//-----------------------------------------------------------------------------
// Purpose: This is called pre player movement and copies all the data necessary
//          from the player for movement. (Server-side, the client-side version
//          of this code can be found in prediction.cpp.)
//-----------------------------------------------------------------------------
void CTFPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
{
	// Call the default SetupMove code.
	BaseClass::SetupMove( player, ucmd, pHelper, move );

	//
	// Convert to TF2 data.
	//
	CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
	Assert( pTFPlayer );

	CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
	Assert( pTFMove );

	//
	// Player movement data.
	//

	// Copy the position delta.
	pTFMove->m_vecPosDelta = pTFPlayer->m_vecPosDelta;

	// Copy the momentum data.
	pTFMove->m_iMomentumHead = pTFPlayer->m_iMomentumHead;
	for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
	{
		pTFMove->m_aMomentum[iMomentum] = pTFPlayer->m_aMomentum[iMomentum];
	}

	pTFMove->m_nClassID = pTFPlayer->PlayerClass();

	IVehicle *pVehicle = player->GetVehicle();
	if (!pVehicle)
	{
		// Handle player class specific setup.
		switch( pTFPlayer->PlayerClass() )
		{
		case TFCLASS_RECON: 
			{ 
				SetupMoveRecon( pTFPlayer, ucmd, pHelper, pTFMove ); 
				break; 
			}
		case TFCLASS_COMMANDO: 
			{ 
				SetupMoveCommando( pTFPlayer, ucmd, pHelper, pTFMove ); 
				break;
			}
		default:
			{
	//			pTFMove->m_nClassID = TFCLASS_UNDECIDED;
				break;
			}
		}
	}
	else
	{
		pVehicle->SetupMove( player, ucmd, pHelper, move ); 
	}
}
//-----------------------------------------------------------------------------
// 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 );
	}
}
示例#3
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;
}
//-----------------------------------------------------------------------------
// Purpose: This is called post player movement to copy back all data that
//          movement could have modified and that is necessary for future
//          movement. (Server-side, the client-side version of this code can 
//          be found in prediction.cpp.)
//-----------------------------------------------------------------------------
void CTFPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
	// Call the default FinishMove code.
	BaseClass::FinishMove( player, ucmd, move );

	//
	// Convert to TF2 data.
	//
	CBaseTFPlayer *pTFPlayer = static_cast<CBaseTFPlayer*>( player );
	Assert( pTFPlayer );

	CTFMoveData *pTFMove = static_cast<CTFMoveData*>( move );
	Assert( pTFMove );

	// The class had better not have changed during the move!!
	Assert( pTFMove->m_nClassID == pTFPlayer->PlayerClass() );

	IVehicle *pVehicle = player->GetVehicle();
	if (!pVehicle)
	{
		// Handle player class specific setup.
		switch( pTFPlayer->PlayerClass() )
		{
		case TFCLASS_RECON: 
			{ 
				FinishMoveRecon( pTFPlayer, pTFMove, ucmd ); 
				break; 
			}
		case TFCLASS_COMMANDO: 
			{ 
				FinishMoveCommando( pTFPlayer, pTFMove, ucmd ); 
				break;
			}
		default:
			{
				break;
			}
		}
	}
	else
	{
		// Similarly, the vehicle had better not have changed during the move!
		Assert( pTFPlayer->IsInAVehicle() );
		pVehicle->FinishMove( pTFPlayer, ucmd, pTFMove );
	}

	//
	// Player movement data.
	//

	// Copy the position delta.
	pTFPlayer->m_vecPosDelta = pTFMove->m_vecPosDelta;

	COMPILE_TIME_ASSERT( CBaseTFPlayer::MOMENTUM_MAXSIZE == CTFMoveData::MOMENTUM_MAXSIZE );
	
	// Copy the momentum data back (the movement may have updated it!).
	pTFPlayer->m_iMomentumHead = pTFMove->m_iMomentumHead;
	for ( int iMomentum = 0; iMomentum < CTFMoveData::MOMENTUM_MAXSIZE; iMomentum++ )
	{
		pTFPlayer->m_aMomentum[iMomentum] = pTFMove->m_aMomentum[iMomentum];
	}
}