예제 #1
0
static bool IsValidFn_PlayersWantingAssist( void *pUserData, int a )
{
	CSortBase *pSortBase = (CSortBase*)pUserData;
	CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)pSortBase->m_pPlayer->GetTeam()->GetPlayer( a );

	if ( !pPlayer->IsAlive() )
	{
		// This guy sure could have used an assist but YOU'RE TOO SLOW!!!
		return false;
	}

	// Don't try to assist yourself...
	if ( pPlayer == pSortBase->m_pPlayer )
		return false;

	// Make sure this guy was shot recently.
	if ( (gpGlobals->curtime - pPlayer->LastTimeDamagedByEnemy()) > COMMANDO_ASSIST_SHOT_DELAY )
		return false;

	// Is the guy close enough?
	if ( pSortBase->m_pPlayer->GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ) > COMMAND_ASSIST_DISTANCE_SQR )
		return false;

	return true;
}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: Figure out if I should be using an attached item rather than this vehicle itself.
//-----------------------------------------------------------------------------
bool CBaseTFVehicle::UseAttachedItem( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
	CBaseTFPlayer* pPlayer = dynamic_cast<CBaseTFPlayer*>(pActivator);
	if ( !pPlayer || !InSameTeam(pPlayer) )
		return false;

	Vector vecPlayerOrigin = pPlayer->GetAbsOrigin();
	int nBestBuildPoint = -1;
	float fBestDistance = FLT_MAX;

	// Get the closest regular entry point:
	int nRole = LocateEntryPoint( pPlayer, &fBestDistance );

	// Iterate through each of the build points, if any, and see which we are closest to.
	int nBuildPoints = GetNumBuildPoints();
	for( int i = 0; i < nBuildPoints; i++ )
	{	
		CBaseObject* pObject = GetBuildPointObject(i);

		// If there's something in the build point that isn't in the process of being built or placed:
		if( pObject && !pObject->IsPlacing() && !pObject->IsBuilding() ) 
		{
			Vector vecOrigin;
			QAngle vecAngles;

			// If the build point is the default point for this role, just take it 
			if (GetBuildPointPassenger(i) == nRole)
			{
				nBestBuildPoint = i;
				break;
			}

			// And I can get the build point.
			if( GetBuildPoint( i, vecOrigin, vecAngles )  )
			{
				float fLength2dSqr = (vecOrigin - vecPlayerOrigin).AsVector2D().LengthSqr();
				if( fLength2dSqr < fBestDistance )
				{
					nBestBuildPoint = i;
					fBestDistance = fLength2dSqr; 
				}
			}
		}
	}

	if( nBestBuildPoint >= 0 )
	{
		// They're using an item on me, so push out the deterioration time
		ResetDeteriorationTime();
		GetBuildPointObject(nBestBuildPoint)->Use( pActivator, pCaller, useType, value );
		return true;
	}

	return false;
}
//-----------------------------------------------------------------------------
// Boost those attached to me as long as I'm not EMPed
//-----------------------------------------------------------------------------
void CObjectBuffStation::BoostPlayerThink( void )
{
	// Are we emped?
	bool bIsEmped = HasPowerup( POWERUP_EMP );

	// Get range (squared = faster test).
	float flMaxRangeSq = obj_buff_station_range.GetFloat();
	flMaxRangeSq *= flMaxRangeSq;

	// Boost all attached players and objects.
	for ( int iPlayer = 0; iPlayer < BUFF_STATION_MAX_PLAYERS; iPlayer++ )
	{
		// Clean up dangling pointers + dead players, subversion, disconnection
		CBaseTFPlayer *pPlayer = m_hPlayers[iPlayer].Get();
		if ( !pPlayer || !pPlayer->IsAlive() || !InSameTeam( pPlayer ) || !pPlayer->PlayerClass() )
		{
			DetachPlayerByIndex( iPlayer );
			continue;
		}

		// Check for out of range.
		float flDistSq = GetAbsOrigin().DistToSqr( pPlayer->GetAbsOrigin() ); 
		if ( flDistSq > flMaxRangeSq )
		{
			DetachPlayerByIndex( iPlayer );
			continue;
		}

		bool bBoosted = false;
		if ( !bIsEmped )
		{
			float flHealAmount = obj_buff_station_heal_rate.GetFloat() * BUFF_STATION_BOOST_PLAYER_THINK_INTERVAL;
			bBoosted = pPlayer->AttemptToPowerup( POWERUP_BOOST, 0, flHealAmount, this, &m_aPlayerAttachInfo[iPlayer].m_DamageModifier );
		}

		if ( !bBoosted )
		{
			m_aPlayerAttachInfo[iPlayer].m_DamageModifier.RemoveModifier();
		}
	}

