Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: Burn charge level to generate invulnerability
//-----------------------------------------------------------------------------
void CWeaponMedigun::SecondaryAttack( void )
{
	CTFPlayer *pOwner = ToTFPlayer( GetOwnerEntity() );
	if ( !pOwner )
		return;

	if ( !CanAttack() )
		return;

	// Ensure they have a full charge and are not already in charge release mode
	if ( m_flChargeLevel < 1.0 || m_bChargeRelease )
	{
#ifdef CLIENT_DLL
		// Deny, flash
		if ( !m_bChargeRelease && m_flFlashCharge <= 0 )
		{
			m_flFlashCharge = 10;
			pOwner->EmitSound( "Player.DenyWeaponSelection" );
		}
#endif
		return;
	}

	if ( pOwner->HasTheFlag() )
	{
#ifdef GAME_DLL
		CSingleUserRecipientFilter filter( pOwner );
		TFGameRules()->SendHudNotification( filter, HUD_NOTIFY_NO_INVULN_WITH_FLAG );
#endif
		pOwner->EmitSound( "Player.DenyWeaponSelection" );
		return;
	}

	// Start super charge
	m_bChargeRelease = true;
	m_flReleaseStartedAt = 0;//gpGlobals->curtime;

#ifdef GAME_DLL
	CTF_GameStats.Event_PlayerInvulnerable( pOwner );
	pOwner->m_Shared.RecalculateChargeEffects();

	pOwner->SpeakConceptIfAllowed( MP_CONCEPT_MEDIC_CHARGEDEPLOYED );

	if ( m_hHealingTarget && m_hHealingTarget->IsPlayer() )
	{
		CTFPlayer *pTFPlayer = ToTFPlayer( m_hHealingTarget );
		pTFPlayer->m_Shared.RecalculateChargeEffects();
		pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_HEALTARGET_CHARGEDEPLOYED );
	}

	IGameEvent * event = gameeventmanager->CreateEvent( "player_chargedeployed" );
	if ( event )
	{
		event->SetInt( "userid", pOwner->GetUserID() );

		gameeventmanager->FireEvent( event, true );	// don't send to clients
	}
#endif
}
Exemplo n.º 2
0
//---------------------------------------------------------------------------------------- 
// Purpose: moves the player
//----------------------------------------------------------------------------------------
void CTFGameMovement::PlayerMove()
{
	// call base class to do movement
	BaseClass::PlayerMove();

	// handle player's interaction with water
	int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
	if ( m_nOldWaterLevel != nNewWaterLevel )
	{
		if ( WL_NotInWater == m_nOldWaterLevel )
		{
			// The player has just entered the water.  Determine if we should play a splash sound.
			bool bPlaySplash = false;
					
			Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
			if ( vecVelocity.z <= -200.0f )
			{
				// If the player has significant downward velocity, play a splash regardless of water depth.  (e.g. Jumping hard into a puddle)
				bPlaySplash = true;
			}
			else
			{
				// Look at the water depth below the player.  If it's significantly deep, play a splash to accompany the sinking that's about to happen.
				Vector vecStart = m_pTFPlayer->GetAbsOrigin();
				Vector vecEnd = vecStart;
				vecEnd.z -= 20;	// roughly thigh deep
				trace_t tr;
				// see if we hit anything solid a little bit below the player
				UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
				if ( tr.fraction >= 1.0f ) 
				{
					// some amount of water below the player, play a splash
					bPlaySplash = true;
				}
			}

			if ( bPlaySplash )
			{
				m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
			}
		} 
	}
}