDamage()
|
|
*
|
|
* Helper function to get the ID of the weapon used to kill a player.
|
|
* This is slightly non-trivial because the grenade because a separate
|
|
* entity when thrown.
|
|
*
|
|
* Parameters:
|
|
* info -
|
|
*
|
|
* Returns:
|
|
* int -
|
|
*/
|
|
CSWeaponID CCSPlayer::GetWeaponIdCausingDamange( const CTakeDamageInfo &info )
|
|
{
|
|
CBaseEntity *pInflictor = info.GetInflictor();
|
|
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker());
|
|
if (pAttacker == pInflictor)
|
|
{
|
|
CWeaponCSBase* pAttackerWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
|
|
if (!pAttackerWeapon)
|
|
return WEAPON_NONE;
|
|
|
|
return pAttackerWeapon->GetWeaponID();
|
|
}
|
|
else if (pInflictor && V_strcmp(pInflictor->GetClassname(), "hegrenade_projectile") == 0)
|
|
{
|
|
return WEAPON_HEGRENADE;
|
|
}
|
|
return WEAPON_NONE;
|
|
}
|
|
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] adding tracking for weapon used fun fact
|
|
//=============================================================================
|
|
void CCSPlayer::PlayerUsedFirearm( CBaseCombatWeapon* pBaseWeapon )
|
|
{
|
|
if ( pBaseWeapon )
|
|
{
|
|
CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
|
|
|
|
if ( pWeapon )
|
|
{
|
|
CSWeaponType weaponType = pWeapon->GetCSWpnData().m_WeaponType;
|
|
CSWeaponID weaponID = pWeapon->GetWeaponID();
|
|
|
|
if ( weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_C4 && weaponType != WEAPONTYPE_GRENADE )
|
|
{
|
|
if ( m_WeaponTypesUsed.Find( weaponID ) == -1 )
|
|
{
|
|
// Add this weapon to the list of weapons used by the player
|
|
m_WeaponTypesUsed.AddToTail( weaponID );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* public CCSPlayer::ProcessPlayerDeathAchievements()
|
|
*
|
|
* Do Achievement processing whenever a player is killed
|
|
*
|
|
* Parameters:
|
|
* pAttacker -
|
|
* pVictim -
|
|
* info -
|
|
*/
|
|
void CCSPlayer::ProcessPlayerDeathAchievements( CCSPlayer *pAttacker, CCSPlayer *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
Assert(pVictim != NULL);
|
|
CBaseEntity *pInflictor = info.GetInflictor();
|
|
|
|
// all these achievements require a valid attacker on a different team
|
|
if ( pAttacker != NULL && pVictim != NULL && pVictim->GetTeamNumber() != pAttacker->GetTeamNumber() )
|
|
{
|
|
// get the weapon used - some of the achievements will need this data
|
|
CWeaponCSBase* pAttackerWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Fun-fact processing
|
|
//=============================================================================
|
|
|
|
CWeaponCSBase* pVictimWeapon = dynamic_cast< CWeaponCSBase* >(pVictim->GetActiveWeapon());
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
CSWeaponID attackerWeaponId = GetWeaponIdCausingDamange(info);
|
|
|
|
if (pVictim->m_bIsDefusing)
|
|
{
|
|
pAttacker->AwardAchievement(CSKilledDefuser);
|
|
pAttacker->m_bKilledDefuser = true;
|
|
|
|
if (attackerWeaponId == WEAPON_HEGRENADE)
|
|
{
|
|
