예제 #1
0
void CTFBotVision::Update()
{
	if (TFGameRules()->IsMannVsMachineMode()) {
		if (!this->m_ctUpdate.IsElapsed()) {
			return;
		}
		
		this->m_ctUpdate.Start(RandomFloat(0.9f, 1.1f));
	}
	
	IVision::Update();
	
	CTFBot *actor = static_cast<CTFBot *>(this->GetBot()->GetEntity());
	if (actor == nullptr) {
		return;
	}
	
	CUtlVector<CTFPlayer *> enemies;
	CollectPlayers<CTFPlayer>(enemies, GetEnemyTeam(actor), true, false);
	
	FOR_EACH_VEC(enemies, i) {
		CTFPlayer *enemy = enemies[i];
		
		if (enemy->IsPlayerClass(TF_CLASS_SPY)) {
			const CKnownEntity *known = this->GetKnown(enemy);
			
			if (known != nullptr && (known->IsVisibleRecently() ||
				!player->m_Shared.InCond(TF_COND_DISGUISING))) {
				actor->ForgetSpy(enemy);
			}
		}
	}
예제 #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFGameMovement::PlayerRoughLandingEffects( float fvol )
{
	if ( m_pTFPlayer && m_pTFPlayer->IsPlayerClass(TF_CLASS_SCOUT) )
	{
		// Scouts don't play rumble unless they take damage.
		if ( fvol < 1.0 )
		{
			fvol = 0;
		}
	}

	BaseClass::PlayerRoughLandingEffects( fvol );
}
예제 #3
0
//-----------------------------------------------------------------------------
// Purpose:  
//-----------------------------------------------------------------------------
void CWeaponSpawner::EndTouch( CBaseEntity *pOther )
{
	CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer*>( pOther );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
		int iCurrentWeaponID = pTFPlayer->m_Shared.GetDesiredWeaponIndex();
		if ( iCurrentWeaponID == m_nItemID )
		{
			pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
		}
	}

}
예제 #4
0
bool CTFRevolver::DefaultReload( int iClipSize1, int iClipSize2, int iActivity )
{
    // The the owning local player.
    CTFPlayer *pPlayer = GetTFPlayerOwner();
    if ( !pPlayer )
        return false;

    if ( pPlayer->IsPlayerClass( TF_CLASS_SPY ) )
    {
        if ( pPlayer->m_Shared.InCond( TF_COND_STEALTHED ) )
        {
            return false;
        }
    }

    return BaseClass::DefaultReload( iClipSize1, iClipSize2, iActivity );
}
예제 #5
0
	/* make the targeted player known to all bots even if not in their ordinary
	 * vision range; and if they're a spy, reveal their identity */
	void NotifyBotsAboutTarget()
	{
		for (int i = 1; i <= gpGlobals->maxClients; ++i) {
			CTFPlayer *player = ToTFPlayer(UTIL_PlayerByIndex(i));
			if (player == nullptr || !IsTheTarget(player)) continue;
			
			for (int j = 1; j <= gpGlobals->maxClients; ++j) {
				CTFBot *bot = ToTFBot(UTIL_PlayerByIndex(j));
				if (bot == nullptr || bot->GetTeamNumber() != TF_TEAM_BLUE) continue;
				
				if (player->IsPlayerClass(TF_CLASS_SPY)) {
					bot->RealizeSpy(player);
				}
				bot->GetVisionInterface()->AddKnownEntity(player);
			}
		}
	}
//-----------------------------------------------------------------------------
// Purpose: Set the owner's weapon and last weapon appropriately when we need to
//			switch away from the builder weapon.  
//-----------------------------------------------------------------------------
void CTFWeaponBuilder::SwitchOwnersWeaponToLast()
{
	CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
	if ( !pOwner )
		return;

	// for engineer, switch to wrench and set last weapon appropriately
	if ( pOwner->IsPlayerClass( TF_CLASS_ENGINEER ) )
	{
		// Switch to wrench if possible. if not, then best weapon
		CBaseCombatWeapon *pWpn = pOwner->Weapon_GetSlot( 2 );

