📄 tf_class_commando.cpp
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float flDamage = 200;
// Calculate the damage a player takes based on distance(time).
//float flDamage = 1.0f - ( ( COMMANDO_BULLRUSH_TIME - m_ClassData.m_flBullRushTime ) * ( 1.0f / COMMANDO_BULLRUSH_TIME ) );
//flDamage *= 115.0f; // max bullrush damage
trace_t tr = m_pPlayer->GetTouchTrace();
CTakeDamageInfo info( m_pPlayer, m_pPlayer, flDamage, DMG_CLUB, DMG_KILL_BULLRUSH );
CalculateMeleeDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
pTFPlayer->TakeDamage( info );
CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushFlesh" );
CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushFlesh" );
pTFPlayer->Touch( m_pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose: New technology has been gained. Recalculate any class specific technology dependencies.
//-----------------------------------------------------------------------------
void CPlayerClassCommando::GainedNewTechnology( CBaseTechnology *pTechnology )
{
// Technology handling
CalculateRush();
BaseClass::GainedNewTechnology( pTechnology );
}
//-----------------------------------------------------------------------------
// Purpose: Called when we are about to bullrush.
//-----------------------------------------------------------------------------
void CPlayerClassCommando::PreBullRush( void )
{
// Set the touch function to look for collisions!
SetClassTouch( m_pPlayer, BullRushTouch );
// Clear the player hit list.
m_aHitPlayers.RemoveAll();
// Start the bull rush sound.
CPASAttenuationFilter filter( m_pPlayer, "Commando.BullRushScream" );
filter.MakeReliable();
CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BullRushScream" );
// Force the shield down, if it is up.
CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
if ( pContainer )
{
CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( pContainer->GetRightWeapon() );
if ( pShield )
{
pShield->SetShieldUsable( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when we finish bullrushing.
//-----------------------------------------------------------------------------
void CPlayerClassCommando::PostBullRush( void )
{
SetClassTouch( m_pPlayer, NULL );
// Force the shield down, if it is up.
CWeaponTwoHandedContainer *pContainer = dynamic_cast<CWeaponTwoHandedContainer*>( m_pPlayer->GetActiveWeapon() );
if ( pContainer )
{
CWeaponCombatShield *pShield = dynamic_cast<CWeaponCombatShield*>( pContainer->GetRightWeapon() );
if ( pShield )
{
pShield->SetShieldUsable( true );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame by postthink
//-----------------------------------------------------------------------------
void CPlayerClassCommando::ClassThink( void )
{
// Check bullrush
m_ClassData.m_bCanBullRush = true;
// Do the init thing here!
if ( m_bOldBullRush != m_ClassData.m_bBullRush )
{
if ( m_ClassData.m_bBullRush )
{
PreBullRush();
}
else
{
PostBullRush();
}
m_bOldBullRush = (bool)m_ClassData.m_bBullRush;
}
// Check for melee attack
if ( m_bCanBoot && m_pPlayer->IsAlive() && m_flNextBootCheck < gpGlobals->curtime )
{
m_flNextBootCheck = gpGlobals->curtime + 0.2;
CBaseEntity *pEntity = NULL;
Vector vecSrc = m_pPlayer->Weapon_ShootPosition( );
Vector vecDir = m_pPlayer->BodyDirection2D( );
Vector vecTarget = vecSrc + (vecDir * 48);
for ( CEntitySphereQuery sphere( vecTarget, 16 ); pEntity = sphere.GetCurrentEntity(); sphere.NextEntity() )
{
if ( pEntity->IsPlayer() && (pEntity != m_pPlayer) )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)pEntity;
// Target needs to be on the enemy team
if ( !pPlayer->IsClass( TFCLASS_UNDECIDED ) && pPlayer->IsAlive() && pPlayer->InSameTeam( m_pPlayer ) == false )
{
Boot( pPlayer );
m_flNextBootCheck = gpGlobals->curtime + 1.5;
}
}
}
}
BaseClass::ClassThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::StartAdrenalinRush( void )
{
// Am I actually alive?
if ( !m_pPlayer->IsAlive() )
return;
// Do I have rush capability?
