Example #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int CSecondaryTargetID::CalculateTargetIndex( C_TFPlayer *pLocalTFPlayer )
{
	// If we're a medic & we're healing someone, target him.
	CBaseEntity *pHealTarget = pLocalTFPlayer->MedicGetHealTarget();
	if ( pHealTarget )
	{
		if ( pHealTarget->entindex() != m_iTargetEntIndex )
		{
			g_pVGuiLocalize->ConstructString( m_wszPrepend, sizeof(m_wszPrepend), g_pVGuiLocalize->Find("#TF_playerid_healtarget" ), 0 );
		}
		return pHealTarget->entindex();
	}

	// If we have a healer, target him.
	C_TFPlayer *pHealer;
	float flHealerChargeLevel;
	pLocalTFPlayer->GetHealer( &pHealer, &flHealerChargeLevel );
	if ( pHealer )
	{
		if ( pHealer->entindex() != m_iTargetEntIndex )
		{
			g_pVGuiLocalize->ConstructString( m_wszPrepend, sizeof(m_wszPrepend), g_pVGuiLocalize->Find("#TF_playerid_healer" ), 0 );
		}
		return pHealer->entindex();
	}

	if ( m_iTargetEntIndex )
	{
		m_wszPrepend[0] = '\0';
	}
	return 0;
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void DispatchParticleEffect( int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
{
	CEffectData	data;

	data.m_nHitBox = iEffectIndex;
	data.m_vOrigin = vecOrigin;
	data.m_vStart = vecStart;
	data.m_vAngles = vecAngles;

	if ( pEntity )
	{
#ifdef CLIENT_DLL
		data.m_hEntity = pEntity;
#else
		data.m_nEntIndex = pEntity->entindex();
#endif
		data.m_fFlags |= PARTICLE_DISPATCH_FROM_ENTITY;
		data.m_nDamageType = PATTACH_CUSTOMORIGIN;

#if defined(TF_CLASSIC_CLIENT)
		if (TFGameRules() && TFGameRules()->IsDeathmatch())
		{
			C_TFPlayer *pPlayer = ToTFPlayer(pEntity);
			if (pPlayer && pPlayer->m_Shared.InCond(TF_COND_POWERUP_CRITDAMAGE))
			{
				data.m_bCustomColors = true;
				C_TF_PlayerResource *pResource = dynamic_cast<C_TF_PlayerResource *>(g_PR);
				data.m_CustomColors.m_vecColor1 = Vector(
					pResource->GetPlayerColor(pPlayer->entindex()).r() / 255.0f,
					pResource->GetPlayerColor(pPlayer->entindex()).g() / 255.0f,
					pResource->GetPlayerColor(pPlayer->entindex()).b() / 255.0f
					);
			}
		}
#endif

	}
	else
	{
#ifdef CLIENT_DLL
		data.m_hEntity = NULL;
#else
		data.m_nEntIndex = 0;
#endif
	}

	DispatchEffect( "ParticleEffect", data );
}
//-----------------------------------------------------------------------------
// Purpose: Updates details about a player
//-----------------------------------------------------------------------------
void CTFDeathMatchScoreBoardDialog::UpdatePlayerDetails()
{
	ClearPlayerDetails();

	C_TF_PlayerResource *tf_PR = dynamic_cast<C_TF_PlayerResource *>( g_PR );
	if ( !tf_PR )
		return;
	
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalPlayer )
		return;
	int playerIndex = pLocalPlayer->entindex();

	// Make sure the selected player is still connected. 
	if ( !tf_PR->IsConnected( playerIndex ) ) 
		return;

	if ( engine->IsHLTV() )
	{
		SetDialogVariable( "playername", tf_PR->GetPlayerName( playerIndex ) );
		return;
	}

	RoundStats_t &roundStats = GetStatPanel()->GetRoundStatsCurrentGame();