		// Don't store last weapon when we autoswitch off builder
		CBaseCombatWeapon *pLastWpn = pOwner->Weapon_GetLast();

		if ( pWpn )
		{
			pOwner->Weapon_Switch( pWpn );
		}
		else
		{
			pOwner->SwitchToNextBestWeapon( NULL );
		}

		if ( pWpn == pLastWpn )
		{
			// We had the wrench out before we started building. Go ahead and set out last
			// weapon to our primary weapon.
			pWpn = pOwner->Weapon_GetSlot( 0 );
			pOwner->Weapon_SetLast( pWpn );
		}
		else
		{
			pOwner->Weapon_SetLast( pLastWpn );
		}
	}
	else
	{
		// for all other classes, just switch to last weapon used
		pOwner->Weapon_Switch( pOwner->Weapon_GetLast() );
	}
}
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
	}
}
예제 #8
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CTFDroppedWeapon::MyTouch( CBasePlayer *pPlayer )
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = dynamic_cast<CTFPlayer *>( pPlayer );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
		// Don't remove weapon while a player is standing over it.
		SetThink( NULL );

#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );
		const char *pszWeaponName = m_Item.GetEntityName();
		int iAmmoType = m_pWeaponInfo->iAmmoType;

		if ( pWeapon )
		{
			if ( pWeapon->GetItemID() == m_Item.GetItemDefIndex() )
			{
				// Give however many ammo we have
				if ( pTFPlayer->GiveAmmo( m_iAmmo, iAmmoType, true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !(pTFPlayer->m_nButtons & IN_ATTACK) && ( pTFPlayer->m_nButtons & IN_USE ) ) // Check Use button
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				if ( pWeapon == pTFPlayer->GetActiveTFWeapon() )
				{
					pWeapon->Holster();
				}
				pTFPlayer->Weapon_Detach( pWeapon );
				UTIL_Remove( pWeapon );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_Item.GetItemDefIndex() );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		if ( pWeapon )
		{
			if ( pTFPlayer->GiveAmmo( 999, GetTFWeaponInfo( m_nWeaponID )->iAmmoType ) );
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );
			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( m_iAmmo, iAmmoType );
				pNewWeapon->DefaultTouch( pPlayer );
				if ( pPlayer == GetOwnerEntity() )
				{
					// If this is the same guy who dropped it restore old clip size to avoid exploiting swapping
					// weapons for faster reload.
					pNewWeapon->m_iClip1 = m_iClip;
				}
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
			WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}
예제 #9
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponMedigun::UpdateEffects( void )
{
	CTFPlayer *pFiringPlayer = ToTFPlayer( GetOwnerEntity() );
	if ( !pFiringPlayer )
		return;

	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
	C_BaseEntity *pEffectOwner = this;
	if ( pLocalPlayer == pFiringPlayer )
	{
		pEffectOwner = pLocalPlayer->GetViewModel();
		if ( !pEffectOwner )
			return;
	}

	// Remove all the effects
	if ( pEffectOwner )
	{
		pEffectOwner->ParticleProp()->StopEmission( m_hHealingTargetEffect.pEffect );
	}
	else
	{
		m_hHealingTargetEffect.pEffect->StopEmission();
	}
	m_hHealingTargetEffect.pTarget = NULL;
	m_hHealingTargetEffect.pEffect = NULL;

	// Don't add targets if the medic is dead
	if ( !pEffectOwner || pFiringPlayer->IsPlayerDead() || !pFiringPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
		return;

	// Add our targets
	// Loops through the healing targets, and make sure we have an effect for each of them
	if ( m_hHealingTarget )
	{
		if ( m_hHealingTargetEffect.pTarget == m_hHealingTarget )
			return;

