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 "tf_weapon_parachute.h"
#include "tf_gamerules.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Weapon Buff Item tables.
//
CREATE_SIMPLE_WEAPON_TABLE( TFParachute, tf_weapon_parachute ) CREATE_SIMPLE_WEAPON_TABLE( TFParachute_Primary, tf_weapon_parachute_primary ) CREATE_SIMPLE_WEAPON_TABLE( TFParachute_Secondary, tf_weapon_parachute_secondary )
//-----------------------------------------------------------------------------
CTFParachute::CTFParachute() { #ifdef CLIENT_DLL
m_iParachuteAnimState = EParachuteRetracted; #endif // CLIENT_DLL
}
//-----------------------------------------------------------------------------
void CTFParachute::CreateBanner() { BaseClass::CreateBanner();
#ifdef CLIENT_DLL
if ( m_hBannerEntity ) { m_iParachuteAnimState = EParachuteRetracted_Idle; int sequence = m_hBannerEntity->SelectWeightedSequence( ACT_PARACHUTE_RETRACT_IDLE ); m_hBannerEntity->ResetSequence( sequence ); } #endif // CLIENT_DLL
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
void CTFParachute::ClientThink( void ) { BaseClass::ClientThink();
ParachuteAnimThink(); }
//-----------------------------------------------------------------------------
void CTFParachute::ParachuteAnimThink( void ) { if ( m_iBuffType == -1 || m_iBuffType == 0 ) { m_iBuffType = GetBuffType(); }
if ( m_iBuffType != EParachute ) return;
CTFPlayer* pPlayer = ToTFPlayer( GetPlayerOwner() ); if ( !pPlayer ) return;
CreateBanner(); if ( !m_hBannerEntity ) return;
bool bInCondition = pPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ); if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) ) { // Halloween Kart has its own parachute and we don't want to interfer with it here
bInCondition = false; }
// Track Anim State
if ( m_iParachuteAnimState == EParachuteDeployed_Idle && !bInCondition ) { // retract
int sequence = m_hBannerEntity->SelectWeightedSequence( ACT_PARACHUTE_RETRACT ); m_hBannerEntity->ResetSequence( sequence ); m_flParachuteToIdleTime = m_hBannerEntity->SequenceDuration() + gpGlobals->curtime;
m_iParachuteAnimState = EParachuteRetracted; } else if ( m_iParachuteAnimState == EParachuteRetracted_Idle && bInCondition ) { // deploy
int sequence = m_hBannerEntity->SelectWeightedSequence( ACT_PARACHUTE_DEPLOY ); m_hBannerEntity->ResetSequence( sequence ); m_flParachuteToIdleTime = m_hBannerEntity->SequenceDuration() + gpGlobals->curtime; m_iParachuteAnimState = EParachuteDeployed; }
// To Idle
if ( m_iParachuteAnimState == EParachuteRetracted && m_flParachuteToIdleTime < gpGlobals->curtime ) { int sequence = m_hBannerEntity->SelectWeightedSequence( ACT_PARACHUTE_RETRACT_IDLE ); m_hBannerEntity->ResetSequence( sequence ); m_iParachuteAnimState = EParachuteRetracted_Idle; } else if ( m_iParachuteAnimState == EParachuteDeployed && m_flParachuteToIdleTime < gpGlobals->curtime ) { int sequence = m_hBannerEntity->SelectWeightedSequence( ACT_PARACHUTE_DEPLOY_IDLE ); m_hBannerEntity->ResetSequence( sequence ); m_iParachuteAnimState = EParachuteDeployed_Idle; } }
#endif // CLIENT_DLL
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