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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cs_player.h"
#include "cs_gamerules.h"
#include "trains.h"
#include "vcollide_parse.h"
#include "in_buttons.h"
#include "igamemovement.h"
#include "ai_hull.h"
#include "ndebugoverlay.h"
#include "weapon_csbase.h"
#include "decals.h"
#include "cs_ammodef.h"
#include "IEffects.h"
#include "cs_client.h"
#include "client.h"
#include "cs_shareddefs.h"
#include "shake.h"
#include "team.h"
#include "weapon_c4.h"
#include "weapon_parse.h"
#include "weapon_knife.h"
#include "movehelper_server.h"
#include "tier0/vprof.h"
#include "te_effect_dispatch.h"
#include "vphysics/player_controller.h"
#include "weapon_hegrenade.h"
#include "weapon_flashbang.h"
#include "weapon_csbasegun.h"
#include "weapon_smokegrenade.h"
#include <KeyValues.h>
#include "engine/IEngineSound.h"
#include "bot.h"
#include "studio.h"
#include <coordsize.h>
#include "predicted_viewmodel.h"
#include "props_shared.h"
#include "tier0/icommandline.h"
#include "info_camera_link.h"
#include "hintmessage.h"
#include "obstacle_pushaway.h"
#include "movevars_shared.h"
#include "death_pose.h"
#include "basecsgrenade_projectile.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "CRagdollMagnet.h"
#include "datacache/imdlcache.h"
#include "npcevent.h"
#include "cs_gamestats.h"
#include "gamestats.h"
#include "holiday_gift.h"
#include "../../shared/cstrike/cs_achievement_constants.h"
//=============================================================================
// HPE_BEGIN
//=============================================================================
// [dwenger] Needed for global hostage list
#include "cs_simple_hostage.h"
// [dwenger] Needed for weapon type used tracking
#include "../../shared/cstrike/cs_weapon_parse.h"
#define REPORT_PLAYER_DAMAGE 0
//=============================================================================
// HPE_END
//=============================================================================
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#pragma optimize( "", off )
#pragma warning( disable : 4355 )
// Minimum interval between rate-limited commands that players can run.
#define CS_COMMAND_MAX_RATE 0.3
const float CycleLatchInterval = 0.2f;
#define CS_PUSHAWAY_THINK_CONTEXT "CSPushawayThink"
ConVar cs_ShowStateTransitions( "cs_ShowStateTransitions", "-2", FCVAR_CHEAT, "cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions." ); ConVar sv_max_usercmd_future_ticks( "sv_max_usercmd_future_ticks", "8", 0, "Prevents clients from running usercmds too far in the future. Prevents speed hacks." ); ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." ); //=============================================================================
// HPE_BEGIN:
// [Forrest] Allow MVP to be turned off for a server
// [Forrest] Allow freezecam to be turned off for a server
// [Forrest] Allow win panel to be turned off for a server
//=============================================================================
static void SvNoMVPChangeCallback( IConVar *pConVar, const char *pOldValue, float flOldValue ) { ConVarRef var( pConVar ); if ( var.IsValid() && var.GetBool() ) { // Clear the MVPs of all players when MVP is turned off.
for ( int i = 1; i <= MAX_PLAYERS; i++ ) { CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) );
if ( pPlayer ) { pPlayer->SetNumMVPs( 0 ); } } } } ConVar sv_nomvp( "sv_nomvp", "0", 0, "Disable MVP awards.", SvNoMVPChangeCallback ); ConVar sv_disablefreezecam( "sv_disablefreezecam", "0", FCVAR_REPLICATED, "Turn on/off freezecam on server" ); ConVar sv_nowinpanel( "sv_nowinpanel", "0", FCVAR_REPLICATED, "Turn on/off win panel on server" ); //=============================================================================
// HPE_END
//=============================================================================
// ConVar bot_mimic( "bot_mimic", "0", FCVAR_CHEAT );
ConVar bot_freeze( "bot_freeze", "0", FCVAR_CHEAT ); ConVar bot_crouch( "bot_crouch", "0", FCVAR_CHEAT ); ConVar bot_mimic_yaw_offset( "bot_mimic_yaw_offset", "180", FCVAR_CHEAT );
ConVar sv_legacy_grenade_damage( "sv_legacy_grenade_damage", "0", FCVAR_REPLICATED, "Enable to replicate grenade damage behavior of the original Counter-Strike Source game." );
extern ConVar mp_autokick; extern ConVar mp_holiday_nogifts; extern ConVar sv_turbophysics; //=============================================================================
// HPE_BEGIN:
// [menglish] Added in convars for freeze cam time length
//=============================================================================
extern ConVar spec_freeze_time; extern ConVar spec_freeze_traveltime; //=============================================================================
// HPE_END
//=============================================================================
extern ConVar ammo_hegrenade_max; extern ConVar ammo_flashbang_max; extern ConVar ammo_smokegrenade_max;
#define THROWGRENADE_COUNTER_BITS 3
EHANDLE g_pLastCTSpawn; EHANDLE g_pLastTerroristSpawn;
void TE_RadioIcon( IRecipientFilter& filter, float delay, CBaseEntity *pPlayer );
// -------------------------------------------------------------------------------- //
// Classes
// -------------------------------------------------------------------------------- //
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent { public: int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) { CCSPlayer *pPlayer = (CCSPlayer *)pObject->GetGameData(); if ( pPlayer ) { if ( pPlayer->TouchedPhysics() ) { return 0; } } return 1; } };
static CPhysicsPlayerCallback playerCallback;
// -------------------------------------------------------------------------------- //
// Ragdoll entities.
// -------------------------------------------------------------------------------- //
class CCSRagdoll : public CBaseAnimatingOverlay { public: DECLARE_CLASS( CCSRagdoll, CBaseAnimatingOverlay ); DECLARE_SERVERCLASS();
// Transmit ragdolls to everyone.
virtual int UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
void Init( void ) { SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_STEP ); SetFriction( 1.0f ); SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX ); m_takedamage = DAMAGE_NO; SetCollisionGroup( COLLISION_GROUP_DEBRIS ); SetAbsOrigin( m_hPlayer->GetAbsOrigin() ); SetAbsVelocity( m_hPlayer->GetAbsVelocity() ); AddSolidFlags( FSOLID_NOT_SOLID ); ChangeTeam( m_hPlayer->GetTeamNumber() ); UseClientSideAnimation(); }
public: // In case the client has the player entity, we transmit the player index.
// In case the client doesn't have it, we transmit the player's model index, origin, and angles
// so they can create a ragdoll in the right place.
CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
CNetworkVector( m_vecRagdollVelocity ); CNetworkVector( m_vecRagdollOrigin ); CNetworkVar(int, m_iDeathPose ); CNetworkVar(int, m_iDeathFrame ); };
LINK_ENTITY_TO_CLASS( cs_ragdoll, CCSRagdoll );
IMPLEMENT_SERVERCLASS_ST_NOBASE( CCSRagdoll, DT_CSRagdoll ) SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ), SendPropEHandle( SENDINFO( m_hPlayer ) ), SendPropModelIndex( SENDINFO( m_nModelIndex ) ), SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ), SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ), SendPropVector( SENDINFO( m_vecRagdollVelocity ) ), SendPropInt( SENDINFO( m_iDeathPose ), ANIMATION_SEQUENCE_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iDeathFrame ), 5 ), SendPropInt( SENDINFO(m_iTeamNum), TEAMNUM_NUM_BITS, 0), SendPropInt( SENDINFO( m_bClientSideAnimation ), 1, SPROP_UNSIGNED ), END_SEND_TABLE()
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class CTEPlayerAnimEvent : public CBaseTempEntity { public: DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity ); DECLARE_SERVERCLASS();
CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name ) { }
CNetworkHandle( CBasePlayer, m_hPlayer ); CNetworkVar( int, m_iEvent ); CNetworkVar( int, m_nData ); };
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent ) SendPropEHandle( SENDINFO( m_hPlayer ) ), SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nData ), 32 ) END_SEND_TABLE()
static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Filters updates to a variable so that only non-local players see
// the changes. This is so we can send a low-res origin to non-local players
// while sending a hi-res one to the local player.
// Input : *pVarData -
// *pOut -
// objectID -
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { pRecipients->SetAllRecipients(); pRecipients->ClearRecipient( objectID - 1 ); return ( void * )pVarData; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable );
// -------------------------------------------------------------------------------- //
// Tables.
// -------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS( player, CCSPlayer ); PRECACHE_REGISTER(player);
BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSLocalPlayerExclusive ) SendPropFloat( SENDINFO( m_flStamina ), 14, 0, 0, 1400 ), SendPropInt( SENDINFO( m_iDirection ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ), SendPropFloat( SENDINFO( m_flVelocityModifier ), 8, 0, 0, 1 ),
// send a hi-res origin to the local player for use in prediction
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
//=============================================================================
// HPE_BEGIN:
// [tj]Set up the send table for per-client domination data
//=============================================================================
SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominated ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominated ) ) ), SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominatingMe ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominatingMe ) ) ), //=============================================================================
// HPE_END
//=============================================================================
END_SEND_TABLE()
BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSNonLocalPlayerExclusive ) // send a lo-res origin to other players
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), END_SEND_TABLE()
IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer ) SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ), SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ), SendPropExclude( "DT_BaseAnimating", "m_nMuzzleFlashParity" ), SendPropExclude( "DT_BaseEntity", "m_angRotation" ), SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
// cs_playeranimstate and clientside animation takes care of these on the client
SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
// We need to send a hi-res origin to the local player to avoid prediction errors sliding along walls
SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
// Data that only gets sent to the local player.
SendPropDataTable( "cslocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSLocalPlayerExclusive), SendProxy_SendLocalDataTable ), SendPropDataTable( "csnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ),
SendPropInt( SENDINFO( m_iThrowGrenadeCounter ), THROWGRENADE_COUNTER_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iAddonBits ), NUM_ADDON_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iPrimaryAddon ), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iSecondaryAddon ), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iAccount ), 16, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_bInBombZone ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_bInBuyZone ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iClass ), Q_log2( CS_NUM_CLASSES )+1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_ArmorValue ), 8 ), SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11, SPROP_CHANGES_OFTEN ), SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11, SPROP_CHANGES_OFTEN ), SendPropBool( SENDINFO( m_bHasDefuser ) ), SendPropBool( SENDINFO( m_bNightVisionOn ) ), //send as int so we can use a RecvProxy on the client
SendPropBool( SENDINFO( m_bHasNightVision ) ),
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
//SendPropBool( SENDINFO( m_bPickedUpDefuser ) ),
//SendPropBool( SENDINFO( m_bDefusedWithPickedUpKit) ),
//=============================================================================
// HPE_END
//=============================================================================
SendPropBool( SENDINFO( m_bInHostageRescueZone ) ), SendPropBool( SENDINFO( m_bIsDefusing ) ),
SendPropBool( SENDINFO( m_bResumeZoom ) ), SendPropInt( SENDINFO( m_iLastZoom ), 8, SPROP_UNSIGNED ),
#ifdef CS_SHIELD_ENABLED
SendPropBool( SENDINFO( m_bHasShield ) ), SendPropBool( SENDINFO( m_bShieldDrawn ) ), #endif
SendPropBool( SENDINFO( m_bHasHelmet ) ), SendPropFloat (SENDINFO(m_flFlashDuration), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flFlashMaxAlpha), 0, SPROP_NOSCALE ), SendPropInt( SENDINFO( m_iProgressBarDuration ), 4, SPROP_UNSIGNED ), SendPropFloat( SENDINFO( m_flProgressBarStartTime ), 0, SPROP_NOSCALE ), SendPropEHandle( SENDINFO( m_hRagdoll ) ), SendPropInt( SENDINFO( m_cycleLatch ), 4, SPROP_UNSIGNED ),
END_SEND_TABLE()
BEGIN_DATADESC( CCSPlayer )
DEFINE_INPUTFUNC( FIELD_VOID, "OnRescueZoneTouch", RescueZoneTouch ), DEFINE_THINKFUNC( PushawayThink )
END_DATADESC()
// has to be included after above macros
#include "cs_bot.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// -------------------------------------------------------------------------------- //
void cc_CreatePredictionError_f( const CCommand &args ) { float distance = 32;
if ( args.ArgC() >= 2 ) { distance = atof(args[1]); }
CBaseEntity *pEnt = CBaseEntity::Instance( 1 ); pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( distance, 0, 0 ) ); }
ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
// -------------------------------------------------------------------------------- //
// CCSPlayer implementation.