	SetDialogVariable( "kills", tf_PR->GetPlayerScore( playerIndex ) );
	SetDialogVariable( "deaths", tf_PR->GetDeaths( playerIndex ) );
	SetDialogVariable("assists", roundStats.m_iStat[TFSTAT_KILLASSISTS]);
	SetDialogVariable("dominations", roundStats.m_iStat[TFSTAT_DOMINATIONS]);
	SetDialogVariable("revenge", roundStats.m_iStat[TFSTAT_REVENGE]);

	SetDialogVariable( "playername", tf_PR->GetPlayerName( playerIndex ) );
	SetDialogVariable( "playerscore", GetPointsString( tf_PR->GetTotalScore( playerIndex ) ) );

	Color clr = tf_PR->GetPlayerColor(playerIndex);
	m_pRedScoreBG->SetFillColor(clr);
}
Example #4
0
//-----------------------------------------------------------------------------
// Purpose: This runs on both the client and the server.  On the server, it 
// only does the damage calculations.  On the client, it does all the effects.
//-----------------------------------------------------------------------------
void FX_FireBullets( int iPlayer, const Vector &vecOrigin, const QAngle &vecAngles,
					 int iWeapon, int iMode, int iSeed, float flSpread, float flDamage /* = -1.0f */, bool bCritical /* = false*/ )
{
	// Get the weapon information.
	const char *pszWeaponAlias = WeaponIdToAlias( iWeapon );
	if ( !pszWeaponAlias )
	{
		DevMsg( 1, "FX_FireBullets: weapon alias for ID %i not found\n", iWeapon );
		return;
	}

	WEAPON_FILE_INFO_HANDLE	hWpnInfo = LookupWeaponInfoSlot( pszWeaponAlias );
	if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
	{
		DevMsg( 1, "FX_FireBullets: LookupWeaponInfoSlot failed for weapon %s\n", pszWeaponAlias );
		return;
	}

	CTFWeaponInfo *pWeaponInfo = static_cast<CTFWeaponInfo*>( GetFileWeaponInfoFromHandle( hWpnInfo ) );
	if( !pWeaponInfo )
		return;

	bool bDoEffects = false;

#ifdef CLIENT_DLL
	C_TFPlayer *pPlayer = ToTFPlayer( ClientEntityList().GetBaseEntity( iPlayer ) );
#else
	CTFPlayer *pPlayer = ToTFPlayer( UTIL_PlayerByIndex( iPlayer ) );
#endif
	if ( !pPlayer )
		return;

// Client specific.
#ifdef CLIENT_DLL
	bDoEffects = true;

	// The minigun has custom sound & animation code to deal with its windup/down.
	if ( !pPlayer->IsLocalPlayer() 
		&& iWeapon != TF_WEAPON_MINIGUN )
	{
		// Fire the animation event.
		if ( pPlayer && !pPlayer->IsDormant() )
		{
			if ( iMode == TF_WEAPON_PRIMARY_MODE )
			{
				pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
			}
			else
			{
				pPlayer->m_PlayerAnimState->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
			}
		}

		//FX_WeaponSound( pPlayer->entindex(), SINGLE, vecOrigin, pWeaponInfo );
	}

// Server specific.
#else
	// If this is server code, send the effect over to client as temp entity and 
	// dispatch one message for all the bullet impacts and sounds.
	TE_FireBullets( pPlayer->entindex(), vecOrigin, vecAngles, iWeapon, iMode, iSeed, flSpread, bCritical );

	// Let the player remember the usercmd he fired a weapon on. Assists in making decisions about lag compensation.
	pPlayer->NoteWeaponFired();

#endif

	// Fire bullets, calculate impacts & effects.
	StartGroupingSounds();

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

	// Get the shooting angles.
	Vector vecShootForward, vecShootRight, vecShootUp;
	AngleVectors( vecAngles, &vecShootForward, &vecShootRight, &vecShootUp );

