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📄 tf_class_commando.cpp

📁 hl2 source code. Do not use it illegal.
💻 CPP
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: The Commando Player Class
//
// $Workfile:     $
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "tf_player.h"
#include "tf_class_commando.h"
#include "tf_vehicle_teleport_station.h"
#include "EntityList.h"
#include "basecombatweapon.h"
#include "weapon_builder.h"
#include "tf_obj.h"
#include "tf_obj_rallyflag.h"
#include "tf_team.h"
#include "order_assist.h"
#include "engine/IEngineSound.h"
#include "weapon_twohandedcontainer.h"
#include "weapon_combatshield.h"

ConVar tf_knockdowntime( "tf_knockdowntime", "3", FCVAR_NONE, "Length of time knocked-down players remain on the ground." );

// Adrenalin
ConVar	class_commando_speed( "class_commando_speed","200", FCVAR_NONE, "Commando movement speed." );
ConVar	class_commando_rush_length( "class_commando_rush_length","10", FCVAR_NONE, "Commando's adrenalin rush length in seconds." );
ConVar	class_commando_rush_recharge( "class_commando_rush_recharge","60", FCVAR_NONE, "Commando's adrenalin rush recharge time in seconds." );

ConVar	class_commando_battlecry_radius( "class_commando_battlecry_radius","512", FCVAR_NONE, "Commando's battlecry radius." );
ConVar	class_commando_battlecry_length( "class_commando_battlecry_length","10", FCVAR_NONE, "Length of adrenalin rush given by the Commando's battlecry in seconds." );

//=============================================================================
//
// Commando Data Table
//
BEGIN_SEND_TABLE_NOBASE( CPlayerClassCommando, DT_PlayerClassCommandoData )
	SendPropInt		( SENDINFO_STRUCTELEM( m_ClassData.m_bCanBullRush ), 1, SPROP_UNSIGNED ),
	SendPropInt		( SENDINFO_STRUCTELEM( m_ClassData.m_bBullRush ), 1, SPROP_UNSIGNED ),
	SendPropVector	( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushDir ), -1, SPROP_COORD ),
	SendPropVector	( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewDir ), -1, SPROP_COORD ),
	SendPropVector	( SENDINFO_STRUCTELEM( m_ClassData.m_vecBullRushViewGoalDir ), -1, SPROP_COORD ),
	SendPropFloat	( SENDINFO_STRUCTELEM( m_ClassData.m_flBullRushTime ), 32, SPROP_NOSCALE ),
	SendPropFloat	( SENDINFO_STRUCTELEM( m_ClassData.m_flDoubleTapForwardTime ), 32, SPROP_NOSCALE ),
END_SEND_TABLE()

//-----------------------------------------------------------------------------
// Purpose: 
// Output : const char
//-----------------------------------------------------------------------------
const char *CPlayerClassCommando::GetClassModelString( int nTeam )
{
	if (nTeam == TEAM_HUMANS)
		return "models/player/human_commando.mdl";
	else
		return "models/player/alien_commando.mdl";
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CPlayerClassCommando::CPlayerClassCommando( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
{
	for (int i = 1; i <= MAX_TF_TEAMS; ++i)
	{
		SetClassModel( MAKE_STRING(GetClassModelString(i)), i ); 
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CPlayerClassCommando::~CPlayerClassCommando()
{
	m_aHitPlayers.RemoveAll();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassCommando::ClassActivate( void )
{
	BaseClass::ClassActivate();

	// Setup movement data.
	SetupMoveData();

	// Initialize the shared class data.
	m_ClassData.m_bCanBullRush = false;
	m_ClassData.m_bBullRush = false;
	m_ClassData.m_vecBullRushDir.Init();
	m_ClassData.m_vecBullRushViewDir.Init();
	m_ClassData.m_vecBullRushViewGoalDir.Init();
	m_ClassData.m_flBullRushTime = COMMANDO_TIME_INVALID;
	m_ClassData.m_flDoubleTapForwardTime = COMMANDO_TIME_INVALID;

	m_bCanRush = false;
	m_bPersonalRush = false;
	m_bHasBattlecry = false;
	m_bCanBoot = false;
	m_flNextBootCheck = 0.0f;		// Time at which to recheck for the automatic melee attack
	m_bOldBullRush = 0.0f;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassCommando::ClassDeactivate( void )
{
	m_hWpnShield = NULL;
	m_hWpnPlasma = NULL;
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassCommando::CreateClass( void )
{
	BaseClass::CreateClass();

	// Create our two handed weapon layout
	m_hWpnShield = m_pPlayer->GetCombatShield();

