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;
}
//-----------------------------------------------------------------------------
// 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 );
	}
}
//-----------------------------------------------------------------------------
// 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: Bash enemies in front of me with my shield
//-----------------------------------------------------------------------------
void CWeaponCombatShield::ShieldBash( void )
{
#if 0
	// ROBIN: Disabled shield bash
	return;

	// Get any players in front of me
	CBaseTFPlayer *pOwner = ToBaseTFPlayer( GetOwner() );
	if ( !pOwner )
		return;

	// Get the target point and location
	Vector vecAiming;
	Vector vecSrc = pOwner->Weapon_ShootPosition( pOwner->GetOrigin() );	
	pOwner->EyeVectors( &vecAiming );

	// Find a player in range of this player, and make sure they're healable
	trace_t tr;
	Vector vecEnd = vecSrc + (vecAiming * SHIELD_BASH_RANGE);
	UTIL_TraceLine( vecSrc, vecEnd, MASK_SHOT, pOwner->edict(), COLLISION_GROUP_NONE, &tr);
	if (tr.fraction != 1.0)
	{
		CBaseEntity *pEntity = CBaseEntity::Instance(tr.u.ent);
		if ( pEntity )
		{
			CBaseTFPlayer *pPlayer = ToBaseTFPlayer( pEntity );
			if ( pPlayer && (pPlayer != pOwner) )
			{
				// Target needs to be on the eneny team
				if ( pPlayer->IsAlive() && !pPlayer->InSameTeam( pOwner ) )
				{
					// Ok, we have an enemy player
					pPlayer->TakeShieldBash( pOwner );
				}
			}
		}
	}
#endif
}