// -------------------------------------------------------------------------------- //
CCSPlayer::CCSPlayer() { m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
UseClientSideAnimation();
m_iLastWeaponFireUsercmd = 0; m_iAddonBits = 0; m_bEscaped = false; m_iAccount = 0;
m_bIsVIP = false; m_iClass = (int)CS_CLASS_NONE; m_angEyeAngles.Init();
SetViewOffset( VEC_VIEW_SCALED( this ) );
m_pCurStateInfo = NULL; // no state yet
m_iThrowGrenadeCounter = 0;
m_lifeState = LIFE_DEAD; // Start "dead".
m_bInBombZone = false; m_bInBuyZone = false; m_bInHostageRescueZone = false; m_flDeathTime = 0.0f; m_iHostagesKilled = 0; iRadioMenu = -1; m_bTeamChanged = false; m_iShotsFired = 0; m_iDirection = 0; m_receivesMoneyNextRound = true; m_bIsBeingGivenItem = false; m_isVIP = false;
m_bJustKilledTeammate = false; m_bPunishedForTK = false; m_iTeamKills = 0; m_flLastMovement = gpGlobals->curtime; m_iNextTimeCheck = 0;
m_szNewName[0] = 0; m_szClanTag[0] = 0;
for ( int i=0; i<NAME_CHANGE_HISTORY_SIZE; i++ ) { m_flNameChangeHistory[i] = -NAME_CHANGE_HISTORY_INTERVAL; }
m_iIgnoreGlobalChat = 0; m_bIgnoreRadio = false;
m_pHintMessageQueue = new CHintMessageQueue(this); m_iDisplayHistoryBits = 0; m_bShowHints = true; m_flNextMouseoverUpdate = gpGlobals->curtime;
m_lastDamageHealth = 0; m_lastDamageArmor = 0;
m_applyDeafnessTime = 0.0f;
m_cycleLatch = 0; m_cycleLatchTimer.Invalidate();
m_iShouldHaveCash = 0;
m_lastNavArea = NULL;
//=============================================================================
// HPE_BEGIN:
// [menglish] Init achievement variables
// [menglish] Init bullet collision variables
//=============================================================================
m_NumEnemiesKilledThisRound = 0; m_NumEnemiesAtRoundStart = 0; m_KillingSpreeStartTime = -1; m_firstKillBlindStartTime = -1; m_killsWhileBlind = 0; m_bSurvivedHeadshotDueToHelmet = false; m_pGooseChaseDistractingPlayer = NULL; m_gooseChaseStep = GC_NONE; m_defuseDefenseStep = DD_NONE; m_lastRoundResult = Invalid_Round_End_Reason; m_bMadeFootstepNoise = false; m_bombPickupTime = -1; m_bMadePurchseThisRound = false; m_roundsWonWithoutPurchase = 0; m_iDeathFlags = 0; m_lastFlashBangAttacker = NULL; m_iMVPs = 0; m_bKilledDefuser = false; m_bKilledRescuer = false; m_maxGrenadeKills = 0; m_grenadeDamageTakenThisRound = 0;
m_vLastHitLocationObjectSpace = Vector(0,0,0);
m_wasNotKilledNaturally = false; //=============================================================================
// HPE_END
//=============================================================================
}
CCSPlayer::~CCSPlayer() { delete m_pHintMessageQueue; m_pHintMessageQueue = NULL;
// delete the records of damage taken and given
ResetDamageCounters(); m_PlayerAnimState->Release(); }
CCSPlayer *CCSPlayer::CreatePlayer( const char *className, edict_t *ed ) { CCSPlayer::s_PlayerEdict = ed; return (CCSPlayer*)CreateEntityByName( className ); }
void CCSPlayer::Precache() { Vector mins( -13, -13, -10 ); Vector maxs( 13, 13, 75 );
int i; for ( i=0; i<CTPlayerModels.Count(); ++i ) { PrecacheModel( CTPlayerModels[i] ); engine->ForceModelBounds( CTPlayerModels[i], mins, maxs ); } for ( i=0; i<TerroristPlayerModels.Count(); ++i ) { PrecacheModel( TerroristPlayerModels[i] ); engine->ForceModelBounds( TerroristPlayerModels[i], mins, maxs ); }
// Sigh - have to force identical VMTs for the player models. I'm just going to hard-code these
// strings here, rather than have char***'s or the CUtlVector<CUtlVector<>> equivalent.
engine->ForceSimpleMaterial( "materials/models/player/ct_urban/ct_urban.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/ct_urban/ct_urban_glass.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/ct_sas/ct_sas.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/ct_sas/ct_sas_glass.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/ct_gsg9/ct_gsg9.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/ct_gign/ct_gign.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/ct_gign/ct_gign_glass.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/t_phoenix/t_phoenix.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/t_guerilla/t_guerilla.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/t_leet/t_leet.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/t_leet/t_leet_glass.vmt" ); engine->ForceSimpleMaterial( "materials/models/player/t_arctic/t_arctic.vmt" );
#ifdef CS_SHIELD_ENABLED
PrecacheModel( SHIELD_VIEW_MODEL ); #endif
PrecacheScriptSound( "Player.DeathHeadShot" ); PrecacheScriptSound( "Player.Death" ); PrecacheScriptSound( "Player.DamageHelmet" ); PrecacheScriptSound( "Player.DamageHeadShot" ); PrecacheScriptSound( "Flesh.BulletImpact" ); PrecacheScriptSound( "Player.DamageKevlar" ); PrecacheScriptSound( "Player.PickupWeapon" ); PrecacheScriptSound( "Player.NightVisionOff" ); PrecacheScriptSound( "Player.NightVisionOn" ); PrecacheScriptSound( "Player.FlashlightOn" ); PrecacheScriptSound( "Player.FlashlightOff" );
// CS Bot sounds
PrecacheScriptSound( "Bot.StuckSound" ); PrecacheScriptSound( "Bot.StuckStart" ); PrecacheScriptSound( "Bot.FellOff" );
UTIL_PrecacheOther( "item_kevlar" ); UTIL_PrecacheOther( "item_assaultsuit" ); UTIL_PrecacheOther( "item_defuser" );
PrecacheModel ( "sprites/glow01.vmt" ); PrecacheModel ( "models/items/cs_gift.mdl" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Allow pre-frame adjustments on the player
//-----------------------------------------------------------------------------
ConVar sv_runcmds( "sv_runcmds", "1" ); void CCSPlayer::PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper ) { VPROF( "CCSPlayer::PlayerRunCommand" );
if ( !sv_runcmds.GetInt() ) return;
// don't run commands in the future
if ( !IsEngineThreaded() && ( ucmd->tick_count > (gpGlobals->tickcount + sv_max_usercmd_future_ticks.GetInt()) ) ) { DevMsg( "Client cmd out of sync (delta %i).\n", ucmd->tick_count - gpGlobals->tickcount ); return; }
// If they use a negative bot_mimic value, then don't process their usercmds, but have
// bots process them instead (so they can stay still and have the bot move around).
CUserCmd tempCmd; if ( -bot_mimic.GetInt() == entindex() ) { tempCmd = *ucmd; ucmd = &tempCmd;
ucmd->forwardmove = ucmd->sidemove = ucmd->upmove = 0; ucmd->buttons = 0; ucmd->impulse = 0; }
if ( IsBot() && bot_crouch.GetInt() ) ucmd->buttons |= IN_DUCK;
BaseClass::PlayerRunCommand( ucmd, moveHelper ); }
bool CCSPlayer::RunMimicCommand( CUserCmd& cmd ) { if ( !IsBot() ) return false;
int iMimic = abs( bot_mimic.GetInt() ); if ( iMimic > gpGlobals->maxClients ) return false;
CBasePlayer *pPlayer = UTIL_PlayerByIndex( iMimic ); if ( !pPlayer ) return false;
if ( !pPlayer->GetLastUserCommand() ) return false;
cmd = *pPlayer->GetLastUserCommand(); cmd.viewangles[YAW] += bot_mimic_yaw_offset.GetFloat();
pl.fixangle = FIXANGLE_NONE;
return true; }
//-----------------------------------------------------------------------------
// Purpose: Simulates a single frame of movement for a player
//-----------------------------------------------------------------------------
void CCSPlayer::RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime ) { CUserCmd cmd;
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime; float flOldCurtime = gpGlobals->curtime;
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime; this->SetTimeBase( flTimeBase );
CUserCmd lastUserCmd = *GetLastUserCommand(); Q_memset( &cmd, 0, sizeof( cmd ) );
if ( !RunMimicCommand( cmd ) ) { cmd.forwardmove = forwardmove; cmd.sidemove = sidemove; cmd.upmove = upmove; cmd.buttons = buttons; cmd.impulse = impulse;
VectorCopy( viewangles, cmd.viewangles ); cmd.random_seed = random->RandomInt( 0, 0x7fffffff ); }
MoveHelperServer()->SetHost( this ); PlayerRunCommand( &cmd, MoveHelperServer() );
// save off the last good usercmd
if ( -bot_mimic.GetInt() == entindex() ) { CUserCmd lastCmd = *GetLastUserCommand(); lastCmd.command_number = cmd.command_number; lastCmd.tick_count = cmd.tick_count; SetLastUserCommand( lastCmd ); } else { SetLastUserCommand( cmd ); }
// Clear out any fixangle that has been set
pl.fixangle = FIXANGLE_NONE;
// Restore the globals..
gpGlobals->frametime = flOldFrametime; gpGlobals->curtime = flOldCurtime;
MoveHelperServer()->SetHost( NULL ); }
void CCSPlayer::InitialSpawn( void ) { BaseClass::InitialSpawn();
// we're going to give the bots money here instead of FinishClientPutInServer()
// because of the bots' timing for purchasing weapons/items.
if ( IsBot() ) { m_iAccount = CSGameRules()->GetStartMoney(); }
if ( !engine->IsDedicatedServer() && TheNavMesh->IsOutOfDate() && this == UTIL_GetListenServerHost() ) { ClientPrint( this, HUD_PRINTCENTER, "The Navigation Mesh was built using a different version of this map." ); }
State_Enter( STATE_WELCOME );
//=============================================================================
// HPE_BEGIN:
// [tj] We reset the stats at the beginning of the map (including domination tracking)
//=============================================================================
CCS_GameStats.ResetPlayerStats(this); RemoveNemesisRelationships(); //=============================================================================
// HPE_END
//=============================================================================
}
void CCSPlayer::SetModelFromClass( void ) { if ( GetTeamNumber() == TEAM_TERRORIST ) { int index = m_iClass - FIRST_T_CLASS; if ( index < 0 || index >= TerroristPlayerModels.Count() ) { index = RandomInt( 0, TerroristPlayerModels.Count() - 1 ); m_iClass = index + FIRST_T_CLASS; // clean up players who selected a higher class than we support yet
} SetModel( TerroristPlayerModels[index] ); } else if ( GetTeamNumber() == TEAM_CT ) { int index = m_iClass - FIRST_CT_CLASS; if ( index < 0 || index >= CTPlayerModels.Count() ) { index = RandomInt( 0, CTPlayerModels.Count() - 1 ); m_iClass = index + FIRST_CT_CLASS; // clean up players who selected a higher class than we support yet
} SetModel( CTPlayerModels[index] ); } else { SetModel( CTPlayerModels[0] ); } }
void CCSPlayer::Spawn() { m_RateLimitLastCommandTimes.Purge();
// Get rid of the progress bar...
SetProgressBarTime( 0 );
CreateViewModel( 1 );
// Set their player model.
SetModelFromClass();
BaseClass::Spawn();
//=============================================================================
// HPE_BEGIN:
// [pfreese] Clear the last known nav area (used to be done by CBasePlayer)
//=============================================================================
m_lastNavArea = NULL; //=============================================================================
// HPE_END
//=============================================================================
AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.
// Override what CBasePlayer set for the view offset.
SetViewOffset( VEC_VIEW_SCALED( this ) );
//
// Our player movement speed is set once here. This will override the cl_xxxx
// cvars unless they are set to be lower than this.