pAttacker->AwardAchievement(CSKilledDefuserWithGrenade);
|
|
}
|
|
}
|
|
|
|
// [pfreese] Achievement check for attacker killing player while reloading
|
|
if (pVictim->IsReloading())
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemyReloading);
|
|
}
|
|
|
|
if (pVictim->IsRescuing())
|
|
{
|
|
// Ensure the killer did not injure any hostages
|
|
if ( !pAttacker->InjuredAHostage() && pVictim->GetNumFollowers() == g_Hostages.Count() )
|
|
{
|
|
pAttacker->AwardAchievement(CSKilledRescuer);
|
|
pAttacker->m_bKilledRescuer = true;
|
|
}
|
|
}
|
|
|
|
// [menglish] Achievement check for doing 95% or more damage to a player and having another player kill them
|
|
FOR_EACH_LL( pVictim->m_DamageTakenList, i )
|
|
{
|
|
if( pVictim->m_DamageTakenList[i]->GetDamage() >= pVictim->GetMaxHealth() - AchievementConsts::DamageNoKill_MaxHealthLeftOnKill &&
|
|
Q_strncmp( pAttacker->GetPlayerName(), pVictim->m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) != 0 )
|
|
{
|
|
//Now find the player who did that amount of damage
|
|
for ( int j = 1; j <= MAX_PLAYERS; j++ )
|
|
{
|
|
CBasePlayer *pPlayerIter = UTIL_PlayerByIndex( j );
|
|
|
|
if ( pPlayerIter && Q_strncmp( pPlayerIter->GetPlayerName(), pVictim->m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 &&
|
|
pPlayerIter->GetTeamNumber() != pVictim->GetTeamNumber() )
|
|
{
|
|
ToCSPlayer(pPlayerIter)->AwardAchievement(CSDamageNoKill);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pAttacker->m_NumEnemiesKilledThisRound++;
|
|
|
|
//store a list of kill times for spree tracking
|
|
pAttacker->m_killTimes.AddToTail(gpGlobals->curtime);
|
|
|
|
//Add the victim to the list of players killed this round
|
|
pAttacker->m_enemyPlayersKilledThisRound.AddToTail(pVictim);
|
|
|
|
//Calculate Avenging for all players the victim has killed
|
|
for ( int avengedIndex = 0; avengedIndex < pVictim->m_enemyPlayersKilledThisRound.Count(); avengedIndex++ )
|
|
{
|
|
CCSPlayer* avengedPlayer = pVictim->m_enemyPlayersKilledThisRound[avengedIndex];
|
|
|
|
if (avengedPlayer)
|
|
{
|
|
//Make sure you are avenging someone on your own team (This is the expected flow. Just here to avoid edge cases like team-switching).
|
|
if (pAttacker->GetTeamNumber() == avengedPlayer->GetTeamNumber())
|
|
{
|
|
CCS_GameStats.Event_PlayerAvengedTeammate(pAttacker, pVictim->m_enemyPlayersKilledThisRound[avengedIndex]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//remove elements older than a certain time
|
|
while (pAttacker->m_killTimes.Count() > 0 && pAttacker->m_killTimes[0] + AchievementConsts::KillingSpree_WindowTime < gpGlobals->curtime)
|
|
{
|
|
pAttacker->m_killTimes.Remove(0);
|
|
}
|
|
|
|
//If we killed enough players in the time window, award the achievement
|
|
if (pAttacker->m_killTimes.Count() >= AchievementConsts::KillingSpree_Kills)
|
|
{
|
|
pAttacker->m_KillingSpreeStartTime = gpGlobals->curtime;
|
|
pAttacker->AwardAchievement(CSKillingSpree);
|
|
}
|
|
|
|
// Did the attacker just kill someone on a killing spree?
