예제 #1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponMedigun::ClientThink()
{
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalPlayer )
		return;

	// Don't show it while the player is dead. Ideally, we'd respond to m_bHealing in OnDataChanged,
	// but it stops sending the weapon when it's holstered, and it gets holstered when the player dies.
	CTFPlayer *pFiringPlayer = ToTFPlayer( GetOwnerEntity() );
	if ( !pFiringPlayer || pFiringPlayer->IsPlayerDead() || pFiringPlayer->IsDormant() )
	{
		ClientThinkList()->SetNextClientThink( GetClientHandle(), CLIENT_THINK_NEVER );
		m_bPlayingSound = false;
		StopHealSound();
		return;
	}
		
	// If the local player is the guy getting healed, let him know 
	// who's healing him, and their charge level.
	if( m_hHealingTarget != NULL )
	{
		if ( pLocalPlayer == m_hHealingTarget )
		{
			pLocalPlayer->SetHealer( pFiringPlayer, m_flChargeLevel );
		}

		if ( !m_bPlayingSound )
		{
			m_bPlayingSound = true;
			CLocalPlayerFilter filter;
			EmitSound( filter, entindex(), "WeaponMedigun.Healing" );
		}
	}

	if ( m_bOldChargeRelease != m_bChargeRelease )
	{
		m_bOldChargeRelease = m_bChargeRelease;
		ForceHealingTargetUpdate();
	}
}
예제 #2
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;
	}
}