//
SetMaxSpeed( CS_PLAYER_SPEED_RUN );
SetFOV( this, 0 );
m_bIsDefusing = false;
//=============================================================================
// HPE_BEGIN
// [dwenger] Reset hostage-related variables
//=============================================================================
m_bIsRescuing = false; m_bInjuredAHostage = false; m_iNumFollowers = 0; // [tj] Reset this flag if the player is not in observer mode (as happens when a player spawns late)
if (m_iPlayerState != STATE_OBSERVER_MODE) { m_wasNotKilledNaturally = false; }
//=============================================================================
// HPE_END
//=============================================================================
m_iShotsFired = 0; m_iDirection = 0;
if ( m_pHintMessageQueue ) { m_pHintMessageQueue->Reset(); } m_iDisplayHistoryBits &= ~DHM_ROUND_CLEAR;
// Special-case here. A bunch of things happen in CBasePlayer::Spawn(), and we really want the
// player states to control these things, so give whatever player state we're in a chance
// to reinitialize itself.
State_Transition( m_iPlayerState );
ClearFlashbangScreenFade();
m_flVelocityModifier = 1.0f;
ResetStamina();
m_flLastRadarUpdateTime = 0.0f;
m_iNumSpawns++;
if ( !engine->IsDedicatedServer() && CSGameRules()->m_iTotalRoundsPlayed < 2 && TheNavMesh->IsOutOfDate() && this == UTIL_GetListenServerHost() ) { ClientPrint( this, HUD_PRINTCENTER, "The Navigation Mesh was built using a different version of this map." ); }
m_bTeamChanged = false; m_iOldTeam = TEAM_UNASSIGNED;
m_iRadioMessages = 60; m_flRadioTime = gpGlobals->curtime;
if ( m_hRagdoll ) { UTIL_Remove( m_hRagdoll ); }
m_hRagdoll = NULL;
// did we change our name while we were dead?
if ( m_szNewName[0] != 0 ) { ChangeName( m_szNewName ); m_szNewName[0] = 0; }
if ( m_bIsVIP ) { HintMessage( "#Hint_you_are_the_vip", true, true ); }
m_bIsInAutoBuy = false; m_bIsInRebuy = false; m_bAutoReload = false;
SetContextThink( &CCSPlayer::PushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, CS_PUSHAWAY_THINK_CONTEXT );
if ( GetActiveWeapon() && !IsObserver() ) { GetActiveWeapon()->Deploy(); m_flNextAttack = gpGlobals->curtime; // Allow reloads to finish, since we're playing the deploy anim instead. This mimics goldsrc behavior, anyway.
}
m_applyDeafnessTime = 0.0f;
m_cycleLatch = 0; m_cycleLatchTimer.Start( RandomFloat( 0.0f, CycleLatchInterval ) );
StockPlayerAmmo(); }
void CCSPlayer::ShowViewPortPanel( const char * name, bool bShow, KeyValues *data ) { if ( CSGameRules()->IsLogoMap() ) return;
if ( CommandLine()->FindParm("-makedevshots") ) return;
BaseClass::ShowViewPortPanel( name, bShow, data ); }
void CCSPlayer::ClearFlashbangScreenFade( void ) { if( IsBlind() ) { color32 clr = { 0, 0, 0, 0 }; UTIL_ScreenFade( this, clr, 0.01, 0.0, FFADE_OUT | FFADE_PURGE );
m_flFlashDuration = 0.0f; m_flFlashMaxAlpha = 255.0f; }
// clear blind time (after screen fades are canceled)
m_blindUntilTime = 0.0f; m_blindStartTime = 0.0f; }
void CCSPlayer::GiveDefaultItems() { // Always give the player the knife.
CBaseCombatWeapon *pistol = Weapon_GetSlot( WEAPON_SLOT_PISTOL ); if ( pistol ) { return; }
m_bUsingDefaultPistol = true;
if ( GetTeamNumber() == TEAM_CT ) { GiveNamedItem( "weapon_knife" ); GiveNamedItem( "weapon_usp" ); GiveAmmo( 24, BULLET_PLAYER_45ACP ); } else if ( GetTeamNumber() == TEAM_TERRORIST ) { GiveNamedItem( "weapon_knife" ); GiveNamedItem( "weapon_glock" ); GiveAmmo( 40, BULLET_PLAYER_9MM ); } }
void CCSPlayer::SetClanTag( const char *pTag ) { if ( pTag ) { Q_strncpy( m_szClanTag, pTag, sizeof( m_szClanTag ) ); } } void CCSPlayer::CreateRagdollEntity() { // If we already have a ragdoll, don't make another one.
CCSRagdoll *pRagdoll = dynamic_cast< CCSRagdoll* >( m_hRagdoll.Get() );
if ( !pRagdoll ) { // create a new one
pRagdoll = dynamic_cast< CCSRagdoll* >( CreateEntityByName( "cs_ragdoll" ) ); }
if ( pRagdoll ) { pRagdoll->m_hPlayer = this; pRagdoll->m_vecRagdollOrigin = GetAbsOrigin(); pRagdoll->m_vecRagdollVelocity = GetAbsVelocity(); pRagdoll->m_nModelIndex = m_nModelIndex; pRagdoll->m_nForceBone = m_nForceBone; pRagdoll->m_vecForce = m_vecTotalBulletForce; pRagdoll->m_iDeathPose = m_iDeathPose; pRagdoll->m_iDeathFrame = m_iDeathFrame; pRagdoll->Init(); }
// ragdolls will be removed on round restart automatically
m_hRagdoll = pRagdoll; }
int CCSPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // set damage type sustained
m_bitsDamageType |= info.GetDamageType();
if ( !CBaseCombatCharacter::OnTakeDamage_Alive( info ) ) return 0;
// don't apply damage forces in CS
// fire global game event
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
if ( event ) { event->SetInt("userid", GetUserID() ); event->SetInt("health", MAX(0, m_iHealth) ); event->SetInt("armor", MAX(0, ArmorValue()) );
event->SetInt( "dmg_health", m_lastDamageHealth ); event->SetInt( "dmg_armor", m_lastDamageArmor );
if ( info.GetDamageType() & DMG_BLAST ) { event->SetInt( "hitgroup", HITGROUP_GENERIC ); } else { event->SetInt( "hitgroup", m_LastHitGroup ); }
CBaseEntity * attacker = info.GetAttacker(); const char *weaponName = "";
if ( attacker->IsPlayer() ) { CBasePlayer *player = ToBasePlayer( attacker ); event->SetInt("attacker", player->GetUserID() ); // hurt by other player
CBaseEntity *pInflictor = info.GetInflictor(); if ( pInflictor ) { if ( pInflictor == player ) { // If the inflictor is the killer, then it must be their current weapon doing the damage
if ( player->GetActiveWeapon() ) { weaponName = player->GetActiveWeapon()->GetClassname(); } } else { weaponName = STRING( pInflictor->m_iClassname ); // it's just that easy
} } } else { event->SetInt("attacker", 0 ); // hurt by "world"
}
if ( strncmp( weaponName, "weapon_", 7 ) == 0 ) { weaponName += 7; } else if( strncmp( weaponName, "hegrenade", 9 ) == 0 ) //"hegrenade_projectile"
{ //=============================================================================
// HPE_BEGIN:
// [tj] Handle grenade-surviving achievement
//=============================================================================
if (info.GetAttacker()->GetTeamNumber() != GetTeamNumber()) { m_grenadeDamageTakenThisRound += info.GetDamage(); } //=============================================================================
// HPE_END
//=============================================================================
weaponName = "hegrenade"; } else if( strncmp( weaponName, "flashbang", 9 ) == 0 ) //"flashbang_projectile"
{ weaponName = "flashbang"; } else if( strncmp( weaponName, "smokegrenade", 12 ) == 0 ) //"smokegrenade_projectile"
{ weaponName = "smokegrenade"; }
event->SetString( "weapon", weaponName ); event->SetInt( "priority", 5 );
gameeventmanager->FireEvent( event ); }
return 1; }
//=============================================================================
// HPE_BEGIN:
// [dwenger] Supports fun-fact
//=============================================================================
// Returns the % of the enemies this player killed in the round
int CCSPlayer::GetPercentageOfEnemyTeamKilled() { if ( m_NumEnemiesAtRoundStart > 0 ) { return (int)( ( (float)m_NumEnemiesKilledThisRound / (float)m_NumEnemiesAtRoundStart ) * 100.0f ); }
return 0; }
//=============================================================================
// HPE_END
//=============================================================================
void CCSPlayer::Event_Killed( const CTakeDamageInfo &info ) { //=============================================================================
// HPE_BEGIN:
// [pfreese] Process on-death achievements
//=============================================================================
ProcessPlayerDeathAchievements(ToCSPlayer(info.GetAttacker()), this, info);
//=============================================================================
// HPE_END
//=============================================================================
SetArmorValue( 0 );
//=============================================================================
// HPE_BEGIN:
// [tj] Added a parameter so we know if it was death that caused the drop
// [menglish] Keep track of what the player has dropped for the freeze panel callouts
//=============================================================================
CBaseEntity* pAttacker = info.GetAttacker(); bool friendlyFire = pAttacker && pAttacker->GetTeamNumber() == GetTeamNumber();
//Only count the drop if it was not friendly fire
DropWeapons(true, !friendlyFire); //=============================================================================
// HPE_END
//=============================================================================
// Just in case the progress bar is on screen, kill it.
SetProgressBarTime( 0 );
m_bIsDefusing = false;
m_bHasNightVision = false; m_bNightVisionOn = false;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
m_bPickedUpDefuser = false; m_bDefusedWithPickedUpKit = false;
//=============================================================================
// HPE_END
//=============================================================================
m_bHasHelmet = false;
m_flFlashDuration = 0.0f;
FlashlightTurnOff();
// show killer in death cam mode
if( IsValidObserverTarget( info.GetAttacker() ) ) { SetObserverTarget( info.GetAttacker() ); } else { ResetObserverMode(); }
//update damage info with our accumulated physics force
CTakeDamageInfo subinfo = info;
// HACK[pfreese]: scale impulse up for visual effect
const float kImpulseBonusScale = 2.0f; subinfo.SetDamageForce( m_vecTotalBulletForce * kImpulseBonusScale);
//Adrian: Select a death pose to extrapolate the ragdoll's velocity.
SelectDeathPose( info );
// See if there's a ragdoll magnet that should influence our force.
CRagdollMagnet *pMagnet = CRagdollMagnet::FindBestMagnet( this ); if( pMagnet ) { m_vecTotalBulletForce += pMagnet->GetForceVector( this ); }
// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
// because we still want to transmit to the clients in our PVS.
CreateRagdollEntity();
// Special code to drop holiday gifts for the holiday achievement
if ( ( mp_holiday_nogifts.GetBool() == false ) && UTIL_IsHolidayActive( 3 /*kHoliday_Christmas*/ ) ) { if ( RandomInt( 0, 100 ) < 20 ) { CHolidayGift::Create( WorldSpaceCenter(), GetAbsAngles(), EyeAngles(), GetAbsVelocity(), this ); } }
State_Transition( STATE_DEATH_ANIM ); // Transition into the dying state.
BaseClass::Event_Killed( subinfo );
//=============================================================================
// HPE_BEGIN:
// [pfreese] If this kill ended the round, award the MVP to someone on the
// winning team.
// TODO - move this code somewhere else more MVP related
//=============================================================================
bool roundWasAlreadyWon = (CSGameRules()->m_iRoundWinStatus != WINNER_NONE); bool roundIsWonNow = CSGameRules()->CheckWinConditions();
if ( !roundWasAlreadyWon && roundIsWonNow ) { CCSPlayer* pMVP = NULL; int maxKills = 0; int maxDamage = 0;
for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer* pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer ) { // only consider players on the winning team
if ( pPlayer->GetTeamNumber() != CSGameRules()->m_iRoundWinStatus ) continue;
int nKills = CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_KILLS]; int nDamage = CCS_GameStats.FindPlayerStats( pPlayer ).statsCurrentRound[CSSTAT_DAMAGE];
if ( nKills > maxKills || ( nKills == maxKills && nDamage > maxDamage ) ) { pMVP = pPlayer; maxKills = nKills; maxDamage = nDamage; } } }
if ( pMVP ) { pMVP->IncrementNumMVPs( CSMVP_ELIMINATION ); } }
//=============================================================================
// HPE_END
//=============================================================================
OutputDamageGiven(); OutputDamageTaken(); ResetDamageCounters();
if ( m_bPunishedForTK ) { m_bPunishedForTK = false; HintMessage( "#Hint_cannot_play_because_tk", true, true ); }
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) ) { m_iDisplayHistoryBits |= DHF_SPEC_DUCK; HintMessage( "#Spec_Duck", true, true ); } }
//=============================================================================
// HPE_BEGIN:
// [menglish, tj] Update and check any one-off achievements based on the kill
//=============================================================================
// Notify that I've killed some other entity. (called from Victim's Event_Killed).
void CCSPlayer::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) { BaseClass::Event_KilledOther(pVictim, info); }
//=============================================================================
// HPE_END
//=============================================================================
void CCSPlayer::DeathSound( const CTakeDamageInfo &info ) { if( m_LastHitGroup == HITGROUP_HEAD ) { EmitSound( "Player.DeathHeadShot" ); } else { EmitSound( "Player.Death" ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayer::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity ) { BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
if ( sv_turbophysics.GetBool() ) return;
// Setup the HL2 specific callback.
