Ejemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void RecvProxy_HealingTarget( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
	CWeaponMedigun *pMedigun = ((CWeaponMedigun*)(pStruct));
	if ( pMedigun != NULL )
	{
		pMedigun->ForceHealingTargetUpdate();
	}

	RecvProxy_IntToEHandle( pData, pStruct, pOut );
}
Ejemplo n.º 2
0
void CTFBonesaw::UpdateChargePoseParam( void )
{
	CTFPlayer *pOwner = GetTFPlayerOwner();
	if ( !pOwner )
		return;

	CWeaponMedigun *pMedigun = pOwner->GetMedigun();
	if ( pMedigun )
	{
		SetPoseParameter( "syringe_charge_level", pMedigun->GetChargeLevel() );

		CBaseViewModel *vm = pOwner->GetViewModel( m_nViewModelIndex );
		if ( vm )
			vm->SetPoseParameter( "syringe_charge_level", pMedigun->GetChargeLevel() );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHudMedicChargeMeter::OnTick( void )
{
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( !pPlayer )
		return;

	CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();

	if ( !pWpn || ( pWpn->GetWeaponID() != TF_WEAPON_MEDIGUN ) )
		return;

	CWeaponMedigun *pMedigun = static_cast< CWeaponMedigun *>( pWpn );

	if ( !pMedigun )
		return;

	float flCharge = pMedigun->GetChargeLevel();

	if ( flCharge != m_flLastChargeValue )
	{
		if ( m_pChargeMeter )
		{
			m_pChargeMeter->SetProgress( flCharge );
		}

		if ( !m_bCharged )
		{
			if ( flCharge >= 1.0 )
			{
				g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudMedicCharged" );
				m_bCharged = true;
			}
		}
		else
		{
			// we've got invuln charge or we're using our invuln
			if ( !pMedigun->IsReleasingCharge() )
			{
				g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudMedicChargedStop" );
				m_bCharged = false;
			}
		}
	}	

	m_flLastChargeValue = flCharge;
}
Ejemplo n.º 4
0
// -----------------------------------------------------------------------------
// Purpose:
// Note: Think function to delay the impact decal until the animation is finished 
//       playing.
// -----------------------------------------------------------------------------
void CTFWeaponBaseMelee::Smack( void )
{
	trace_t trace;

	CBasePlayer *pPlayer = GetPlayerOwner();
	if ( !pPlayer )
		return;

#if !defined (CLIENT_DLL)
	// Move other players back to history positions based on local player's lag
	lagcompensation->StartLagCompensation( pPlayer, pPlayer->GetCurrentCommand() );
#endif

	// We hit, setup the smack.
	if ( DoSwingTrace( trace ) )
	{
		// Hit sound - immediate.
		if( trace.m_pEnt->IsPlayer()  )
		{
			WeaponSound( MELEE_HIT );
		}
		else
		{
			WeaponSound( MELEE_HIT_WORLD );
		}

		// Get the current player.
		CTFPlayer *pPlayer = GetTFPlayerOwner();
		if ( !pPlayer )
			return;

		Vector vecForward; 
		AngleVectors( pPlayer->EyeAngles(), &vecForward );
		Vector vecSwingStart = pPlayer->Weapon_ShootPosition();
		Vector vecSwingEnd = vecSwingStart + vecForward * 48;

#ifndef CLIENT_DLL
		// Do Damage.
		int iCustomDamage = TF_DMG_CUSTOM_NONE;
		float flDamage = GetMeleeDamage( trace.m_pEnt, iCustomDamage );
		int iDmgType = DMG_BULLET | DMG_NEVERGIB | DMG_CLUB;
		if ( IsCurrentAttackACrit() )
		{
			// TODO: Not removing the old critical path yet, but the new custom damage is marking criticals as well for melee now.
			iDmgType |= DMG_CRITICAL;
		}
		CTFWeaponBase *pWpn = pPlayer->GetActiveTFWeapon();
		CTFUbersaw *pUbersaw = dynamic_cast<CTFUbersaw*>(pWpn);
		CWeaponMedigun *pMedigun = static_cast<CWeaponMedigun*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_MEDIGUN));
		if (pMedigun && pUbersaw)
		{
			if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber())
			{
				pMedigun->AddCharge();
			}
		}
		CWeaponKritzkrieg *pKritzkrieg = static_cast<CWeaponKritzkrieg*>(pPlayer->Weapon_OwnsThisID(TF_WEAPON_KRITZKRIEG));
		if (pKritzkrieg && pUbersaw)
		{
			if(trace.m_pEnt->IsPlayer() && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber())
			{
				pKritzkrieg->AddCharge();
			}
		}
		CTakeDamageInfo info( pPlayer, pPlayer, flDamage, iDmgType, iCustomDamage );
		CalculateMeleeDamageForce( &info, vecForward, vecSwingEnd, 1.0f / flDamage * tf_meleeattackforcescale.GetFloat() );
		trace.m_pEnt->DispatchTraceAttack( info, vecForward, &trace ); 
		ApplyMultiDamage();