|
|
if (pVictim->m_KillingSpreeStartTime >= 0 && pVictim->m_KillingSpreeStartTime - gpGlobals->curtime <= AchievementConsts::KillingSpreeEnder_TimeWindow)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillingSpreeEnder);
|
|
}
|
|
|
|
//Check the "killed someone with their own weapon" achievement
|
|
if (pAttackerWeapon && pAttackerWeapon->GetPreviousOwner() == pVictim)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemyWithFormerGun);
|
|
}
|
|
|
|
//If this player has killed the entire team award him the achievement
|
|
if (pAttacker->m_NumEnemiesKilledThisRound == pAttacker->m_NumEnemiesAtRoundStart && pAttacker->m_NumEnemiesKilledThisRound >= AchievementConsts::KillEnemyTeam_MinKills)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemyTeam);
|
|
}
|
|
|
|
//If this is a posthumous kill award the achievement
|
|
if (!pAttacker->IsAlive() && attackerWeaponId == WEAPON_HEGRENADE)
|
|
{
|
|
CCS_GameStats.IncrementStat(pAttacker, CSSTAT_GRENADE_POSTHUMOUSKILLS, 1);
|
|
ToCSPlayer(pAttacker)->AwardAchievement(CSPosthumousGrenadeKill);
|
|
}
|
|
|
|
if (pAttacker->GetActiveWeapon() && pAttacker->GetActiveWeapon()->Clip1() == 0 && pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SNIPER_RIFLE)
|
|
{
|
|
if (pInflictor == pAttacker)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemyLastBullet);
|
|
CCS_GameStats.IncrementStat(pAttacker, CSSTAT_KILLS_WITH_LAST_ROUND, 1);
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [dwenger] Fun-fact processing
|
|
//=============================================================================
|
|
|
|
if (pVictimWeapon && pVictimWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_KNIFE && pAttackerWeapon &&
|
|
pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_KNIFE && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_C4 && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_GRENADE)
|
|
{
|
|
// Victim was wielding knife when killed by a gun
|
|
pVictim->WieldingKnifeAndKilledByGun(true);
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
//see if this is a unique weapon
|
|
if (attackerWeaponId != WEAPON_NONE)
|
|
{
|
|
if (pAttacker->m_killWeapons.Find(attackerWeaponId) == -1)
|
|
{
|
|
pAttacker->m_killWeapons.AddToTail(attackerWeaponId);
|
|
if (pAttacker->m_killWeapons.Count() >= AchievementConsts::KillsWithMultipleGuns_MinWeapons)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillsWithMultipleGuns);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Check for kills while blind
|
|
if (pAttacker->IsBlindForAchievement())
|
|
{
|
|
//if this is from a different blinding, restart the kill counter and set the time
|
|
if (pAttacker->m_blindStartTime != pAttacker->m_firstKillBlindStartTime)
|
|
{
|
|
pAttacker->m_killsWhileBlind = 0;
|
|
pAttacker->m_firstKillBlindStartTime = pAttacker->m_blindStartTime;
|
|
}
|
|
|
|
++pAttacker->m_killsWhileBlind;
|
|
if (pAttacker->m_killsWhileBlind >= AchievementConsts::KillEnemiesWhileBlind_Kills)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemiesWhileBlind);
|
|
}
|
|
|
|
if (pAttacker->m_killsWhileBlind >= AchievementConsts::KillEnemiesWhileBlindHard_Kills)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemiesWhileBlindHard);
|
|
}
|
|
}
|
|
|
|
//Check sniper killing achievements
|
|
bool victimZoomed = ( pVictim->GetFOV() != pVictim->GetDefaultFOV() );
|
|
bool attackerZoomed = ( pAttacker->GetFOV() != pAttacker->GetDefaultFOV() );
|
|
bool attackerUsedSniperRifle = pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE && pInflictor == pAttacker;
|
|
if (victimZoomed && attackerUsedSniperRifle)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillSniperWithSniper);
|
|
}
|
|
|
|
if (attackerWeaponId == WEAPON_KNIFE && victimZoomed)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillSniperWithKnife);
|
|
}
|
|
if (attackerUsedSniperRifle && !attackerZoomed)