GetPhysicsController()->SetEventHandler( &playerCallback ); }
void CCSPlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) { if ( !CanMove() ) return;
BaseClass::VPhysicsShadowUpdate( pPhysics ); }
bool CCSPlayer::HasShield() const { #ifdef CS_SHIELD_ENABLED
return m_bHasShield; #else
return false; #endif
}
bool CCSPlayer::IsShieldDrawn() const { #ifdef CS_SHIELD_ENABLED
return m_bShieldDrawn; #else
return false; #endif
}
void CCSPlayer::CheatImpulseCommands( int iImpulse ) { switch( iImpulse ) { case 101: { if( sv_cheats->GetBool() ) { extern int gEvilImpulse101; gEvilImpulse101 = true;
AddAccount( 16000 );
GiveAmmo( 250, BULLET_PLAYER_50AE ); GiveAmmo( 250, BULLET_PLAYER_762MM ); GiveAmmo( 250, BULLET_PLAYER_338MAG ); GiveAmmo( 250, BULLET_PLAYER_556MM ); GiveAmmo( 250, BULLET_PLAYER_556MM_BOX ); GiveAmmo( 250, BULLET_PLAYER_9MM ); GiveAmmo( 250, BULLET_PLAYER_BUCKSHOT ); GiveAmmo( 250, BULLET_PLAYER_45ACP ); GiveAmmo( 250, BULLET_PLAYER_357SIG ); GiveAmmo( 250, BULLET_PLAYER_57MM );
gEvilImpulse101 = false; } } break;
default: { BaseClass::CheatImpulseCommands( iImpulse ); } } }
void CCSPlayer::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ) { BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum(); PointCameraSetupVisibility( this, area, pvs, pvssize ); }
void CCSPlayer::UpdateAddonBits() { int iNewBits = 0;
int nFlashbang = GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_FLASHBANG ) ); if ( dynamic_cast< CFlashbang* >( GetActiveWeapon() ) ) { --nFlashbang; }
if ( nFlashbang >= 1 ) iNewBits |= ADDON_FLASHBANG_1;
if ( nFlashbang >= 2 ) iNewBits |= ADDON_FLASHBANG_2;
if ( GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_HEGRENADE ) ) && !dynamic_cast< CHEGrenade* >( GetActiveWeapon() ) ) { iNewBits |= ADDON_HE_GRENADE; }
if ( GetAmmoCount( GetAmmoDef()->Index( AMMO_TYPE_SMOKEGRENADE ) ) && !dynamic_cast< CSmokeGrenade* >( GetActiveWeapon() ) ) { iNewBits |= ADDON_SMOKE_GRENADE; }
if ( HasC4() && !dynamic_cast< CC4* >( GetActiveWeapon() ) ) iNewBits |= ADDON_C4;
if ( HasDefuser() ) iNewBits |= ADDON_DEFUSEKIT;
CWeaponCSBase *weapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE )); if ( weapon && weapon != GetActiveWeapon() ) { iNewBits |= ADDON_PRIMARY; m_iPrimaryAddon = weapon->GetWeaponID(); } else { m_iPrimaryAddon = WEAPON_NONE; }
weapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL )); if ( weapon && weapon != GetActiveWeapon() ) { iNewBits |= ADDON_PISTOL; if ( weapon->GetWeaponID() == WEAPON_ELITE ) { iNewBits |= ADDON_PISTOL2; } m_iSecondaryAddon = weapon->GetWeaponID(); } else if ( weapon && weapon->GetWeaponID() == WEAPON_ELITE ) { // The active weapon is weapon_elite. Set ADDON_PISTOL2 without ADDON_PISTOL, so we know
// to display the empty holster.
iNewBits |= ADDON_PISTOL2; m_iSecondaryAddon = weapon->GetWeaponID(); } else { m_iSecondaryAddon = WEAPON_NONE; }
m_iAddonBits = iNewBits; }
void CCSPlayer::UpdateRadar() { // update once a second
if ( (m_flLastRadarUpdateTime + 1.0) > gpGlobals->curtime ) return;
m_flLastRadarUpdateTime = gpGlobals->curtime;
// update positions of all players outside of my PVS
CBitVec< ABSOLUTE_PLAYER_LIMIT > playerbits; engine->Message_DetermineMulticastRecipients( false, EyePosition(), playerbits );
CSingleUserRecipientFilter user( this ); UserMessageBegin( user, "UpdateRadar" );
for ( int i=0; i < MAX_PLAYERS; i++ ) { CCSPlayer *pPlayer = ToCSPlayer( UTIL_PlayerByIndex( i+1 ) );
if ( !pPlayer ) continue; // nothing there
bool bSameTeam = pPlayer->GetTeamNumber() == GetTeamNumber();
if ( playerbits.Get(i) && bSameTeam == true ) continue; // this player is in my PVS and not in my team, don't update radar pos
if ( pPlayer == this ) continue;
if ( !pPlayer->IsAlive() || pPlayer->IsObserver() || !pPlayer->IsConnected() ) continue; // don't update specattors or dead players
WRITE_BYTE( i+1 ); // player index as entity
WRITE_SBITLONG( pPlayer->GetAbsOrigin().x/4, COORD_INTEGER_BITS-1 ); WRITE_SBITLONG( pPlayer->GetAbsOrigin().y/4, COORD_INTEGER_BITS-1 ); WRITE_SBITLONG( pPlayer->GetAbsOrigin().z/4, COORD_INTEGER_BITS-1 ); WRITE_SBITLONG( AngleNormalize( pPlayer->GetAbsAngles().y ), 9 ); }
WRITE_BYTE( 0 ); // end marker
MessageEnd(); }
void CCSPlayer::UpdateMouseoverHints() { if ( IsBlind() || IsObserver() ) return;
Vector forward, up; EyeVectors( &forward, NULL, &up );
trace_t tr; // Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchStart = EyePosition(); Vector searchEnd = searchStart + forward * 2048;
int useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_VISIBLE_AND_NPCS;
UTIL_TraceLine( searchStart, searchEnd, useableContents, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0f ) { if (tr.DidHitNonWorldEntity() && tr.m_pEnt) { CBaseEntity *pObject = tr.m_pEnt; switch ( pObject->Classify() ) { case CLASS_PLAYER: { const float grenadeBloat = 1.2f; // Be conservative in estimating what a player can distinguish
if ( !TheBots->IsLineBlockedBySmoke( EyePosition(), pObject->EyePosition(), grenadeBloat ) ) { if ( g_pGameRules->PlayerRelationship( this, pObject ) == GR_TEAMMATE ) { if ( !(m_iDisplayHistoryBits & DHF_FRIEND_SEEN) ) { m_iDisplayHistoryBits |= DHF_FRIEND_SEEN; HintMessage( "#Hint_spotted_a_friend", true ); } } else { if ( !(m_iDisplayHistoryBits & DHF_ENEMY_SEEN) ) { m_iDisplayHistoryBits |= DHF_ENEMY_SEEN; HintMessage( "#Hint_spotted_an_enemy", true ); } } } } break; case CLASS_PLAYER_ALLY: switch ( GetTeamNumber() ) { case TEAM_CT: if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_FAR) && tr.fraction > 0.1f ) { m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR; HintMessage( "#Hint_rescue_the_hostages", true ); } else if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_NEAR) && tr.fraction <= 0.1f ) { m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR; m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_NEAR; HintMessage( "#Hint_press_use_so_hostage_will_follow", false ); } break; case TEAM_TERRORIST: if ( !(m_iDisplayHistoryBits & DHF_HOSTAGE_SEEN_FAR) ) { m_iDisplayHistoryBits |= DHF_HOSTAGE_SEEN_FAR; HintMessage( "#Hint_prevent_hostage_rescue", true ); } break; } break; } } } }
void CCSPlayer::PostThink() { BaseClass::PostThink();
UpdateAddonBits();
UpdateRadar();
if ( !(m_iDisplayHistoryBits & DHF_ROUND_STARTED) && CanPlayerBuy(false) ) { HintMessage( "#Hint_press_buy_to_purchase", false ); m_iDisplayHistoryBits |= DHF_ROUND_STARTED; } if ( m_flNextMouseoverUpdate < gpGlobals->curtime ) { m_flNextMouseoverUpdate = gpGlobals->curtime + 0.2f; if ( m_bShowHints ) { UpdateMouseoverHints(); } } if ( GetActiveWeapon() && !(m_iDisplayHistoryBits & DHF_AMMO_EXHAUSTED) ) { CBaseCombatWeapon *pWeapon = GetActiveWeapon(); if ( !pWeapon->HasAnyAmmo() && !(pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE) ) { m_iDisplayHistoryBits |= DHF_AMMO_EXHAUSTED; HintMessage( "#Hint_out_of_ammo", false ); } }
QAngle angles = GetLocalAngles(); angles[PITCH] = 0; SetLocalAngles( angles );
// Store the eye angles pitch so the client can compute its animation state correctly.
m_angEyeAngles = EyeAngles();
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
// check if we need to apply a deafness DSP effect.
if ((m_applyDeafnessTime != 0.0f) && (m_applyDeafnessTime <= gpGlobals->curtime)) { ApplyDeafnessEffect(); }
if ( IsPlayerUnderwater() && GetWaterLevel() < 3 ) { StopSound( "Player.AmbientUnderWater" ); SetPlayerUnderwater( false ); }
if( IsAlive() && m_cycleLatchTimer.IsElapsed() ) { m_cycleLatchTimer.Start( CycleLatchInterval );
// Cycle is a float from 0 to 1. We don't need to transmit a whole float for that. Compress it in to a small fixed point
m_cycleLatch.GetForModify() = 16 * GetCycle();// 4 point fixed
} }
void CCSPlayer::PushawayThink() { // Push physics props out of our way.
PerformObstaclePushaway( this ); SetNextThink( gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, CS_PUSHAWAY_THINK_CONTEXT ); }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we can switch to the given weapon.