	// Initialize the static firing information.
	FireBulletsInfo_t fireInfo;
	fireInfo.m_vecSrc = vecOrigin;
	if ( flDamage < 0.0f )
	{
		fireInfo.m_flDamage = pWeaponInfo->GetWeaponData( iMode ).m_nDamage;
	}
	else
	{
		fireInfo.m_flDamage = static_cast<int>(flDamage);
	}
	fireInfo.m_flDistance = pWeaponInfo->GetWeaponData( iMode ).m_flRange;
	fireInfo.m_iShots = 1;
	fireInfo.m_vecSpread.Init( flSpread, flSpread, 0.0f );
	fireInfo.m_iAmmoType = pWeaponInfo->iAmmoType;

	// Setup the bullet damage type & roll for crit.
	int	nDamageType	= DMG_GENERIC;
	int nCustomDamageType = TF_DMG_CUSTOM_NONE;
	CTFWeaponBase *pWeapon = pPlayer->GetActiveTFWeapon();
	if ( pWeapon )
	{
		nDamageType	= pWeapon->GetDamageType();
		if ( pWeapon->IsCurrentAttackACrit() || bCritical )
		{
			nDamageType |= DMG_CRITICAL;
		}

		nCustomDamageType = pWeapon->GetCustomDamageType();
	}

	if ( iWeapon != TF_WEAPON_MINIGUN )
	{
		fireInfo.m_iTracerFreq = 2;
	}

	// Reset multi-damage structures.
	ClearMultiDamage();

	int nBulletsPerShot = pWeaponInfo->GetWeaponData( iMode ).m_nBulletsPerShot;
	for ( int iBullet = 0; iBullet < nBulletsPerShot; ++iBullet )
	{
		// Initialize random system with this seed.
		RandomSeed( iSeed );	

		// Determine if the first bullet should be perfectly accurate.
		bool bPerfectAccuracy = false;

		if ( pWeapon && iBullet == 0 )
		{
			float flFireInterval = gpGlobals->curtime - pWeapon->GetLastFireTime();
			if ( nBulletsPerShot == 1 )
				bPerfectAccuracy = flFireInterval > 1.25f;
			else
				bPerfectAccuracy = flFireInterval > 0.25f;
		}

		float x = 0.0f;
		float y = 0.0f;

		// tf_use_fixed_weapon_spread calculations go here.
		if ( !bPerfectAccuracy )
		{
			// Get circular gaussian spread.
			x = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
			y = RandomFloat( -0.5, 0.5 ) + RandomFloat( -0.5, 0.5 );
		}

		// Initialize the varialbe firing information.
		fireInfo.m_vecDirShooting = vecShootForward + ( x *  flSpread * vecShootRight ) + ( y * flSpread * vecShootUp );
		fireInfo.m_vecDirShooting.NormalizeInPlace();

		// Fire a bullet.
		pPlayer->FireBullet( fireInfo, bDoEffects, nDamageType, nCustomDamageType );

		// Use new seed for next bullet.
		++iSeed; 
	}

	// Apply damage if any.
	ApplyMultiDamage();

#if !defined (CLIENT_DLL)
	lagcompensation->FinishLagCompensation( pPlayer );
#endif

	EndGroupingSounds();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFFreezePanel::FireGameEvent( IGameEvent * event )
{
	const char *pEventName = event->GetName();

	if ( Q_strcmp( "player_death", pEventName ) == 0 )
	{
		// see if the local player died
		int iPlayerIndexVictim = engine->GetPlayerForUserID( event->GetInt( "userid" ) );
		C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
		if ( pLocalPlayer && iPlayerIndexVictim == pLocalPlayer->entindex() )
		{
			// the local player is dead, see if this is a new nemesis or a revenge
			if ( event->GetInt( "dominated" ) > 0 )
			{
				m_iShowNemesisPanel = SHOW_NEW_NEMESIS;
			}
			else if ( event->GetInt( "revenge" ) > 0 )
			{
				m_iShowNemesisPanel = SHOW_REVENGE;
			}
			else
			{
				m_iShowNemesisPanel = SHOW_NO_NEMESIS;
			}
		}		
	}
	else if ( Q_strcmp( "hide_freezepanel", pEventName ) == 0 )
	{
		Hide();
	}
	else if ( Q_strcmp( "freezecam_started", pEventName ) == 0 )
	{
		ShowCalloutsIn( 1.0 );
		ShowSnapshotPanelIn( 1.25 );
	}
	else if ( Q_strcmp( "teamplay_win_panel", pEventName ) == 0 )
	{
		Hide();
	}
	else if ( Q_strcmp( "show_freezepanel", pEventName ) == 0 )
	{
		C_TF_PlayerResource *tf_PR = dynamic_cast<C_TF_PlayerResource *>(g_PR);
		if ( !tf_PR )
		{
			m_pNemesisSubPanel->SetDialogVariable( "nemesisname", NULL );
			return;
		}