	// Set next think time.
	if ( m_nPlayerCount > 0 )
	{
		SetNextThink( gpGlobals->curtime + BUFF_STATION_BOOST_PLAYER_THINK_INTERVAL, 
			          BUFF_STATION_BOOST_PLAYER_THINK_CONTEXT );
	}
	else
	{
		SetNextThink( gpGlobals->curtime + 1.0f, BUFF_STATION_BOOST_PLAYER_THINK_CONTEXT );
	}
}
예제 #4
0
//-----------------------------------------------------------------------------
// Purpose: The player has taken damage. Return the damage done.
//-----------------------------------------------------------------------------
float CPlayerClass::OnTakeDamage( const CTakeDamageInfo &info )
{
	if ( info.GetAttacker() )
	{
		CBaseTFPlayer *pPlayer = dynamic_cast< CBaseTFPlayer* >( info.GetAttacker() );
		if ( pPlayer && pPlayer->GetPlayerClass() )
		{
			int iStatGroup = GetStatGroupFor( pPlayer );
			CInterClassStats *pInter = &g_PlayerClassStats[iStatGroup].m_InterClassStats[GetTFClass()];
			
			pInter->m_flTotalDamageInflicted += info.GetDamage();
			
			float flDistToAttacker = pPlayer->GetAbsOrigin().DistTo( GetPlayer()->GetAbsOrigin() );
			pInter->m_flTotalEngagementDist += flDistToAttacker;
			pInter->m_nEngagements++;

			if ( gpGlobals->curtime >= m_flNormalizedEngagementNextTime )
			{
				pInter->m_flTotalNormalizedEngagementDist += flDistToAttacker;
				pInter->m_nNormalizedEngagements++;

				m_flNormalizedEngagementNextTime = gpGlobals->curtime + 3;
			}

			// Store detailed stats for the shot?
			if ( tf_DetailedStats.GetInt() )
			{
				CShotInfo shotInfo;
				
				shotInfo.m_flDistance = flDistToAttacker;
				shotInfo.m_nDamage = (int)info.GetDamage();

				g_ClassShotInfos[iStatGroup].AddToTail( shotInfo );
			}
		}
	}
	
	return info.GetDamage();
}
//-----------------------------------------------------------------------------
// 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() );
				}
			}
		}
	}
}
예제 #6
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEnvLaserDesignation::ShouldTransmit( const edict_t *recipient, const void *pvs, int clientArea )
{
    // Only transmit to players who care about laser designation:
    //	- Player designating
    //	- Players in tanks
    //	- Commandos
    CBaseEntity* pRecipientEntity = CBaseEntity::Instance( recipient );
    if ( pRecipientEntity->IsPlayer() )
    {
        CBaseTFPlayer *pPlayer = (CBaseTFPlayer*)pRecipientEntity;

        // Designating player?
        if ( pPlayer == GetOwnerEntity() )
            return true;

        if ( !InSameTeam( pPlayer ) )
            return false;

        // In a tank?
        if ( pPlayer->IsInAVehicle() )
        {
            CBaseEntity	*pVehicle  = pPlayer->GetVehicle()->GetVehicleEnt();
            if ( dynamic_cast<CVehicleTank*>(pVehicle) )
            {
                // Make sure it's within range of the tank's fire
                static float flTankRange = 0;
                if ( !flTankRange )
                {
                    flTankRange = vehicle_tank_range.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
                    flTankRange *= flTankRange;
                }

                float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
                if ( flDistanceSqr < flTankRange )
                    return true;
            }
            else if ( dynamic_cast<CObjectMannedMissileLauncher*>(pVehicle) )
            {
                // Make sure it's within range of the manned missile launcher's fire
                static float flGunRange = 0;
                if ( !flGunRange )
                {
                    flGunRange = obj_manned_missilelauncher_range_off.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
                    flGunRange *= flGunRange;
                }

                float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
                if ( flDistanceSqr < flGunRange )
                    return true;
            }
        }

        // Is the player a commando?
        if ( pPlayer->PlayerClass() == TFCLASS_COMMANDO )
        {
            // Make sure it's within range of the commando's rockets
            static float flCommandoRange = 0;
            if ( !flCommandoRange )
            {
                flCommandoRange = weapon_rocket_launcher_range.GetFloat() * weapon_grenade_rocket_track_range_mod.GetFloat();
                flCommandoRange *= flCommandoRange;
            }

            float flDistanceSqr = ( GetAbsOrigin() - pPlayer->GetAbsOrigin() ).LengthSqr();
            if ( flDistanceSqr < flCommandoRange )
                return true;
        }
    }

    return false;
}