// Input : pWeapon -
//-----------------------------------------------------------------------------
bool CCSPlayer::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon ) { if ( !pWeapon->CanDeploy() ) return false;
if ( GetActiveWeapon() ) { if ( !GetActiveWeapon()->CanHolster() ) return false; }
return true; }
bool CCSPlayer::ShouldDoLargeFlinch( int nHitGroup, CBaseEntity *pAttacker ) { if ( FBitSet( GetFlags(), FL_DUCKING ) ) return FALSE;
if ( nHitGroup == HITGROUP_LEFTLEG ) return FALSE;
if ( nHitGroup == HITGROUP_RIGHTLEG ) return FALSE;
CCSPlayer *pPlayer = ToCSPlayer( pAttacker );
if ( pPlayer == NULL || !pPlayer->IsPlayer() ) pPlayer = NULL;
if ( pPlayer ) { CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
if ( pWeapon ) { if ( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_RIFLE || pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SHOTGUN || pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE ) return true; } else return false; }
return false; }
bool CCSPlayer::IsArmored( int nHitGroup ) { bool bApplyArmor = false;
if ( ArmorValue() > 0 ) { switch ( nHitGroup ) { case HITGROUP_GENERIC: case HITGROUP_CHEST: case HITGROUP_STOMACH: case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: bApplyArmor = true; break; case HITGROUP_HEAD: if ( m_bHasHelmet ) { bApplyArmor = true; } break; default: break; } }
return bApplyArmor; }
void CCSPlayer::Pain( bool bHasArmour ) { switch (m_LastHitGroup) { case HITGROUP_HEAD: if (m_bHasHelmet) // He's wearing a helmet
{ EmitSound( "Player.DamageHelmet" ); } else // He's not wearing a helmet
{ EmitSound( "Player.DamageHeadShot" ); } break; default: if ( bHasArmour == false ) { EmitSound( "Flesh.BulletImpact" ); } else { EmitSound( "Player.DamageKevlar" ); } break; } }
int CCSPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { CTakeDamageInfo info = inputInfo;
CBaseEntity *pInflictor = info.GetInflictor();
if ( !pInflictor ) return 0;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER ) return 0;
const float flArmorBonus = 0.5f; float flArmorRatio = 0.5f; float flDamage = info.GetDamage();
bool bFriendlyFire = CSGameRules()->IsFriendlyFireOn();
//=============================================================================
// HPE_BEGIN:
// [tj] Added properties for goose chase achievement
//=============================================================================
CSGameRules()->PlayerTookDamage(this, inputInfo);
//Check "Goose Chase" achievement
CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker()); if (m_bIsDefusing && m_gooseChaseStep == GC_NONE && pAttacker && pAttacker->GetTeamNumber() != GetTeamNumber() ) {
//Count enemies
int livingEnemies = 0; CTeam *pAttackerTeam = GetGlobalTeam( pAttacker->GetTeamNumber() ); for ( int iPlayer=0; iPlayer < pAttackerTeam->GetNumPlayers(); iPlayer++ ) { CCSPlayer *pPlayer = ToCSPlayer( pAttackerTeam->GetPlayer( iPlayer ) ); Assert( pPlayer ); if ( !pPlayer ) continue;
Assert( pPlayer->GetTeamNumber() == pAttackerTeam->GetTeamNumber() ); if ( pPlayer->m_lifeState == LIFE_ALIVE ) { livingEnemies++; } }
//Must be last enemy alive;
if (livingEnemies == 1) { m_gooseChaseStep = GC_SHOT_DURING_DEFUSE; m_pGooseChaseDistractingPlayer = pAttacker; } } //=============================================================================
// HPE_END
//=============================================================================
// warn about team attacks
if ( bFriendlyFire && pInflictor->GetTeamNumber() == GetTeamNumber() && pInflictor != this && info.GetAttacker() != this ) { CCSPlayer *pCSAttacker = ToCSPlayer( pInflictor ); if ( !pCSAttacker ) pCSAttacker = ToCSPlayer( info.GetAttacker() );
if ( pCSAttacker ) { if ( !(pCSAttacker->m_iDisplayHistoryBits & DHF_FRIEND_INJURED) ) { pCSAttacker->HintMessage( "#Hint_try_not_to_injure_teammates", false ); pCSAttacker->m_iDisplayHistoryBits |= DHF_FRIEND_INJURED; }
if ( (pCSAttacker->m_flLastAttackedTeammate + 0.6f) < gpGlobals->curtime ) { pCSAttacker->m_flLastAttackedTeammate = gpGlobals->curtime;
// tell the rest of this player's team
Msg( "%s attacked a teammate\n", pCSAttacker->GetPlayerName() ); for ( int i=1; i<=gpGlobals->maxClients; ++i ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i ); if ( pPlayer && pPlayer->GetTeamNumber() == GetTeamNumber() ) { ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_teammate_attack", pCSAttacker->GetPlayerName() ); } } } } }
if ( bFriendlyFire || pInflictor->GetTeamNumber() != GetTeamNumber() || pInflictor == this || info.GetAttacker() == this ) { if ( bFriendlyFire && (info.GetDamageType() & DMG_BLAST) == 0 ) { if ( pInflictor->GetTeamNumber() == GetTeamNumber() ) { flDamage *= 0.35; // bullets hurt teammates less
} }
if ( ShouldDoLargeFlinch( m_LastHitGroup, info.GetAttacker() ) ) { if ( GetAbsVelocity().Length() < 300 ) { m_flVelocityModifier = 0.65; } } else { m_flVelocityModifier = 0.5; }
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [menglish] Store whether or not the knife did this damage as knives do bullet damage,
// so we need to specifically check the weapon here
bool bKnifeDamage = false; CCSPlayer *pPlayer = ToCSPlayer( info.GetAttacker() );
if ( pPlayer ) {
// [paquin. forest] if this is blast damage, and we haven't opted out with a cvar,
// we need to get the armor ratio out of the inflictor
if ( (info.GetDamageType() & DMG_BLAST) && !sv_legacy_grenade_damage.GetBool() ) {
// [paquin] if we know this is a grenade, use it's armor ratio, otherwise
// use the he grenade armor ratio
CBaseCSGrenadeProjectile *pGrenade = dynamic_cast< CBaseCSGrenadeProjectile * >( pInflictor ); CCSWeaponInfo* pWeaponInfo;
if ( pGrenade && pGrenade->m_pWeaponInfo ) { pWeaponInfo = pGrenade->m_pWeaponInfo; } else { pWeaponInfo = GetWeaponInfo( WEAPON_HEGRENADE ); }
if ( pWeaponInfo ) { flArmorRatio *= pWeaponInfo->m_flArmorRatio; } } else { CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
if ( pWeapon ) { flArmorRatio *= pWeapon->GetCSWpnData().m_flArmorRatio; //Knives do bullet damage, so we need to specifically check the weapon here
bKnifeDamage = pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_KNIFE;
if ( info.GetDamageType() & DMG_BULLET && !bKnifeDamage && pPlayer->GetTeam() != GetTeam() ) { CCS_GameStats.Event_ShotHit( pPlayer, info ); } } } } //=============================================================================
// HPE_END
//=============================================================================
// keep track of amount of damage last sustained
m_lastDamageAmount = flDamage;
// Deal with Armour
if ( ArmorValue() && !( info.GetDamageType() & (DMG_FALL | DMG_DROWN)) && IsArmored( m_LastHitGroup ) ) { float fDamageToHealth = flDamage * flArmorRatio; float fDamageToArmor = (flDamage - fDamageToHealth) * flArmorBonus;
int armorValue = ArmorValue();
// Does this use more armor than we have?
if (fDamageToArmor > armorValue ) { fDamageToHealth = flDamage - armorValue / flArmorBonus; fDamageToArmor = armorValue; armorValue = 0; } else { if ( fDamageToArmor < 0 ) fDamageToArmor = 1;
armorValue -= fDamageToArmor; } m_lastDamageArmor = (int)fDamageToArmor; SetArmorValue(armorValue);
//=============================================================================
// HPE_BEGIN:
// [tj] Handle headshot-surviving achievement
//=============================================================================
if (m_LastHitGroup == HITGROUP_HEAD && flDamage > m_iHealth && fDamageToHealth < m_iHealth) { m_bSurvivedHeadshotDueToHelmet = true; } //=============================================================================
// HPE_END
//=============================================================================
flDamage = fDamageToHealth;
info.SetDamage( flDamage );
if ( ArmorValue() <= 0.0) m_bHasHelmet = false;
if( !(info.GetDamageType() & DMG_FALL) ) Pain( true /*has armor*/ ); } else { m_lastDamageArmor = 0; if( !(info.GetDamageType() & DMG_FALL) ) Pain( false /*no armor*/ ); }
// round damage to integer
m_lastDamageHealth = (int)flDamage; info.SetDamage( m_lastDamageHealth );
if ( info.GetDamage() <= 0 ) return 0;
CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "Damage" ); WRITE_BYTE( (int)info.GetDamage() ); WRITE_VEC3COORD( info.GetInflictor()->WorldSpaceCenter() ); //=============================================================================
// HPE_BEGIN:
// [menglish] Send the info about where the player was hit
//=============================================================================
if ( !( info.GetDamageType() & DMG_BULLET ) || bKnifeDamage ) { WRITE_LONG( -1 ); } else { WRITE_LONG( m_LastHitBox ); } WRITE_VEC3COORD( m_vLastHitLocationObjectSpace ); //=============================================================================
// HPE_END
//=============================================================================
MessageEnd();
// Do special explosion damage effect
if ( info.GetDamageType() & DMG_BLAST ) { OnDamagedByExplosion( info ); }
//=============================================================================
// HPE_BEGIN:
// [menglish] Achievement award for kill stealing i.e. killing an enemy who was very damaged from other players
// [Forrest] Moved this check before RecordDamageTaken so that the damage currently being dealt by this player
// won't disqualify them from getting the achievement.
//=============================================================================
if(m_iHealth - info.GetDamage() <= 0 && m_iHealth <= AchievementConsts::KillLowDamage_MaxHealthLeft) { bool onlyDamage = true; CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker()); if(pAttacker && pAttacker->GetTeamNumber() != GetTeamNumber()) { //Verify that the killer has not done damage to this player beforehand
FOR_EACH_LL( m_DamageTakenList, i ) { if( Q_strncmp( pAttacker->GetPlayerName(), m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 ) { onlyDamage = false; break; } } if(onlyDamage) { pAttacker->AwardAchievement(CSKillLowDamage); } } }
//=============================================================================
// HPE_END
//=============================================================================
#if REPORT_PLAYER_DAMAGE
// damage output spew
char dmgtype[64]; CTakeDamageInfo::DebugGetDamageTypeString( info.GetDamageType(), dmgtype, sizeof(dmgtype) );
if ( info.GetDamageType() & DMG_HEADSHOT ) Q_strncat(dmgtype, "HEADSHOT", sizeof(dmgtype));
char outputString[256]; Q_snprintf( outputString, sizeof(outputString), "%f: Player %s incoming %f damage from %s, type %s; applied %d health and %d armor\n", gpGlobals->curtime, GetPlayerName(), inputInfo.GetDamage(), info.GetInflictor()->GetDebugName(), dmgtype, m_lastDamageHealth, m_lastDamageArmor);
Msg(outputString); #endif
if ( pPlayer ) { // Record for the shooter
pPlayer->RecordDamageGiven( GetPlayerName(), info.GetDamage() );
// And for the victim
RecordDamageTaken( pPlayer->GetPlayerName(), info.GetDamage() ); } else { RecordDamageTaken( "world", info.GetDamage() ); }
m_vecTotalBulletForce += info.GetDamageForce();
gamestats->Event_PlayerDamage( this, info );
return CBaseCombatCharacter::OnTakeDamage( info ); } else { return 0; } }
//MIKETODO: this probably should let the shield model catch the trace attacks.
bool CCSPlayer::IsHittingShield( const Vector &vecDirection, trace_t *ptr ) { if ( HasShield() == false ) return false;
if ( IsShieldDrawn() == false ) return false;
float flDot; Vector vForward; Vector2D vec2LOS = vecDirection.AsVector2D(); AngleVectors( GetLocalAngles(), &vForward );
Vector2DNormalize( vForward.AsVector2D() ); Vector2DNormalize( vec2LOS );
flDot = DotProduct2D ( vec2LOS , vForward.AsVector2D() );
if ( flDot < -0.87f ) return true;
return false; }
void CCSPlayer::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { bool bShouldBleed = true; bool bShouldSpark = false; bool bHitShield = IsHittingShield( vecDir, ptr );
CBasePlayer *pAttacker = (CBasePlayer*)ToBasePlayer( info.GetAttacker() );
// show blood for firendly fire only if FF is on
if ( pAttacker && ( GetTeamNumber() == pAttacker->GetTeamNumber() ) ) bShouldBleed = CSGameRules()->IsFriendlyFireOn();
if ( m_takedamage != DAMAGE_YES ) return;
m_LastHitGroup = ptr->hitgroup; //=============================================================================
// HPE_BEGIN:
// [menglish] Used when calculating the position this player was hit at in the bone space
//=============================================================================
m_LastHitBox = ptr->hitbox; //=============================================================================
// HPE_END
//=============================================================================
m_nForceBone = ptr->physicsbone; //Save this bone for ragdoll
float flDamage = info.GetDamage();
bool bHeadShot = false;
if ( bHitShield ) { flDamage = 0; bShouldBleed = false; bShouldSpark = true; } else if( info.GetDamageType() & DMG_BLAST ) { if ( ArmorValue() > 0 ) bShouldBleed = false;
if ( bShouldBleed == true ) { // punch view if we have no armor
QAngle punchAngle = GetPunchAngle(); punchAngle.x = flDamage * -0.1;
if ( punchAngle.x < -4 ) punchAngle.x = -4;
SetPunchAngle( punchAngle ); } } else { //=============================================================================
// HPE_BEGIN:
// [menglish] Calculate the position this player was hit at in the bone space
//=============================================================================
matrix3x4_t boneTransformToWorld, boneTransformToObject; GetBoneTransform(GetHitboxBone(ptr->hitbox), boneTransformToWorld); MatrixInvert(boneTransformToWorld, boneTransformToObject); VectorTransform(ptr->endpos, boneTransformToObject, m_vLastHitLocationObjectSpace); //=============================================================================
// HPE_END
//=============================================================================
switch ( ptr->hitgroup ) { case HITGROUP_GENERIC: break;
case HITGROUP_HEAD:
if ( m_bHasHelmet ) { // bShouldBleed = false;
bShouldSpark = true; }
flDamage *= 4;
if ( !m_bHasHelmet ) { QAngle punchAngle = GetPunchAngle(); punchAngle.x = flDamage * -0.5;
if ( punchAngle.x < -12 ) punchAngle.x = -12;
punchAngle.z = flDamage * random->RandomFloat(-1,1);
if ( punchAngle.z < -9 ) punchAngle.z = -9;
else if ( punchAngle.z > 9 ) punchAngle.z = 9;
SetPunchAngle( punchAngle ); }
bHeadShot = true;
break;
case HITGROUP_CHEST:
flDamage *= 1.0;
if ( ArmorValue() <= 0 ) { QAngle punchAngle = GetPunchAngle(); punchAngle.x = flDamage * -0.1;
if ( punchAngle.x < -4 ) punchAngle.x = -4;
SetPunchAngle( punchAngle ); } break;
case HITGROUP_STOMACH:
flDamage *= 1.25;
if ( ArmorValue() <= 0 ) { QAngle punchAngle = GetPunchAngle(); punchAngle.x = flDamage * -0.1;
if ( punchAngle.x < -4 ) punchAngle.x = -4;
SetPunchAngle( punchAngle ); }
break;
case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: flDamage *= 1.0; break;
case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: flDamage *= 0.75; break;
default: break; } }
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
if ( bShouldBleed ) { // This does smaller splotches on the guy and splats blood on the world.