		Show();

		ShowSnapshotPanel( false );
		m_bHoldingAfterScreenshot = false;

		if ( m_iBasePanelOriginalX > -1 && m_iBasePanelOriginalY > -1 )
		{
			m_pBasePanel->SetPos( m_iBasePanelOriginalX, m_iBasePanelOriginalY );
		}

		// Get the entity who killed us
		m_iKillerIndex = event->GetInt( "killer" );
		C_BaseEntity *pKiller =  ClientEntityList().GetBaseEntity( m_iKillerIndex );

		int xp,yp;
		GetPos( xp, yp );
		if ( TFGameRules()->RoundHasBeenWon() )
		{
			SetPos( xp, m_iYBase - YRES(50) );
		}
		else
		{
			SetPos( xp, m_iYBase );
		}

		if ( pKiller )
		{
			CTFPlayer *pPlayer = ToTFPlayer ( pKiller );
			int iMaxBuffedHealth = 0;

			if ( pPlayer )
			{
				iMaxBuffedHealth = pPlayer->m_Shared.GetMaxBuffedHealth();
			}

			int iKillerHealth = pKiller->GetHealth();
			if ( !pKiller->IsAlive() )
			{
				iKillerHealth = 0;
			}
			m_pKillerHealth->SetHealth( iKillerHealth, pKiller->GetMaxHealth(), iMaxBuffedHealth );

			if ( pKiller->IsPlayer() )
			{
				C_TFPlayer *pVictim = C_TFPlayer::GetLocalTFPlayer();
				CTFPlayer *pTFKiller = ToTFPlayer( pKiller );

				//If this was just a regular kill but this guy is our nemesis then just show it.
				if ( pVictim && pTFKiller && pTFKiller->m_Shared.IsPlayerDominated( pVictim->entindex() ) )
				{
					if ( !pKiller->IsAlive() )
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Nemesis_Dead" );
					}
					else
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Nemesis" );
					}
				}
				else
				{
					if ( !pKiller->IsAlive() )
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Killer_Dead" );
					}
					else
					{
						m_pFreezeLabel->SetText( "#FreezePanel_Killer" );
					}
				}

				m_pBasePanel->SetDialogVariable( "killername", g_PR->GetPlayerName( m_iKillerIndex ) );

				if ( m_pAvatar )
				{
					m_pAvatar->SetPlayer( (C_BasePlayer*)pKiller );
				}
			}
			else if ( pKiller->IsBaseObject() )
			{
				C_BaseObject *pObj = assert_cast<C_BaseObject *>( pKiller );
				C_TFPlayer *pOwner = pObj->GetOwner();