if ( !m_bCanRush )
return;
m_bPersonalRush = true;
// Start adrenalin rushing
m_pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_rush_length.GetFloat() );
// If I have battlecry, adrenalin up all my nearby teammates
if ( m_bHasBattlecry )
{
// Find nearby teammates
for ( int i = 0; i < m_pPlayer->GetTFTeam()->GetNumPlayers(); i++ )
{
CBaseTFPlayer *pPlayer = (CBaseTFPlayer *)m_pPlayer->GetTFTeam()->GetPlayer(i);
assert(pPlayer);
// Is it within range?
if ( pPlayer != m_pPlayer && (pPlayer->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()).Length() < class_commando_battlecry_radius.GetFloat() )
{
// Can I see it?
trace_t tr;
UTIL_TraceLine( m_pPlayer->EyePosition(), pPlayer->EyePosition(), MASK_SOLID_BRUSHONLY, m_pPlayer, COLLISION_GROUP_NONE, &tr);
CBaseEntity *pEntity = tr.m_pEnt;
if ( (tr.fraction == 1.0) || ( pEntity == pPlayer ) )
{
pPlayer->AttemptToPowerup( POWERUP_RUSH, class_commando_battlecry_length.GetFloat() );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Automatic Melee Attack
//-----------------------------------------------------------------------------
void CPlayerClassCommando::Boot( CBaseTFPlayer *pTarget )
{
CPASAttenuationFilter filter( m_pPlayer, "Commando.BootSwing" );
CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootSwing" );
CBaseEntity::EmitSound( filter, m_pPlayer->entindex(), "Commando.BootHit" );
// Damage the target
CTakeDamageInfo info( m_pPlayer, m_pPlayer, 25, DMG_CLUB );
CalculateMeleeDamageForce( &info, (pTarget->GetAbsOrigin() - m_pPlayer->GetAbsOrigin()), pTarget->GetAbsOrigin() );
pTarget->TakeDamage( info );
Vector vecForward;
AngleVectors( m_pPlayer->GetLocalAngles(), &vecForward );
// Give it a lot of "in the air"
vecForward.z = max( 0.8, vecForward.z );
VectorNormalize( vecForward );
// Knock the target to the ground for a few seconds (use default duration)
pTarget->KnockDownPlayer( vecForward, 500.0f, tf_knockdowntime.GetFloat() );
}
//-----------------------------------------------------------------------------
// Purpose: Handle custom commands for this playerclass
//-----------------------------------------------------------------------------
bool CPlayerClassCommando::ClientCommand( const char *pcmd )
{
return BaseClass::ClientCommand( pcmd );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::SetPlayerHull( void )
{
if ( m_pPlayer->GetFlags() & FL_DUCKING )
{
m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX );
}
else
{
m_pPlayer->SetCollisionBounds( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax )
{
if ( bDucking )
{
VectorCopy( COMMANDOCLASS_HULL_DUCK_MIN, vecMin );
VectorCopy( COMMANDOCLASS_HULL_DUCK_MAX, vecMax );
}
else
{
VectorCopy( COMMANDOCLASS_HULL_STAND_MIN, vecMin );
VectorCopy( COMMANDOCLASS_HULL_STAND_MAX, vecMax );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::CreatePersonalOrder( void )
{
if ( CreateInitialOrder() )
return;
if ( COrderAssist::CreateOrder( this ) )
return;
BaseClass::CreatePersonalOrder();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::ResetViewOffset( void )
{
if ( m_pPlayer )
{
m_pPlayer->SetViewOffset( COMMANDOCLASS_VIEWOFFSET_STAND );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerClassCommando::InitVCollision( void )
{
CPhysCollide *pStandModel = PhysCreateBbox( COMMANDOCLASS_HULL_STAND_MIN, COMMANDOCLASS_HULL_STAND_MAX );
CPhysCollide *pCrouchModel = PhysCreateBbox( COMMANDOCLASS_HULL_DUCK_MIN, COMMANDOCLASS_HULL_DUCK_MAX );
m_pPlayer->SetupVPhysicsShadow( pStandModel, "tfplayer_commando_stand", pCrouchModel, "tfplayer_commando_crouch" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CPlayerClassCommando::CanGetInVehicle( void )
{
if ( InBullRush() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CPlayerClassCommando::ClassCostAdjustment( ResupplyBuyType_t nType )
{
int nCost = 0;
if ( nType != RESUPPLY_BUY_HEALTH )
{
nCost = RESUPPLY_ROCKET_COST;
}
return nCost;
}
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