TraceBleed( flDamage, vecDir, ptr, info.GetDamageType() );
CEffectData data; data.m_vOrigin = ptr->endpos; data.m_vNormal = vecDir * -1; data.m_nEntIndex = ptr->m_pEnt ? ptr->m_pEnt->entindex() : 0; data.m_flMagnitude = flDamage;
// reduce blood effect if target has armor
if ( ArmorValue() > 0 ) data.m_flMagnitude *= 0.5f;
// reduce blood effect if target is hit in the helmet
if ( ptr->hitgroup == HITGROUP_HEAD && bShouldSpark ) data.m_flMagnitude *= 0.5;
DispatchEffect( "csblood", data ); } if ( ( ptr->hitgroup == HITGROUP_HEAD || bHitShield ) && bShouldSpark ) // they hit a helmet
{ // show metal spark effect
g_pEffects->Sparks( ptr->endpos, 1, 1, &ptr->plane.normal ); }
if ( !bHitShield ) { CTakeDamageInfo subInfo = info;
subInfo.SetDamage( flDamage );
if( bHeadShot ) subInfo.AddDamageType( DMG_HEADSHOT );
AddMultiDamage( subInfo, this ); } }
void CCSPlayer::Reset() { ResetFragCount(); ResetDeathCount(); m_iAccount = 0; AddAccount( -16000, false );
//remove any weapons they bought before the round started
RemoveAllItems( true );
//RemoveShield();
AddAccount( CSGameRules()->GetStartMoney(), true ); }
//-----------------------------------------------------------------------------
// Purpose: Displays a hint message to the player
// Input : *pMessage -
// bDisplayIfDead -
// bOverrideClientSettings -
//-----------------------------------------------------------------------------
void CCSPlayer::HintMessage( const char *pMessage, bool bDisplayIfDead, bool bOverrideClientSettings ) { if ( ( !bDisplayIfDead && !IsAlive() ) || !IsNetClient() || !m_pHintMessageQueue ) return;
if ( bOverrideClientSettings || m_bShowHints ) m_pHintMessageQueue->AddMessage( pMessage ); }
void CCSPlayer::AddAccount( int amount, bool bTrackChange, bool bItemBought, const char *pItemName ) { m_iAccount += amount;
//=============================================================================
// HPE_BEGIN:
// [menglish] Description of reason for change
//=============================================================================
if(amount > 0) { CCS_GameStats.Event_MoneyEarned( this, amount ); } else if( amount < 0 && bItemBought) { CCS_GameStats.Event_MoneySpent( this, ABS(amount), pItemName ); }
//=============================================================================
// HPE_END
//=============================================================================
if ( m_iAccount < 0 ) m_iAccount = 0; else if ( m_iAccount > 16000 ) m_iAccount = 16000; }
void CCSPlayer::MarkAsNotReceivingMoneyNextRound() { m_receivesMoneyNextRound = false; }
bool CCSPlayer::DoesPlayerGetRoundStartMoney() { return m_receivesMoneyNextRound; }
CCSPlayer* CCSPlayer::Instance( int iEnt ) { return dynamic_cast< CCSPlayer* >( CBaseEntity::Instance( INDEXENT( iEnt ) ) ); }
void CCSPlayer::DropC4() { }
bool CCSPlayer::HasDefuser() { return m_bHasDefuser; }
void CCSPlayer::RemoveDefuser() { m_bHasDefuser = false; }
void CCSPlayer::GiveDefuser(bool bPickedUp /* = false */) { if ( !m_bHasDefuser ) { IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" ); if( event ) { event->SetInt( "userid", GetUserID() ); event->SetString( "item", "defuser" ); gameeventmanager->FireEvent( event ); } }
m_bHasDefuser = true;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
m_bPickedUpDefuser = bPickedUp;
//=============================================================================
// HPE_END
//=============================================================================
}
// player blinded by a flashbang
void CCSPlayer::Blind( float holdTime, float fadeTime, float startingAlpha ) { // Don't flash a spectator.
color32 clr = {255, 255, 255, 255};
clr.a = startingAlpha;
// estimate when we can see again
float oldBlindUntilTime = m_blindUntilTime; float oldBlindStartTime = m_blindStartTime; m_blindUntilTime = MAX( m_blindUntilTime, gpGlobals->curtime + holdTime + 0.5f * fadeTime ); m_blindStartTime = gpGlobals->curtime;
// Spectators get a lessened flash.
if ( (GetObserverMode() != OBS_MODE_NONE) && (GetObserverMode() != OBS_MODE_IN_EYE) ) { if ( !mp_fadetoblack.GetBool() ) { clr.a = 150;
fadeTime = MIN(fadeTime, 0.5f); // make sure the spectator flashbang time is 1/2 second or less.
holdTime = MIN(holdTime, fadeTime * 0.5f); // adjust the hold time to match the fade time.
UTIL_ScreenFade( this, clr, fadeTime, holdTime, FFADE_IN ); } } else { fadeTime /= 1.4;
if ( gpGlobals->curtime > oldBlindUntilTime ) { // The previous flashbang is wearing off, or completely gone
m_flFlashDuration = fadeTime; m_flFlashMaxAlpha = startingAlpha; } else { // The previous flashbang is still going strong - only extend the duration
float remainingDuration = oldBlindStartTime + m_flFlashDuration - gpGlobals->curtime;
m_flFlashDuration = MAX( remainingDuration, fadeTime ); m_flFlashMaxAlpha = MAX( m_flFlashMaxAlpha, startingAlpha ); }
// allow bots to react
IGameEvent * event = gameeventmanager->CreateEvent( "player_blind" ); if ( event ) { event->SetInt( "userid", GetUserID() ); gameeventmanager->FireEvent( event ); } } }
void CCSPlayer::Deafen( float flDistance ) { // Spectators don't get deafened
if ( (GetObserverMode() == OBS_MODE_NONE) || (GetObserverMode() == OBS_MODE_IN_EYE) ) { // dsp presets are defined in hl2/scripts/dsp_presets.txt
int effect;
if( flDistance < 600 ) { effect = 134; } else if( flDistance < 800 ) { effect = 135; } else if( flDistance < 1000 ) { effect = 136; } else { // too far for us to get an effect
return; }
CSingleUserRecipientFilter user( this ); enginesound->SetPlayerDSP( user, effect, false );
//TODO: bots can't hear sound for a while?
} }
void CCSPlayer::GiveShield( void ) { #ifdef CS_SHIELD_ENABLED
m_bHasShield = true; m_bShieldDrawn = false;
if ( HasSecondaryWeapon() ) { CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL ); pWeapon->SetModel( pWeapon->GetViewModel() ); pWeapon->Deploy(); }
CBaseViewModel *pVM = GetViewModel( 1 );
if ( pVM ) { ShowViewModel( true ); pVM->RemoveEffects( EF_NODRAW ); pVM->SetWeaponModel( SHIELD_VIEW_MODEL, GetActiveWeapon() ); pVM->SendViewModelMatchingSequence( 1 ); } #endif
}
void CCSPlayer::RemoveShield( void ) { #ifdef CS_SHIELD_ENABLED
m_bHasShield = false;
CBaseViewModel *pVM = GetViewModel( 1 );
if ( pVM ) { pVM->AddEffects( EF_NODRAW ); } #endif
}
void CCSPlayer::RemoveAllItems( bool removeSuit ) { if( HasDefuser() ) { RemoveDefuser(); }
if ( HasShield() ) { RemoveShield(); }
m_bHasNightVision = false; m_bNightVisionOn = false;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Added for fun-fact support
//=============================================================================
m_bPickedUpDefuser = false; m_bDefusedWithPickedUpKit = false;
//=============================================================================
// HPE_END
//=============================================================================
if ( removeSuit ) { m_bHasHelmet = false; SetArmorValue( 0 ); }
BaseClass::RemoveAllItems( removeSuit ); }
void CCSPlayer::ObserverRoundRespawn() { ClearFlashbangScreenFade();
// did we change our name last round?
if ( m_szNewName[0] != 0 ) { // ... and force the name change now. After this happens, the gamerules will get
// a ClientSettingsChanged callback from the above ClientCommand, but the name
// matches what we're setting here, so it will do nothing.
ChangeName( m_szNewName ); m_szNewName[0] = 0; } }
void CCSPlayer::RoundRespawn() { //MIKETODO: menus
//if ( m_iMenu != Menu_ChooseAppearance )
{ // Put them back into the game.
StopObserverMode(); State_Transition( STATE_ACTIVE ); respawn( this, false ); m_nButtons = 0; SetNextThink( TICK_NEVER_THINK ); }
m_receivesMoneyNextRound = true; // reset this variable so they can receive their cash next round.
//If they didn't die, this will print out their damage info
OutputDamageGiven(); OutputDamageTaken(); ResetDamageCounters(); }
void CCSPlayer::CheckTKPunishment( void ) { // teamkill punishment..
if ( (m_bJustKilledTeammate == true) && mp_tkpunish.GetInt() ) { m_bJustKilledTeammate = false; m_bPunishedForTK = true; CommitSuicide(); } }
CWeaponCSBase* CCSPlayer::GetActiveCSWeapon() const { return dynamic_cast< CWeaponCSBase* >( GetActiveWeapon() ); }
void CCSPlayer::PreThink() { BaseClass::PreThink(); if ( m_bAutoReload ) { m_bAutoReload = false; m_nButtons |= IN_RELOAD; }
if ( m_afButtonLast != m_nButtons ) m_flLastMovement = gpGlobals->curtime;
if ( g_fGameOver ) return;
State_PreThink();
if ( m_pHintMessageQueue ) m_pHintMessageQueue->Update();
//Reset bullet force accumulator, only lasts one frame
m_vecTotalBulletForce = vec3_origin;
if ( mp_autokick.GetBool() && !IsBot() && !IsHLTV() && !IsAutoKickDisabled() ) { if ( m_flLastMovement + CSGameRules()->GetRoundLength()*2 < gpGlobals->curtime ) { UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_idle_kick", GetPlayerName() ); engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", GetUserID() ) ); m_flLastMovement = gpGlobals->curtime; } } #ifndef _XBOX
// CS would like their players to continue to update their LastArea since it is displayed in the hud voice chat UI
// But we won't do the population tracking while dead.