|
|
{
|
|
pAttacker->AwardAchievement(CSHipShot);
|
|
}
|
|
|
|
//Kill a player at low health
|
|
if (pAttacker->IsAlive() && pAttacker->GetHealth() <= AchievementConsts::KillWhenAtLowHealth_MaxHealth)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillWhenAtLowHealth);
|
|
}
|
|
|
|
//Kill a player with a knife during the pistol round
|
|
if (CSGameRules()->IsPistolRound())
|
|
{
|
|
if (attackerWeaponId == WEAPON_KNIFE)
|
|
{
|
|
pAttacker->AwardAchievement(CSPistolRoundKnifeKill);
|
|
}
|
|
}
|
|
|
|
//[tj] Check for dual elites fight
|
|
CWeaponCSBase* victimWeapon = pVictim->GetActiveCSWeapon();
|
|
|
|
if (victimWeapon)
|
|
{
|
|
CSWeaponID victimWeaponID = victimWeapon->GetWeaponID();
|
|
|
|
if (attackerWeaponId == WEAPON_ELITE && victimWeaponID == WEAPON_ELITE)
|
|
{
|
|
pAttacker->AwardAchievement(CSWinDualDuel);
|
|
}
|
|
}
|
|
|
|
//[tj] See if the attacker or defender are in the air [sbodenbender] dont include ladders
|
|
bool attackerInAir = pAttacker->GetMoveType() != MOVETYPE_LADDER && pAttacker->GetNearestSurfaceBelow(AchievementConsts::KillInAir_MinimumHeight) == NULL;
|
|
bool victimInAir = pVictim->GetMoveType() != MOVETYPE_LADDER && pVictim->GetNearestSurfaceBelow(AchievementConsts::KillInAir_MinimumHeight) == NULL;
|
|
|
|
if (attackerInAir)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillWhileInAir);
|
|
}
|
|
if (victimInAir)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillEnemyInAir);
|
|
}
|
|
if (attackerInAir && victimInAir)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillerAndEnemyInAir);
|
|
}
|
|
|
|
//[tj] advance to the next stage of the defuse defense achievement
|
|
if (pAttacker->m_defuseDefenseStep == DD_STARTED_DEFUSE)
|
|
{
|
|
pAttacker->m_defuseDefenseStep = DD_KILLED_TERRORIST;
|
|
}
|
|
|
|
if (pVictim->HasC4() && pVictim->GetBombPickuptime() + AchievementConsts::KillBombPickup_MaxTime > gpGlobals->curtime)
|
|
{
|
|
pAttacker->AwardAchievement(CSKillBombPickup);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//If you kill a friendly player while blind (from an enemy player), give the guy that blinded you an achievement
|
|
if ( pAttacker != NULL && pVictim != NULL && pVictim->GetTeamNumber() == pAttacker->GetTeamNumber() && pAttacker->IsBlind())
|
|
{
|
|
CCSPlayer* flashbangAttacker = pAttacker->GetLastFlashbangAttacker();
|
|
if (flashbangAttacker && pAttacker->GetTeamNumber() != flashbangAttacker->GetTeamNumber())
|
|
{
|
|
flashbangAttacker->AwardAchievement(CSCauseFriendlyFireWithFlashbang);
|
|
}
|
|
}
|
|
|
|
// do a scan to determine count of players still alive
|
|
int livePlayerCount = 0;
|
|
int teamCount[TEAM_MAXCOUNT];
|
|
int teamIgnoreCount[TEAM_MAXCOUNT];
|
|
memset(teamCount, 0, sizeof(teamCount));
|
|
memset(teamIgnoreCount, 0, sizeof(teamIgnoreCount));
|
|
CCSPlayer *pAlivePlayer = NULL;
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
|
|
if (pPlayer)
|
|
{
|
|
int teamNum = pPlayer->GetTeamNumber();
|
|
if ( teamNum >= 0 )
|
|
{
|
|
++teamCount[teamNum];
|
|
if (pPlayer->WasNotKilledNaturally())
|
|
{
|
|
teamIgnoreCount[teamNum]++;
|
|
}
|
|
}
|
|
if (pPlayer->IsAlive() && pPlayer != pVictim)
|
|
{
|
|
++livePlayerCount;
|
|
pAlivePlayer = pPlayer;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Achievement check for being the last player alive in a match
|
|
if (pAlivePlayer)
|
|
{
|
|
int alivePlayerTeam = pAlivePlayer->GetTeamNumber();
|
|
int alivePlayerOpposingTeam = alivePlayerTeam == TEAM_CT ? TEAM_TERRORIST : TEAM_CT;
|
|
if (livePlayerCount == 1
|
|
&& CSGameRules()->m_iRoundWinStatus == WINNER_NONE
|
|
&& teamCount[alivePlayerTeam] - teamIgnoreCount[alivePlayerTeam] >= AchievementConsts::LastPlayerAlive_MinPlayersOnTeam
|
|
&& teamCount[alivePlayerOpposingTeam] - teamIgnoreCount[alivePlayerOpposingTeam] >= AchievementConsts::DefaultMinOpponentsForAchievement
|
|