				Assert( pOwner && "Why does this object not have an owner?" );

				if ( pOwner )
				{
					m_iKillerIndex = pOwner->entindex();

					m_pBasePanel->SetDialogVariable( "killername", g_PR->GetPlayerName( m_iKillerIndex ) );

					if ( m_pAvatar )
					{
						m_pAvatar->SetPlayer( pOwner );
					}

					pKiller = pOwner;
				}

				if ( m_pFreezeLabel )
				{
					if ( pKiller && !pKiller->IsAlive() )
					{
						m_pFreezeLabel->SetText( "#FreezePanel_KillerObject_Dead" );
					}
					else
					{
						m_pFreezeLabel->SetText( "#FreezePanel_KillerObject" );
					}
				}
				const char *pszStatusName = pObj->GetStatusName();
				wchar_t *wszLocalized = g_pVGuiLocalize->Find( pszStatusName );

				if ( !wszLocalized )
				{
					m_pBasePanel->SetDialogVariable( "objectkiller", pszStatusName );
				}
				else
				{
					m_pBasePanel->SetDialogVariable( "objectkiller", wszLocalized );
				}
			}
			else if ( m_pFreezeLabel )
			{
				if ( !pKiller->IsAlive() )
				{
					m_pFreezeLabel->SetText( "#FreezePanel_Killer_Dead" );
				}
				else
				{
					m_pFreezeLabel->SetText( "#FreezePanel_Killer" );
				}
			}
		}
		
		// see if we should show nemesis panel
		const wchar_t *pchNemesisText = NULL;
		switch ( m_iShowNemesisPanel )
		{
		case SHOW_NO_NEMESIS:
			{
				C_TFPlayer *pVictim = C_TFPlayer::GetLocalTFPlayer();
				CTFPlayer *pTFKiller = ToTFPlayer( pKiller );
			
				//If this was just a regular kill but this guy is our nemesis then just show it.
				if ( pTFKiller && pTFKiller->m_Shared.IsPlayerDominated( pVictim->entindex() ) )
				{					
					pchNemesisText = g_pVGuiLocalize->Find( "#TF_FreezeNemesis" );
				}	
			}
			break;
		case SHOW_NEW_NEMESIS:
			{
				C_TFPlayer *pVictim = C_TFPlayer::GetLocalTFPlayer();
				CTFPlayer *pTFKiller = ToTFPlayer( pKiller );
				// check to see if killer is still the nemesis of victim; victim may have managed to kill him after victim's
				// death by grenade or some such, extracting revenge and clearing nemesis condition
				if ( pTFKiller && pTFKiller->m_Shared.IsPlayerDominated( pVictim->entindex() ) )
				{					
					pchNemesisText = g_pVGuiLocalize->Find( "#TF_NewNemesis" );
				}			
			}
			break;
		case SHOW_REVENGE:
			pchNemesisText = g_pVGuiLocalize->Find( "#TF_GotRevenge" );
			break;
		default:
			Assert( false );	// invalid value
			break;
		}
		m_pNemesisSubPanel->SetDialogVariable( "nemesisname", pchNemesisText );

		ShowNemesisPanel( NULL != pchNemesisText );
		m_iShowNemesisPanel = SHOW_NO_NEMESIS;
	}
}
//-----------------------------------------------------------------------------
// Purpose: Updates the player list
//-----------------------------------------------------------------------------
void CTFDeathMatchScoreBoardDialog::UpdatePlayerList()
{
	int iSelectedPlayerIndex = GetLocalPlayerIndex();

	// Save off which player we had selected
	SectionedListPanel *pList = GetSelectedPlayerList();

	if ( pList )
	{
		int itemID = pList->GetSelectedItem();

		if ( itemID >= 0 )
		{
			KeyValues *pInfo = pList->GetItemData( itemID );
			if ( pInfo )
			{
				iSelectedPlayerIndex = pInfo->GetInt( "playerIndex" );
			}
		}
	}	

	m_pPlayerListRed->RemoveAll();

	C_TF_PlayerResource *tf_PR = dynamic_cast<C_TF_PlayerResource *>( g_PR );
	if ( !tf_PR )
		return;
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalPlayer )
		return;

	int localteam = pLocalPlayer->GetTeamNumber();

	bool bMadeSelection = false;

	for( int playerIndex = 1 ; playerIndex <= MAX_PLAYERS; playerIndex++ )
	{
		if( g_PR->IsConnected( playerIndex ) )
		{
			SectionedListPanel *pPlayerList = NULL;
			switch ( g_PR->GetTeam( playerIndex ) )
			{
			case TF_TEAM_RED:
				pPlayerList = m_pPlayerListRed;
				break;
			}
			if ( null == pPlayerList )
				continue;			

			const char *szName = tf_PR->GetPlayerName(playerIndex);
			int score = tf_PR->GetTotalScore(playerIndex);
			int kills = tf_PR->GetPlayerScore(playerIndex);
			int deaths = tf_PR->GetDeaths(playerIndex);
			int streak = tf_PR->GetKillstreak(playerIndex);