CNavArea *area = TheNavMesh->GetNavArea( GetAbsOrigin(), 1000 ); if (area && area != m_lastNavArea) { m_lastNavArea = area; if ( area->GetPlace() != UNDEFINED_PLACE ) { const char *placeName = TheNavMesh->PlaceToName( area->GetPlace() ); if ( placeName && *placeName ) { Q_strncpy( m_szLastPlaceName.GetForModify(), placeName, MAX_PLACE_NAME_LENGTH ); } } } #endif
}
void CCSPlayer::MoveToNextIntroCamera() { m_pIntroCamera = gEntList.FindEntityByClassname( m_pIntroCamera, "point_viewcontrol" );
// if m_pIntroCamera is NULL we just were at end of list, start searching from start again
if(!m_pIntroCamera) m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "point_viewcontrol");
// find the target
CBaseEntity *Target = NULL;
if( m_pIntroCamera ) { Target = gEntList.FindEntityByName( NULL, STRING(m_pIntroCamera->m_target) ); }
// if we still couldn't find a camera, goto T spawn
if(!m_pIntroCamera) m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "info_player_terrorist");
SetViewOffset( vec3_origin ); // no view offset
UTIL_SetSize( this, vec3_origin, vec3_origin ); // no bbox
if( !Target ) //if there are no cameras(or the camera has no target, find a spawn point and black out the screen
{ if ( m_pIntroCamera.IsValid() ) SetAbsOrigin( m_pIntroCamera->GetAbsOrigin() + VEC_VIEW );
SetAbsAngles( QAngle( 0, 0, 0 ) );
m_pIntroCamera = NULL; // never update again
return; }
Vector vCamera = Target->GetAbsOrigin() - m_pIntroCamera->GetAbsOrigin(); Vector vIntroCamera = m_pIntroCamera->GetAbsOrigin();
VectorNormalize( vCamera );
QAngle CamAngles; VectorAngles( vCamera, CamAngles );
SetAbsOrigin( vIntroCamera ); SetAbsAngles( CamAngles ); SnapEyeAngles( CamAngles ); m_fIntroCamTime = gpGlobals->curtime + 6; }
class NotVIP { public: bool operator()( CBasePlayer *player ) { CCSPlayer *csPlayer = static_cast< CCSPlayer * >(player); csPlayer->MakeVIP( false );
return true; } };
// Expose the VIP selection to plugins, since we don't have an official VIP mode. This
// allows plugins to access the (limited) VIP functionality already present (scoreboard
// identification and radar color).
CON_COMMAND( cs_make_vip, "Marks a player as the VIP" ) { if ( !UTIL_IsCommandIssuedByServerAdmin() ) return;
if ( args.ArgC() != 2 ) { return; }
CCSPlayer *player = static_cast< CCSPlayer * >(UTIL_PlayerByIndex( atoi( args[1] ) )); if ( !player ) { // Invalid value clears out VIP
NotVIP notVIP; ForEachPlayer( notVIP ); return; }
player->MakeVIP( true ); }
void CCSPlayer::MakeVIP( bool isVIP ) { if ( isVIP ) { NotVIP notVIP; ForEachPlayer( notVIP ); } m_isVIP = isVIP; }
bool CCSPlayer::IsVIP() const { return m_isVIP; }
void CCSPlayer::DropShield( void ) { #ifdef CS_SHIELD_ENABLED
//Drop an item_defuser
Vector vForward, vRight; AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
RemoveShield();
CBaseAnimating *pShield = (CBaseAnimating *)CBaseEntity::Create( "item_shield", WorldSpaceCenter(), GetLocalAngles() ); pShield->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
CBaseCombatWeapon *pActive = GetActiveWeapon();
if ( pActive ) { pActive->Deploy(); } #endif
}
void CCSPlayer::SetShieldDrawnState( bool bState ) { #ifdef CS_SHIELD_ENABLED
m_bShieldDrawn = bState; #endif
}
bool CCSPlayer::CSWeaponDrop( CBaseCombatWeapon *pWeapon, bool bDropShield, bool bThrowForward ) { bool bSuccess = false;
if ( HasShield() && bDropShield == true ) { DropShield(); return true; }
if ( pWeapon ) { Vector vForward;
AngleVectors( EyeAngles(), &vForward, NULL, NULL ); //GetVectors( &vForward, NULL, NULL );
Vector vTossPos = WorldSpaceCenter();
if( bThrowForward ) vTossPos = vTossPos + vForward * 64;
Weapon_Drop( pWeapon, &vTossPos, NULL );
pWeapon->SetSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS ); pWeapon->SetMoveCollide( MOVECOLLIDE_FLY_BOUNCE );
CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
if( pCSWeapon ) { pCSWeapon->SetWeaponModelIndex( pCSWeapon->GetCSWpnData().szWorldModel );
//Find out the index of the ammo type
int iAmmoIndex = pCSWeapon->GetPrimaryAmmoType();
//If it has an ammo type, find out how much the player has
if( iAmmoIndex != -1 ) { // Check to make sure we don't have other weapons using this ammo type
bool bAmmoTypeInUse = false; if ( IsAlive() && GetHealth() > 0 ) { for ( int i=0; i<MAX_WEAPONS; ++i ) { CBaseCombatWeapon *pOtherWeapon = GetWeapon(i); if ( pOtherWeapon && pOtherWeapon != pWeapon && pOtherWeapon->GetPrimaryAmmoType() == iAmmoIndex ) { bAmmoTypeInUse = true; break; } } }
if ( !bAmmoTypeInUse ) { int iAmmoToDrop = GetAmmoCount( iAmmoIndex );
//Add this much to the dropped weapon
pCSWeapon->SetExtraAmmoCount( iAmmoToDrop );
//Remove all ammo of this type from the player
SetAmmoCount( 0, iAmmoIndex ); } } }
//=========================================
// Teleport the weapon to the player's hand
//=========================================
int iBIndex = -1; int iWeaponBoneIndex = -1;
MDLCACHE_CRITICAL_SECTION(); CStudioHdr *hdr = pWeapon->GetModelPtr(); // If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 ) { // Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex ) { iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() ); // Found one!
if ( iBIndex != -1 ) { break; } }
if ( iWeaponBoneIndex == hdr->numbones() ) return true;
if ( iBIndex == -1 ) { iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" ); } } else { iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" ); }
if ( iBIndex != -1) { Vector origin; QAngle angles; matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity(); pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) ); pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) ); pWeapon->InvalidateBoneCache(); matrix3x4_t rootLocal; pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal; MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix; ConcatTransforms( transform, rootInvLocal, weaponMatrix ); MatrixAngles( weaponMatrix, angles, origin );
pWeapon->Teleport( &origin, &angles, NULL );
//Have to teleport the physics object as well
IPhysicsObject *pWeaponPhys = pWeapon->VPhysicsGetObject();
if( pWeaponPhys ) { Vector vPos; QAngle vAngles; pWeaponPhys->GetPosition( &vPos, &vAngles ); pWeaponPhys->SetPosition( vPos, angles, true );
AngularImpulse angImp(0,0,0); Vector vecAdd = GetAbsVelocity(); pWeaponPhys->AddVelocity( &vecAdd, &angImp ); } }
bSuccess = true; }
return bSuccess; }
bool CCSPlayer::DropRifle( bool fromDeath ) { bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_RIFLE ); if ( pWeapon ) { bSuccess = CSWeaponDrop( pWeapon, false ); }
//=============================================================================
// HPE_BEGIN:
// [menglish] Add the dropped weapon to the dropped equipment list
//=============================================================================
if( fromDeath && bSuccess ) { m_hDroppedEquipment[DROPPED_WEAPON] = static_cast<CBaseEntity *>(pWeapon); } //=============================================================================
// HPE_END
//=============================================================================
return bSuccess; }
bool CCSPlayer::DropPistol( bool fromDeath ) { bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL ); if ( pWeapon ) { bSuccess = CSWeaponDrop( pWeapon, false ); m_bUsingDefaultPistol = false; } //=============================================================================
// HPE_BEGIN:
// [menglish] Add the dropped weapon to the dropped equipment list
//=============================================================================
if( fromDeath && bSuccess ) { m_hDroppedEquipment[DROPPED_WEAPON] = static_cast<CBaseEntity *>(pWeapon); } //=============================================================================
// HPE_END
//=============================================================================
return bSuccess; }
bool CCSPlayer::HasPrimaryWeapon( void ) { bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if ( pWeapon ) { bSuccess = true; }
return bSuccess; }
bool CCSPlayer::HasSecondaryWeapon( void ) { bool bSuccess = false;
CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL ); if ( pWeapon ) { bSuccess = true; }
return bSuccess; }
bool CCSPlayer::IsInBuyZone() { return m_bInBuyZone && !IsVIP(); }
bool CCSPlayer::CanPlayerBuy( bool display ) { // is the player in a buy zone?
if ( !IsInBuyZone() ) { return false; }
CCSGameRules* mp = CSGameRules();
// is the player alive?
if ( m_lifeState != LIFE_ALIVE ) { return false; }
int buyTime = (int)(mp_buytime.GetFloat() * 60);
if ( mp->IsBuyTimeElapsed() ) { if ( display == true ) { char strBuyTime[16]; Q_snprintf( strBuyTime, sizeof( strBuyTime ), "%d", buyTime ); ClientPrint( this, HUD_PRINTCENTER, "#Cant_buy", strBuyTime ); }
return false; }
if ( m_bIsVIP ) { if ( display == true ) ClientPrint( this, HUD_PRINTCENTER, "#VIP_cant_buy" );
return false; }
if ( mp->m_bCTCantBuy && ( GetTeamNumber() == TEAM_CT ) ) { if ( display == true ) ClientPrint( this, HUD_PRINTCENTER, "#CT_cant_buy" );
return false; }
if ( mp->m_bTCantBuy && ( GetTeamNumber() == TEAM_TERRORIST ) ) { if ( display == true ) ClientPrint( this, HUD_PRINTCENTER, "#Terrorist_cant_buy" );
return false; }
return true; }
BuyResult_e CCSPlayer::AttemptToBuyVest( void ) { int iKevlarPrice = KEVLAR_PRICE;
if ( CSGameRules()->IsBlackMarket() ) { iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR ); }
if ( ArmorValue() >= 100 ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar" ); return BUY_ALREADY_HAVE; } else if ( m_iAccount < iKevlarPrice ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); return BUY_CANT_AFFORD; } else { if ( m_bHasHelmet ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Helmet_Bought_Kevlar" ); }
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" ); if( event ) { event->SetInt( "userid", GetUserID() ); event->SetString( "item", "vest" ); gameeventmanager->FireEvent( event ); }
GiveNamedItem( "item_kevlar" ); AddAccount( -iKevlarPrice, true, true, "item_kevlar" ); BlackMarketAddWeapon( "item_kevlar", this ); return BUY_BOUGHT; } }
BuyResult_e CCSPlayer::AttemptToBuyAssaultSuit( void ) { // WARNING: This price logic also exists in C_CSPlayer::GetCurrentAssaultSuitPrice
// and must be kept in sync if changes are made.