&& ( !(pAlivePlayer->m_iDisplayHistoryBits & DHF_FRIEND_KILLED) ))
|
|
{
|
|
pAlivePlayer->AwardAchievement(CSLastPlayerAlive);
|
|
}
|
|
}
|
|
|
|
// [tj] Added hook into player killed stat that happens before weapon drop
|
|
CCS_GameStats.Event_PlayerKilled_PreWeaponDrop(pVictim, info);
|
|
}
|
|
|
|
//[tj] traces up to maxTrace units down and returns any standable object it hits
|
|
// (doesn't check slope for standability)
|
|
CBaseEntity* CCSPlayer::GetNearestSurfaceBelow(float maxTrace)
|
|
{
|
|
trace_t trace;
|
|
Ray_t ray;
|
|
|
|
Vector traceStart = this->GetAbsOrigin();
|
|
Vector traceEnd = traceStart;
|
|
traceEnd.z -= maxTrace;
|
|
|
|
Vector minExtent = this->m_Local.m_bDucked ? VEC_DUCK_HULL_MIN_SCALED( this ) : VEC_HULL_MIN_SCALED( this );
|
|
Vector maxExtent = this->m_Local.m_bDucked ? VEC_DUCK_HULL_MAX_SCALED( this ) : VEC_HULL_MAX_SCALED( this );
|
|
|
|
ray.Init( traceStart, traceEnd, minExtent, maxExtent );
|
|
UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
|
|
|
|
return trace.m_pEnt;
|
|
}
|
|
|
|
// [tj] Added a way to react to the round ending before we reset.
|
|
// It is important to note that this happens before the bomb explodes, so a player may die
|
|
// after this from a bomb explosion or a late kill after a defuse/detonation/rescue.
|
|
void CCSPlayer::OnRoundEnd(int winningTeam, int reason)
|
|
{
|
|
if (winningTeam == WINNER_CT || winningTeam == WINNER_TER)
|
|
{
|
|
int losingTeamId = (winningTeam == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT;
|
|
|
|
CTeam* losingTeam = GetGlobalTeam(losingTeamId);
|
|
|
|
int losingTeamPlayers = 0;
|
|
|
|
if (losingTeam)
|
|
{
|
|
losingTeamPlayers = losingTeam->GetNumPlayers();
|
|
|
|
int ignoreCount = 0;
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i );
|
|
if (pPlayer)
|
|
{
|
|
int teamNum = pPlayer->GetTeamNumber();
|
|
if ( teamNum == losingTeamId )
|
|
{
|
|
if (pPlayer->WasNotKilledNaturally())
|
|
{
|
|
ignoreCount++;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
losingTeamPlayers -= ignoreCount;
|
|
}
|
|
|
|
//Check fast round win achievement
|
|
if ( IsAlive() &&
|
|
gpGlobals->curtime - CSGameRules()->GetRoundStartTime() < AchievementConsts::FastRoundWin_Time &&
|
|
GetTeamNumber() == winningTeam &&
|
|
losingTeamPlayers >= AchievementConsts::DefaultMinOpponentsForAchievement)
|
|
{
|
|
AwardAchievement(CSFastRoundWin);
|
|
}
|
|
|
|
//Check goosechase achievement
|
|
if (IsAlive() && reason == Target_Bombed && m_gooseChaseStep == GC_STOPPED_AFTER_GETTING_SHOT && m_pGooseChaseDistractingPlayer)
|
|
{
|
|
m_pGooseChaseDistractingPlayer->AwardAchievement(CSGooseChase);
|
|
}
|
|
|
|
//Check Defuse Defense achievement
|
|
if (IsAlive() && reason == Bomb_Defused && m_defuseDefenseStep == DD_KILLED_TERRORIST)
|
|
{
|
|
AwardAchievement(CSDefuseDefense);
|
|
}
|
|
|
|
//Check silent win
|
|
if (m_NumEnemiesKilledThisRound > 0 && GetTeamNumber() == winningTeam && !m_bMadeFootstepNoise)
|
|
{
|
|
AwardAchievement(CSSilentWin);
|
|
}
|
|
|
|
//Process && Check "win rounds without buying" achievement
|
|
if (GetTeamNumber() == winningTeam && !m_bMadePurchseThisRound)
|
|
{
|
|
m_roundsWonWithoutPurchase++;
|
|
if (m_roundsWonWithoutPurchase > AchievementConsts::WinRoundsWithoutBuying_Rounds)
|
|
{
|
|
AwardAchievement(CSWinRoundsWithoutBuying);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_roundsWonWithoutPurchase = 0;
|
|
}
|
|
}
|
|
|
|
m_lastRoundResult = reason;
|
|
}
|
|
|
|
void CCSPlayer::OnPreResetRound()
|
|
{
|
|
//Check headshot survival achievement
|
|
if (IsAlive() && m_bSurvivedHeadshotDueToHelmet)
|
|
{
|
|
AwardAchievement(CSSurvivedHeadshotDueToHelmet);
|
|
}
|
|
|
|
if (IsAlive() && m_grenadeDamageTakenThisRound > AchievementConsts::SurviveGrenade_MinDamage)
|
|
{
|
|
AwardAchievement(CSSurviveGrenade);
|
|
}
|
|
|
|
|
|
//Check achievement for surviving attacks from multiple players.