		OnEntityHit( trace.m_pEnt );
#endif
		// Don't impact trace friendly players or objects
		if ( trace.m_pEnt && trace.m_pEnt->GetTeamNumber() != pPlayer->GetTeamNumber() )
		{
#ifdef CLIENT_DLL
			UTIL_ImpactTrace( &trace, DMG_CLUB );
#endif
			m_bConnected = true;
		}

	}

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif
}
void CTFPowerupBottle::ReapplyProvision()
{
	CTFWearable::ReapplyProvision();
	
	CBaseEntity *owner = this->GetOwnerEntity();
	if (owner == nullptr) {
		return;
	}
	
	IHasAttributes *owner_ihasattr = owner->GetHasAttributesInterfacePtr();
	if (owner_ihasattr == nullptr) {
		return;
	}
	
	if (this->m_bActive) {
		if (!owner_ihasattr->GetAttributeManager()->IsBeingProvidedToBy(this)) {
			this->GetAttributeManager()->ProvideTo(owner);
		}
	} else {
		this->GetAttributeManager()->StopProvidingTo(owner);
	}
	
	CTFPlayer *player = dynamic_cast<CTFPlayer *>(owner);
	if (player == nullptr) {
		return;
	}
	
	/* BUG: because "canteen_specialist" is an integer attribute, the call to
	 * AttribHookValue<int> will truncate any fractional part of the powerup
	 * duration */
	float duration = CAttributeManager::AttribHookValue<float>(0.0f,
		"powerup_duration", this, nullptr, true);
	duration = CAttributeManager::AttribHookValue<int>((int)duration,
		"canteen_specialist", player, nullptr, true);
	
	CTFPlayer *share_with = nullptr;
	int share_attr = 0;
	
	if (player->IsPlayerClass(TF_CLASS_MEDIC)) {
		CTFWeaponBase *weapon = player->GetActiveWeapon();
		if (weapon != nullptr) {
			CWeaponMedigun *medigun = dynamic_cast<CWeaponMedigun *>(weapon);
			if (medigun != nullptr) {
				share_with = ToTFPlayer(medigun->GetHealTarget());
				if (share_with != nullptr) {
					share_attr = CAttributeManager::AttribHookValue<int>(0,
						"canteen_specialist", player, nullptr, true);
				}
			}
		}
	}
	
	bool did_share = false;
	
	if (CAttributeManager::AttribHookValue<int>(0, "critboost",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			player->m_Shared.AddCond(TF_COND_CRITBOOSTED_USER_BUFF, duration);
			
			if (share_with != nullptr && share_attr != 0) {
				share_with->m_Shared.AddCond(TF_COND_CRITBOOSTED_USER_BUFF,
					duration);
				did_share = true;
			}
		} else {
			player->m_Shared.RemoveCond(TF_COND_CRITBOOSTED_USER_BUFF, true);
		}
	}
	
	if (CAttributeManager::AttribHookValue<int>(0, "ubercharge",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			player->m_Shared.AddCond(TF_COND_INVULNERABLE_USER_BUFF, duration);
			
			if (player->IsPlayerClass(TF_CLASS_ENGINEER)) {
				int obj_count = player->GetObjectCount();
				if (obj_count > 0) {
					for (int i = obj_count - 1; i != -1; --i) {
						CBaseObject *obj = player->GetObject(i);
						if (obj != nullptr) {
							CObjectSentrygun *sentry = dynamic_cast<CObjectSentrygun *>(obj);
							if (sentry != nullptr && !sentry->m_bCarried) {
								sentry->m_nShieldLevel = 2;
								// TODO: set float @ CObjectSentrygun+0xb14
								// to gpGlobals->curtime + duration
							}
						}
					}
				}
			} else if (share_with != nullptr && share_attr != 0) {
				share_with->m_Shared.AddCond(TF_COND_INVULNERABLE_USER_BUFF,
					duration);
				did_share = true;
			}
		} else {
			player->m_Shared.RemoveCond(TF_COND_INVULNERABLE_USER_BUFF, true);
		}
	}
	
	if (CAttributeManager::AttribHookValue<int>(0, "recall",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			player->ForceRespawn();
			player->m_Shared.AddCond(TF_COND_SPEED_BOOST, 7.0f);
		}
	}
	
	if (CAttributeManager::AttribHookValue<int>(0, "refill_ammo",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			for (int i = 0; i < MAX_WEAPONS; ++i) {
				CBaseCombatWeapon *weapon = player->GetWeapon(i);
				if (weapon == nullptr) {
					continue;
				}
				