		const char *pszEffectName;
		if (m_bChargeRelease)
		{
			switch (GetTeamNumber())
			{
			case TF_TEAM_BLUE:
				pszEffectName = "medicgun_beam_blue_invun";
				break;
			case TF_TEAM_RED:
				pszEffectName = "medicgun_beam_red_invun";
				break;
			case TF_TEAM_GREEN:
				pszEffectName = "medicgun_beam_green_invun";
				break;
			case TF_TEAM_YELLOW:
				pszEffectName = "medicgun_beam_yellow_invun";
				break;
			default:
				pszEffectName = "medicgun_beam_blue";
				break;
			}
		}
		else
		{
			switch (GetTeamNumber())
			{
			case TF_TEAM_BLUE:
				pszEffectName = "medicgun_beam_blue";
				break;
			case TF_TEAM_RED:
				pszEffectName = "medicgun_beam_red";
				break;
			case TF_TEAM_GREEN:
				pszEffectName = "medicgun_beam_green";
				break;
			case TF_TEAM_YELLOW:
				pszEffectName = "medicgun_beam_yellow";
				break;
			default:
				pszEffectName = "medicgun_beam_blue";
				break;
			}
		}


		CNewParticleEffect *pEffect = pEffectOwner->ParticleProp()->Create( pszEffectName, PATTACH_POINT_FOLLOW, "muzzle" );
		pEffectOwner->ParticleProp()->AddControlPoint( pEffect, 1, m_hHealingTarget, PATTACH_ABSORIGIN_FOLLOW, NULL, Vector(0,0,50) );

		m_hHealingTargetEffect.pTarget = m_hHealingTarget;
		m_hHealingTargetEffect.pEffect = pEffect;
	}
}
예제 #10
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CWeaponSpawner::MyTouch( CBasePlayer *pPlayer )
{
	bool bSuccess = false;

	CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );

	if ( ValidTouch( pTFPlayer ) && pTFPlayer->IsPlayerClass( TF_CLASS_MERCENARY ) )
	{
#ifndef DM_WEAPON_BUCKET
		int iSlot = m_Item.GetStaticData()->GetLoadoutSlot( TF_CLASS_MERCENARY );
		CTFWeaponBase *pWeapon = (CTFWeaponBase *)pTFPlayer->GetEntityForLoadoutSlot( iSlot );

		if ( pWeapon )
		{
			if ( pTFPlayer->ItemsMatch( pWeapon->GetItem(), &m_Item, pWeapon ) )
			{
				if ( pTFPlayer->GiveAmmo( pWeapon->GetInitialAmmo(), pWeapon->GetPrimaryAmmoType(), true, TF_AMMO_SOURCE_AMMOPACK ) )
					bSuccess = true;
			}
			else if ( !( pTFPlayer->m_nButtons & IN_ATTACK ) &&
				( pTFPlayer->m_nButtons & IN_USE ||
				( TFGameRules()->IsDeathmatch() && pWeapon->GetWeaponID() == TF_WEAPON_PISTOL ) ) ) // Check Use button, always replace pistol.
			{
				// Drop a usable weapon
				pTFPlayer->DropWeapon( pWeapon );

				pWeapon->UnEquip( pTFPlayer );
				pWeapon = NULL;
			}
			else
			{
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( m_nItemID );
			}
		}
#else
		CTFWeaponBase *pWeapon = pTFPlayer->Weapon_OwnsThisID( m_nWeaponID );
		const char *pszWeaponName = WeaponIdToClassname( m_nWeaponID );

		if ( pWeapon )
		{
			if ( pPlayer->GiveAmmo(999, m_pWeaponInfo->iAmmoType) )
				bSuccess = true;
		}
#endif

		if ( !pWeapon )
		{
			const char *pszWeaponName = m_Item.GetEntityName();
			CTFWeaponBase *pNewWeapon = (CTFWeaponBase *)pTFPlayer->GiveNamedItem( pszWeaponName, 0, &m_Item );

			if ( pNewWeapon )
			{
				pPlayer->SetAmmoCount( pNewWeapon->GetInitialAmmo(), pNewWeapon->GetPrimaryAmmoType() );
				pNewWeapon->GiveTo( pPlayer );
				pTFPlayer->m_Shared.SetDesiredWeaponIndex( -1 );
				bSuccess = true;
			}
		}

		if ( bSuccess )
		{
			CSingleUserRecipientFilter user( pPlayer );
			user.MakeReliable();

			UserMessageBegin( user, "ItemPickup" );
				WRITE_STRING( GetClassname() );
			MessageEnd();

			pPlayer->EmitSound( "BaseCombatCharacter.AmmoPickup" );
		}
	}

	return bSuccess;
}