|
|
if (IsAlive())
|
|
{
|
|
int numberOfEnemyDamagers = GetNumEnemyDamagers();
|
|
|
|
if (numberOfEnemyDamagers >= AchievementConsts::SurviveManyAttacks_NumberDamagingPlayers)
|
|
{
|
|
AwardAchievement(CSSurviveManyAttacks);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::OnCanceledDefuse()
|
|
{
|
|
if (m_gooseChaseStep == GC_SHOT_DURING_DEFUSE)
|
|
{
|
|
m_gooseChaseStep = GC_STOPPED_AFTER_GETTING_SHOT;
|
|
}
|
|
}
|
|
|
|
|
|
void CCSPlayer::OnStartedDefuse()
|
|
{
|
|
if (m_defuseDefenseStep == DD_NONE)
|
|
{
|
|
m_defuseDefenseStep = DD_STARTED_DEFUSE;
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::AttemptToExitFreezeCam( void )
|
|
{
|
|
float fEndFreezeTravel = m_flDeathTime + CS_DEATH_ANIMATION_TIME + spec_freeze_traveltime.GetFloat();
|
|
if ( gpGlobals->curtime < fEndFreezeTravel )
|
|
return;
|
|
|
|
m_bAbortFreezeCam = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets whether this player is dominating the specified other player
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::SetPlayerDominated( CCSPlayer *pPlayer, bool bDominated )
|
|
{
|
|
int iPlayerIndex = pPlayer->entindex();
|
|
m_bPlayerDominated.Set( iPlayerIndex, bDominated );
|
|
pPlayer->SetPlayerDominatingMe( this, bDominated );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets whether this player is being dominated by the other player
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::SetPlayerDominatingMe( CCSPlayer *pPlayer, bool bDominated )
|
|
{
|
|
int iPlayerIndex = pPlayer->entindex();
|
|
m_bPlayerDominatingMe.Set( iPlayerIndex, bDominated );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether this player is dominating the specified other player
|
|
//-----------------------------------------------------------------------------
|
|
bool CCSPlayer::IsPlayerDominated( int iPlayerIndex )
|
|
{
|
|
return m_bPlayerDominated.Get( iPlayerIndex );
|
|
}
|
|
|
|
bool CCSPlayer::IsPlayerDominatingMe( int iPlayerIndex )
|
|
{
|
|
return m_bPlayerDominatingMe.Get( iPlayerIndex );
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [menglish] MVP functions
|
|
//=============================================================================
|
|
|
|
void CCSPlayer::IncrementNumMVPs( CSMvpReason_t mvpReason )
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [Forrest] Allow MVP to be turned off for a server
|
|
//=============================================================================
|
|
if ( sv_nomvp.GetBool() )
|
|
{
|
|
Msg( "Round MVP disabled: sv_nomvp is set.\n" );
|
|
return;
|
|
}
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
m_iMVPs++;
|
|
CCS_GameStats.Event_MVPEarned( this );
|
|
IGameEvent *mvpEvent = gameeventmanager->CreateEvent( "round_mvp" );
|
|
|
|
if ( mvpEvent )
|
|
{
|
|
mvpEvent->SetInt( "userid", GetUserID() );
|
|
mvpEvent->SetInt( "reason", mvpReason );
|
|
gameeventmanager->FireEvent( mvpEvent );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the number of rounds this player has caused to be won for their team