	CWeaponTwoHandedContainer *p = ( CWeaponTwoHandedContainer * )m_pPlayer->Weapon_OwnsThisType( "weapon_twohandedcontainer" );
	if ( !p )
	{
		p = static_cast< CWeaponTwoHandedContainer * >( m_pPlayer->GiveNamedItem( "weapon_twohandedcontainer" ) );
	}

	if ( p && m_hWpnShield.Get() )
	{
		m_hWpnShield->SetReflectViewModelAnimations( true );
		p->SetWeapons( NULL, m_hWpnShield );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CPlayerClassCommando::RespawnClass( void )
{
	BaseClass::RespawnClass();

	m_flNextBootCheck = 0;
}

//-----------------------------------------------------------------------------
// Purpose: Supply the player with Ammo. Return true if some ammo was given.
//-----------------------------------------------------------------------------
bool CPlayerClassCommando::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
{
	bool bGiven = false;

	if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_GRENADES_FROM_STATION))
	{
		if (ResupplyAmmoType( 3 * flFraction, "Grenades" ))
			bGiven = true;
		if (ResupplyAmmoType( 1, "RallyFlags" ))
			bGiven = true;
		if (ResupplyAmmoType( 3, "Rockets" ))
			bGiven = true;
	}

	if ((reason == RESUPPLY_ALL_FROM_STATION) || (reason == RESUPPLY_AMMO_FROM_STATION))
	{
		if (ResupplyAmmoType( 3, "Rockets" ))
			bGiven = true;
	}

	// On respawn, resupply base weapon ammo
	if ( reason == RESUPPLY_RESPAWN )
	{
	}

	if ( BaseClass::ResupplyAmmo(flFraction, reason) )
		bGiven = true;

	return bGiven;
}


//-----------------------------------------------------------------------------
// Purpose: Set commando class specific movement data here.
//-----------------------------------------------------------------------------
void CPlayerClassCommando::SetupMoveData( void )
{
	// Setup Class statistics
	m_flMaxWalkingSpeed = class_commando_speed.GetFloat();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::SetupSizeData( void )
{
	// Initially set the player to the base player class standing hull size.
	m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
	m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND );
	m_pPlayer->m_Local.m_flStepSize = COMMANDOCLASS_STEPSIZE;	
}

//-----------------------------------------------------------------------------
// Purpose: Return true if this player's allowed to build another one of the specified objects
//-----------------------------------------------------------------------------
int CPlayerClassCommando::CanBuild( int iObjectType )
{
	if ( iObjectType == OBJ_RALLYFLAG )
	{
		if ( !m_pPlayer->HasNamedTechnology( "com_obj_rallyflag" ) )
			return CB_NOT_RESEARCHED;
	}

	return BaseClass::CanBuild( iObjectType );
}

//-----------------------------------------------------------------------------
// Purpose: Object has been built by this player
//-----------------------------------------------------------------------------
void CPlayerClassCommando::FinishedObject( CBaseObject *pObject )
{
}

//-----------------------------------------------------------------------------
// Purpose: Calculate the Commando's Adrenalin Rush from available technologies
//-----------------------------------------------------------------------------
void CPlayerClassCommando::CalculateRush( void )
{
	// Adrenalin Rush
	if ( m_pPlayer->HasNamedTechnology( "com_adrenalin_rush" ) )
	{
		m_bCanRush = true;
	}
	else
	{
		m_bCanRush = false;
	}

	// Battlecry
	m_bHasBattlecry = m_pPlayer->HasNamedTechnology( "com_adrenalin_battlecry" );

	// Boot
	// ROBIN: Removed for now
	m_bCanBoot = false;//m_pPlayer->HasNamedTechnology( "com_automatic_boot" );

	// Killing Rush
	m_pPlayer->SetRampage( m_pPlayer->HasNamedTechnology( "com_adrenalin_rampage" ) );
}

//-----------------------------------------------------------------------------
// Purpose: Return true if the player is bullrushing.
//-----------------------------------------------------------------------------
bool CPlayerClassCommando::InBullRush( void )
{
	return m_ClassData.m_bBullRush;
}

//-----------------------------------------------------------------------------
// Purpose: Return true if the player's able to bull rush
//-----------------------------------------------------------------------------
bool CPlayerClassCommando::CanBullRush( void )
{
	return m_ClassData.m_bCanBullRush;
}


//-----------------------------------------------------------------------------
// Should we take damage-based force?
//-----------------------------------------------------------------------------
bool CPlayerClassCommando::ShouldApplyDamageForce( const CTakeDamageInfo &info )
{
	return !InBullRush();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::BullRushTouch( CBaseEntity *pTouched )
{
	if ( pTouched->IsPlayer() && !pTouched->InSameTeam( m_pPlayer ) )
	{
		// Get the player.
		CBaseTFPlayer *pTFPlayer = ( CBaseTFPlayer* )pTouched;

		// Check to see if we have "touched" this player already this bullrush cycle.
		if ( m_aHitPlayers.Find( pTFPlayer ) != -1 )
			return;

		// Hitting the player now.
		m_aHitPlayers.AddToTail( pTFPlayer );

		// ROBIN: Bullrush now instantly kills again

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