Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "c_dod_bombtarget.h"
#include "dod_shareddefs.h"
#include "c_dod_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( DODBombTarget, DT_DODBombTarget )
BEGIN_NETWORK_TABLE(C_DODBombTarget, DT_DODBombTarget ) RecvPropInt( RECVINFO(m_iState) ), RecvPropInt( RECVINFO(m_iBombingTeam) ),
RecvPropInt( RECVINFO(m_iTargetModel) ), RecvPropInt( RECVINFO(m_iUnavailableModel) ), END_NETWORK_TABLE()
void C_DODBombTarget::NotifyShouldTransmit( ShouldTransmitState_t state ) { BaseClass::NotifyShouldTransmit( state );
// Turn off
if ( state == SHOULDTRANSMIT_END ) { SetNextClientThink( CLIENT_THINK_NEVER ); }
// Turn on
if ( state == SHOULDTRANSMIT_START ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
void C_DODBombTarget::ClientThink( void ) { // if we are near the player, maybe give them a hint!
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if ( pPlayer && pPlayer->IsAlive() ) { Vector vecDist = GetAbsOrigin() - pPlayer->GetAbsOrigin();
if ( vecDist.Length() < 200 ) { int iOppositeTeam = ( m_iBombingTeam == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES; if ( pPlayer->GetTeamNumber() == m_iBombingTeam && m_iState == BOMB_TARGET_ACTIVE ) { pPlayer->CheckBombTargetPlantHint(); } else if ( pPlayer->GetTeamNumber() == iOppositeTeam && m_iState == BOMB_TARGET_ARMED ) { pPlayer->CheckBombTargetDefuseHint(); } } } SetNextClientThink( gpGlobals->curtime + 0.5 ); }
int C_DODBombTarget::DrawModel( int flags ) { if ( m_iState == BOMB_TARGET_ACTIVE ) { C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
int iOppositeTeam = ( m_iBombingTeam == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
#ifdef _DEBUG
if ( m_iBombingTeam == TEAM_UNASSIGNED ) iOppositeTeam = TEAM_UNASSIGNED; #endif
if ( pPlayer && pPlayer->GetTeamNumber() == iOppositeTeam ) { // draw a different model for the non-planting team
if ( GetModelIndex() != m_iUnavailableModel ) { SetModelIndex( m_iUnavailableModel ); } } else { if ( GetModelIndex() != m_iTargetModel ) { SetModelIndex( m_iTargetModel ); } } }
return BaseClass::DrawModel( flags ); }
// a player of the passed team is looking at us, see if we should
// play the hint telling them how to defuse
bool C_DODBombTarget::ShouldPlayDefuseHint( int team ) { return ( m_iState == BOMB_TARGET_ARMED && team != m_iBombingTeam ); }
// a player of the passed team is looking at us, see if we should
// play the hint telling them how to plant a bomb here
bool C_DODBombTarget::ShouldPlayPlantHint( int team ) { return ( m_iState == BOMB_TARGET_ACTIVE && team == m_iBombingTeam ); }
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