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::SetNumMVPs( int iNumMVP )
|
|
{
|
|
m_iMVPs = iNumMVP;
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the number of rounds this player has caused to be won for their team
|
|
//-----------------------------------------------------------------------------
|
|
int CCSPlayer::GetNumMVPs()
|
|
{
|
|
return m_iMVPs;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Removes all nemesis relationships between this player and others
|
|
//-----------------------------------------------------------------------------
|
|
void CCSPlayer::RemoveNemesisRelationships()
|
|
{
|
|
for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ )
|
|
{
|
|
CCSPlayer *pTemp = ToCSPlayer( UTIL_PlayerByIndex( i ) );
|
|
if ( pTemp && pTemp != this )
|
|
{
|
|
// set this player to be not dominating anyone else
|
|
SetPlayerDominated( pTemp, false );
|
|
|
|
// set no one else to be dominating this player
|
|
pTemp->SetPlayerDominated( this, false );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::CheckMaxGrenadeKills(int grenadeKills)
|
|
{
|
|
if (grenadeKills > m_maxGrenadeKills)
|
|
{
|
|
m_maxGrenadeKills = grenadeKills;
|
|
}
|
|
}
|
|
|
|
void CCSPlayer::CommitSuicide( bool bExplode /*= false*/, bool bForce /*= false*/ )
|
|
{
|
|
m_wasNotKilledNaturally = true;
|
|
BaseClass::CommitSuicide(bExplode, bForce);
|
|
}
|
|
|
|
void CCSPlayer::CommitSuicide( const Vector &vecForce, bool bExplode /*= false*/, bool bForce /*= false*/ )
|
|
{
|
|
m_wasNotKilledNaturally = true;
|
|
BaseClass::CommitSuicide(vecForce, bExplode, bForce);
|
|
}
|
|
|
|
int CCSPlayer::GetNumEnemyDamagers()
|
|
{
|
|
int numberOfEnemyDamagers = 0;
|
|
FOR_EACH_LL( m_DamageTakenList, i )
|
|
{
|
|
for ( int j = 1; j <= MAX_PLAYERS; j++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );
|
|
|
|
if ( pPlayer && V_strncmp( pPlayer->GetPlayerName(), m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 &&
|
|
pPlayer->GetTeamNumber() != GetTeamNumber() )
|
|
{
|
|
numberOfEnemyDamagers++;
|
|
}
|
|
}
|
|
}
|
|
return numberOfEnemyDamagers;
|
|
}
|
|
|
|
|
|
int CCSPlayer::GetNumEnemiesDamaged()
|
|
{
|
|
int numberOfEnemiesDamaged = 0;
|
|
FOR_EACH_LL( m_DamageGivenList, i )
|
|
{
|
|
for ( int j = 1; j <= MAX_PLAYERS; j++ )
|
|
{
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );
|
|
|
|
if ( pPlayer && V_strncmp( pPlayer->GetPlayerName(), m_DamageGivenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 &&
|
|
pPlayer->GetTeamNumber() != GetTeamNumber() )
|
|
{
|
|
numberOfEnemiesDamaged++;
|
|
}
|
|
}
|
|
}
|
|
return numberOfEnemiesDamaged;
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
void UTIL_AwardMoneyToTeam( int iAmount, int iTeam, CBaseEntity *pIgnore )
|
|
{
|
|
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
|
{
|
|
CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
|
|
|
|
if ( !pPlayer )
|
|
continue;
|
|
|
|
if ( pPlayer->GetTeamNumber() != iTeam )
|
|
continue;
|
|
|
|
if ( pPlayer == pIgnore )
|
|
continue;
|
|
|
|
pPlayer->AddAccount( iAmount );
|
|
}
|
|
}
|
|
|