				/* BUG: as soon as this loop hits a weapon which is completely
				 * devoid of ammo (clip 0, reserve 0), it will
				 * (a) fail to refill the clip for that weapon, and
				 * (b) fail to refill the clip for any weapons in later slots
				 * NOTE: for the purposes of this, energy weapons are treated as
				 * if their reserve ammo is always empty
				 */
				if (TFGameRules() != nullptr && TFGameRules()->IsMannVsMachineMode() &&
					((weapon->UsesPrimaryAmmo() && !weapon->HasPrimaryAmmo()) ||
					(weapon->UsesSecondaryAmmo() && !weapon->HasSecondaryAmmo()))) {
					player->AwardAchievement(TF_MVM_USE_AMMO_BOTTLE);
					break;
				}
				
				/* BUG: doesn't refill clip of energy weapons
				 * (should vcall weapon->IsEnergyWeapon,
				 * then call weapon->Energy_Recharge
				 * until weapon->Energy_FullyCharged) */
				
				
				// CBaseCombatWeapon::UsesPrimaryAmmo:
				// - if m_iPrimaryAmmoType < 0: return false
				// - else:                      return true
				// CBaseCombatWeapon::UsesSecondaryAmmo:
				// - if m_iSecondaryAmmoType < 0: return false
				// - else:                        return true
				
				// CTFWeaponBaseGun::HasPrimaryAmmo:
				// - there's a special case if m_iPrimaryAmmoType == TF_AMMO_METAL (e.g. Widowmaker)
				// - if UsesClipsForAmmo1(): return (m_iClip1 > 0) || (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
				// - else:                   return (pOwner->GetAmmoCount(m_iPrimaryAmmoType) > 0)
				// CBaseCombatWeapon::HasSecondaryAmmo:
				// - if UsesClipsForAmmo1(): return (m_iClip2 > 0) || (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
				// - else:                   return (pOwner->GetAmmoCount(m_iSecondaryAmmoType) > 0)
				
			
				weapon->GiveDefaultAmmo();
				
				if (share_with != nullptr && share_attr != 0) {
					CBaseCombatWeapon *share_weapon = share_with->GetWeapon(i);
					if (share_weapon != nullptr) {
						share_weapon->GiveDefaultAmmo();
						did_share = true;
					}
				}
			}
			
			/* NOTE: invented TF_AMMO_SOURCE_RESUPPLY for (EAmmoSource)1 */
			if (share_with != nullptr && share_attr != 0) {
				for (int i = 0; i < TF_AMMO_COUNT; ++i) {
					player->GiveAmmo(player->GetMaxAmmo(i), i, true,
						TF_AMMO_SOURCE_RESUPPLY);
					share_with->GiveAmmo(share_with->GetMaxAmmo(i), i, true,
						TF_AMMO_SOURCE_RESUPPLY);
				}
				did_share = true;
			} else {
				for (int i = 0; i < TF_AMMO_COUNT; ++i) {
					player->GiveAmmo(player->GetMaxAmmo(i), i, true,
						TF_AMMO_SOURCE_RESUPPLY);
				}
			}
		}
	}
	
	if (CAttributeManager::AttribHookValue<int>(0, "building_instant_upgrade",
		this, nullptr, true) != 0) {
		if (this->m_bActive) {
			int obj_count = player->GetObjectCount();
			if (obj_count > 0) {
				for (int i = obj_count - 1; i != -1; --i) {
					CBaseObject *obj = player->GetObject(i);
					if (obj != nullptr) {
						int max_level = obj->GetMaxUpgradeLevel();
						
						if (obj->m_bCarried) {
							/* BUG: this can't possibly be right */
							obj->m_iHighestUpgradeLevel = obj->GetMaxUpgradeLevel();
						} else if (obj->GetUpgradeLevel() == max_level) {
							obj->SetHealth(obj->GetMaxHealth());
						} else {
							if (TFGameRules() && TFGameRules()->IsMannVsMachineMode()) {
								// TODO: event mvm_quick_sentry_upgrade
							}
							obj->DoQuickBuild(true);
						}
					}
				}
			}
		}
	}
	
	if (did_share) {
		// TODO: event mvm_medic_powerup_shared
	}
}