			KeyValues *pKeyValues = new KeyValues( "data" );

			pKeyValues->SetInt( "playerIndex", playerIndex );
			pKeyValues->SetString( "name", szName );
			pKeyValues->SetInt("score", score);
			pKeyValues->SetInt("kills", kills);
			pKeyValues->SetInt("deaths", deaths);
			pKeyValues->SetInt("streak", streak);

			// can only see class information if we're on the same team
			if ( !AreEnemyTeams( g_PR->GetTeam( playerIndex ), localteam ) && !( localteam == TEAM_UNASSIGNED ) )
			{
				// class name
				if( g_PR->IsConnected( playerIndex ) )
				{
					int iClass = tf_PR->GetPlayerClass( playerIndex );
					if ( GetLocalPlayerIndex() == playerIndex && !tf_PR->IsAlive( playerIndex ) ) 
					{
						// If this is local player and he is dead, show desired class (which he will spawn as) rather than current class.
						C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
						int iDesiredClass = pPlayer->m_Shared.GetDesiredPlayerClassIndex();
						// use desired class unless it's random -- if random, his future class is not decided until moment of spawn
						if ( TF_CLASS_RANDOM != iDesiredClass )
						{
							iClass = iDesiredClass;
						}
					} 
					else 
					{
						// for non-local players, show the current class
						iClass = tf_PR->GetPlayerClass( playerIndex );
					}
				}				
			}
			else
			{
				C_TFPlayer *pPlayerOther = ToTFPlayer( UTIL_PlayerByIndex( playerIndex ) );

				if ( pPlayerOther && pPlayerOther->m_Shared.IsPlayerDominated( pLocalPlayer->entindex() ) )
				{
					// if local player is dominated by this player, show a nemesis icon
					pKeyValues->SetInt( "nemesis", m_iImageNemesis );
				}
				else if ( pLocalPlayer->m_Shared.IsPlayerDominated( playerIndex) )
				{
					// if this player is dominated by the local player, show the domination icon
					pKeyValues->SetInt( "nemesis", m_iImageDominated );
				}
			}

			// display whether player is alive or dead (all players see this for all other players on both teams)
			pKeyValues->SetInt( "status", tf_PR->IsAlive( playerIndex ) ?  0 : m_iImageDead );

			if ( g_PR->GetPing( playerIndex ) < 1 )
			{
				if ( g_PR->IsFakePlayer( playerIndex ) )
				{
					pKeyValues->SetString( "ping", "#TF_Scoreboard_Bot" );
				}
				else
				{
					pKeyValues->SetString( "ping", "" );
				}
			}
			else
			{
				pKeyValues->SetInt( "ping", g_PR->GetPing( playerIndex ) );
			}


			UpdatePlayerAvatar( playerIndex, pKeyValues );
			
			int itemID = pPlayerList->AddItem( 0, pKeyValues );

			Color clr = tf_PR->GetPlayerColor(playerIndex);
			pPlayerList->SetItemFgColor( itemID, clr );

			if ( iSelectedPlayerIndex == playerIndex )
			{
				bMadeSelection = true;
				pPlayerList->SetSelectedItem( itemID );
			}

			pKeyValues->deleteThis();
		}
	}

	// If we're on spectator, find a default selection
	if ( !bMadeSelection )
	{
		if ( m_pPlayerListRed->GetItemCount() > 0 )
		{
			m_pPlayerListRed->SetSelectedItem( 0 );
		}
	}

	ResizeScoreboard();
}