int fullArmor = ArmorValue() >= 100 ? 1 : 0;
int price = 0, enoughMoney = 0;
int iHelmetPrice = HELMET_PRICE; int iKevlarPrice = KEVLAR_PRICE; int iAssaultSuitPrice = ASSAULTSUIT_PRICE;
if ( CSGameRules()->IsBlackMarket() ) { iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR ); iAssaultSuitPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT );
iHelmetPrice = iAssaultSuitPrice - iKevlarPrice; }
if ( fullArmor && m_bHasHelmet ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar_Helmet" ); return BUY_ALREADY_HAVE; } else if ( fullArmor && !m_bHasHelmet && m_iAccount >= iHelmetPrice ) { enoughMoney = 1; price = iHelmetPrice; if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Kevlar_Bought_Helmet" ); } else if ( !fullArmor && m_bHasHelmet && m_iAccount >= iKevlarPrice ) { enoughMoney = 1; price = iKevlarPrice; if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_Helmet_Bought_Kevlar" ); } else if ( m_iAccount >= iAssaultSuitPrice ) { enoughMoney = 1; price = iAssaultSuitPrice; }
// process the result
if ( !enoughMoney ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); return BUY_CANT_AFFORD; } else { IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" ); if( event ) { event->SetInt( "userid", GetUserID() ); event->SetString( "item", "vesthelm" ); gameeventmanager->FireEvent( event ); }
GiveNamedItem( "item_assaultsuit" ); AddAccount( -price, true, true, "item_assaultsuit" ); BlackMarketAddWeapon( "item_assaultsuit", this ); return BUY_BOUGHT; } }
BuyResult_e CCSPlayer::AttemptToBuyShield( void ) { #ifdef CS_SHIELD_ENABLED
if ( HasShield() ) // prevent this guy from buying more than 1 Defuse Kit
{ if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" ); return BUY_ALREADY_HAVE; } else if ( m_iAccount < SHIELD_PRICE ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); return BUY_CANT_AFFORD; } else { if ( HasSecondaryWeapon() ) { CBaseCombatWeapon *pWeapon = Weapon_GetSlot( WEAPON_SLOT_PISTOL ); CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon );
if ( pCSWeapon && pCSWeapon->GetCSWpnData().m_bCanUseWithShield == false ) return; }
if ( HasPrimaryWeapon() ) DropRifle();
GiveShield();
CPASAttenuationFilter filter( this, "Player.PickupWeapon" ); EmitSound( filter, entindex(), "Player.PickupWeapon" );
m_bAnythingBought = true; AddAccount( -SHIELD_PRICE, true, true, "item_shield" ); return BUY_BOUGHT; } #else
ClientPrint( this, HUD_PRINTCENTER, "Tactical shield disabled" ); return BUY_NOT_ALLOWED; #endif
}
BuyResult_e CCSPlayer::AttemptToBuyDefuser( void ) { CCSGameRules *MPRules = CSGameRules();
if( ( GetTeamNumber() == TEAM_CT ) && MPRules->IsBombDefuseMap() ) { if ( HasDefuser() ) // prevent this guy from buying more than 1 Defuse Kit
{ if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" ); return BUY_ALREADY_HAVE; } else if ( m_iAccount < DEFUSEKIT_PRICE ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); return BUY_CANT_AFFORD; } else { GiveDefuser();
CPASAttenuationFilter filter( this, "Player.PickupWeapon" ); EmitSound( filter, entindex(), "Player.PickupWeapon" );
AddAccount( -DEFUSEKIT_PRICE, true, true, "item_defuser" ); return BUY_BOUGHT; } }
return BUY_NOT_ALLOWED; }
BuyResult_e CCSPlayer::AttemptToBuyNightVision( void ) { int iNVGPrice = NVG_PRICE;
if ( CSGameRules()->IsBlackMarket() ) { iNVGPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG ); }
if ( m_bHasNightVision == TRUE ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Already_Have_One" ); return BUY_ALREADY_HAVE; } else if ( m_iAccount < iNVGPrice ) { if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); return BUY_CANT_AFFORD; } else { IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" ); if( event ) { event->SetInt( "userid", GetUserID() ); event->SetString( "item", "nvgs" ); gameeventmanager->FireEvent( event ); }
GiveNamedItem( "item_nvgs" ); AddAccount( -iNVGPrice, true, true ); BlackMarketAddWeapon( "nightvision", this );
if ( !(m_iDisplayHistoryBits & DHF_NIGHTVISION) ) { HintMessage( "#Hint_use_nightvision", false ); m_iDisplayHistoryBits |= DHF_NIGHTVISION; } return BUY_BOUGHT; } }
// Handles the special "buy" alias commands we're creating to accommodate the buy
// scripts players use (now that we've rearranged the buy menus and broken the scripts)
//=============================================================================
// HPE_BEGIN:
//[tj] This is essentially a shim so I can easily check the return
// value without adding new code to all the return points.
//=============================================================================
BuyResult_e CCSPlayer::HandleCommand_Buy( const char *item ) { BuyResult_e result = HandleCommand_Buy_Internal(item); if (result == BUY_BOUGHT) { m_bMadePurchseThisRound = true; CCS_GameStats.IncrementStat(this, CSSTAT_ITEMS_PURCHASED, 1); } return result; }
BuyResult_e CCSPlayer::HandleCommand_Buy_Internal( const char* wpnName ) //=============================================================================
// HPE_END
//=============================================================================
{ BuyResult_e result = CanPlayerBuy( false ) ? BUY_PLAYER_CANT_BUY : BUY_INVALID_ITEM; // set some defaults
// translate the new weapon names to the old ones that are actually being used.
wpnName = GetTranslatedWeaponAlias(wpnName);
CCSWeaponInfo *pWeaponInfo = GetWeaponInfo( AliasToWeaponID( wpnName ) ); if ( pWeaponInfo == NULL ) { if ( Q_stricmp( wpnName, "primammo" ) == 0 ) { result = AttemptToBuyAmmo( 0 ); } else if ( Q_stricmp( wpnName, "secammo" ) == 0 ) { result = AttemptToBuyAmmo( 1 ); } else if ( Q_stristr( wpnName, "defuser" ) ) { if( CanPlayerBuy( true ) ) { result = AttemptToBuyDefuser(); } } } else {
if( !CanPlayerBuy( true ) ) { return BUY_PLAYER_CANT_BUY; }
BuyResult_e equipResult = BUY_INVALID_ITEM;
if ( Q_stristr( wpnName, "kevlar" ) ) { equipResult = AttemptToBuyVest(); } else if ( Q_stristr( wpnName, "assaultsuit" ) ) { equipResult = AttemptToBuyAssaultSuit(); } else if ( Q_stristr( wpnName, "shield" ) ) { equipResult = AttemptToBuyShield(); } else if ( Q_stristr( wpnName, "nightvision" ) ) { equipResult = AttemptToBuyNightVision(); }
if ( equipResult != BUY_INVALID_ITEM ) { if ( equipResult == BUY_BOUGHT ) { BuildRebuyStruct(); } return equipResult; // intentional early return here
}
bool bPurchase = false;
// MIKETODO: assasination maps have a specific set of weapons that can be used in them.
if ( pWeaponInfo->m_iTeam != TEAM_UNASSIGNED && GetTeamNumber() != pWeaponInfo->m_iTeam ) { result = BUY_NOT_ALLOWED; if ( pWeaponInfo->m_WrongTeamMsg[0] != 0 ) { ClientPrint( this, HUD_PRINTCENTER, "#Alias_Not_Avail", pWeaponInfo->m_WrongTeamMsg ); } } else if ( pWeaponInfo->GetWeaponPrice() <= 0 ) { // ClientPrint( this, HUD_PRINTCENTER, "#Cant_buy_this_item", pWeaponInfo->m_WrongTeamMsg );
} else if( pWeaponInfo->m_WeaponType == WEAPONTYPE_GRENADE ) { // make sure the player can afford this item.
if ( m_iAccount >= pWeaponInfo->GetWeaponPrice() ) { bPurchase = true;
const char *szWeaponName = NULL; int ammoMax = 0; if ( Q_strstr( pWeaponInfo->szClassName, "flashbang" ) ) { szWeaponName = "weapon_flashbang"; ammoMax = ammo_flashbang_max.GetInt(); } else if ( Q_strstr( pWeaponInfo->szClassName, "hegrenade" ) ) { szWeaponName = "weapon_hegrenade"; ammoMax = ammo_hegrenade_max.GetInt(); } else if ( Q_strstr( pWeaponInfo->szClassName, "smokegrenade" ) ) { szWeaponName = "weapon_smokegrenade"; ammoMax = ammo_smokegrenade_max.GetInt(); }
if ( szWeaponName != NULL ) { CBaseCombatWeapon* pGrenadeWeapon = Weapon_OwnsThisType( szWeaponName ); { if ( pGrenadeWeapon != NULL ) { int nAmmoType = pGrenadeWeapon->GetPrimaryAmmoType();
if( nAmmoType != -1 ) { if( GetAmmoCount(nAmmoType) >= ammoMax ) { result = BUY_ALREADY_HAVE; if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Carry_Anymore" ); bPurchase = false; } } } } } } } else if ( !Weapon_OwnsThisType( pWeaponInfo->szClassName ) ) //don't buy duplicate weapons
{ // do they have enough money?
if ( m_iAccount >= pWeaponInfo->GetWeaponPrice() ) { if ( m_lifeState != LIFE_DEAD ) { if ( pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL ) { DropPistol(); } else if ( pWeaponInfo->iSlot == WEAPON_SLOT_RIFLE ) { DropRifle(); } }
bPurchase = true; } else { result = BUY_CANT_AFFORD; if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); } } else { result = BUY_ALREADY_HAVE; }
if ( HasShield() ) { if ( pWeaponInfo->m_bCanUseWithShield == false ) { result = BUY_NOT_ALLOWED; bPurchase = false; } }
if( bPurchase ) { result = BUY_BOUGHT;
if ( bPurchase && pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL ) m_bUsingDefaultPistol = false;
GiveNamedItem( pWeaponInfo->szClassName ); AddAccount( -pWeaponInfo->GetWeaponPrice(), true, true, pWeaponInfo->szClassName ); BlackMarketAddWeapon( wpnName, this ); } }
if ( result == BUY_BOUGHT ) { BuildRebuyStruct(); }
return result; }
BuyResult_e CCSPlayer::BuyGunAmmo( CBaseCombatWeapon *pWeapon, bool bBlinkMoney ) { if ( !CanPlayerBuy( false ) ) { return BUY_PLAYER_CANT_BUY; }
// Ensure that the weapon uses ammo
int nAmmo = pWeapon->GetPrimaryAmmoType(); if ( nAmmo == -1 ) { return BUY_ALREADY_HAVE; }
// Can only buy if the player does not already have full ammo
if ( GetAmmoCount( nAmmo ) >= GetAmmoDef()->MaxCarry( nAmmo ) ) { return BUY_ALREADY_HAVE; }
// Purchase the ammo if the player has enough money
if ( m_iAccount >= GetCSAmmoDef()->GetCost( nAmmo ) ) { GiveAmmo( GetCSAmmoDef()->GetBuySize( nAmmo ), nAmmo, true ); AddAccount( -GetCSAmmoDef()->GetCost( nAmmo ), true, true, GetCSAmmoDef()->GetAmmoOfIndex( nAmmo )->pName ); return BUY_BOUGHT; }
if ( bBlinkMoney ) { // Not enough money.. let the player know
if( !m_bIsInAutoBuy && !m_bIsInRebuy ) ClientPrint( this, HUD_PRINTCENTER, "#Not_Enough_Money" ); }
return BUY_CANT_AFFORD; }
BuyResult_e CCSPlayer::BuyAmmo( int nSlot, bool bBlinkMoney ) { if ( !CanPlayerBuy( false ) ) { return BUY_PLAYER_CANT_BUY; }
if ( nSlot < 0 || nSlot > 1 ) { return BUY_INVALID_ITEM; }
// Buy one ammo clip for all weapons in the given slot
//
// nSlot == 1 : Primary weapons
// nSlot == 2 : Secondary weapons
CBaseCombatWeapon *pSlot = Weapon_GetSlot( nSlot ); if ( !pSlot ) return BUY_INVALID_ITEM;
//MIKETODO: shield.
//if ( player->HasShield() && player->m_rgpPlayerItems[2] )
// pItem = player->m_rgpPlayerItems[2];
return BuyGunAmmo( pSlot, bBlinkMoney ); }
BuyResult_e CCSPlayer::AttemptToBuyAmmo( int iAmmoType ) { Assert( iAmmoType == 0 || iAmmoType == 1 );
BuyResult_e result = BuyAmmo( iAmmoType, true );
if ( result == BUY_BOUGHT ) { while ( BuyAmmo( iAmmoType, false ) == BUY_BOUGHT ) { // empty loop - keep buying
}
return BUY_BOUGHT; }
return result; }
BuyResult_e CCSPlayer::AttemptToBuyAmmoSingle( int iAmmoType ) { Assert( iAmmoType == 0 || iAmmoType == 1 );
BuyResult_e result = BuyAmmo( iAmmoType, true );
if ( result == BUY_BOUGHT ) { BuildRebuyStruct(); }
return result; }
const char *RadioEventName[ RADIO_NUM_EVENTS+1 ] = { "RADIO_INVALID",
"EVENT_START_RADIO_1",
"EVENT_RADIO_COVER_ME", "EVENT_RADIO_YOU_TAKE_THE_POINT", "EVENT_RADIO_HOLD_THIS_POSITION", "EVENT_RADIO_REGROUP_TEAM", "EVENT_RADIO_FOLLOW_ME", "EVENT_RADIO_TAKING_FIRE",
"EVENT_START_RADIO_2",
"EVENT_RADIO_GO_GO_GO", "EVENT_RADIO_TEAM_FALL_BACK", "EVENT_RADIO_STICK_TOGETHER_TEAM", "EVENT_RADIO_GET_IN_POSITION_AND_WAIT", "EVENT_RADIO_STORM_THE_FRONT", "EVENT_RADIO_REPORT_IN_TEAM",
"EVENT_START_RADIO_3",
"EVENT_RADIO_AFFIRMATIVE", "EVENT_RADIO_ENEMY_SPOTTED", "EVENT_RADIO_NEED_BACKUP", "EVENT_RADIO_SECTOR_CLEAR", "EVENT_RADIO_IN_POSITION", "EVENT_RADIO_REPORTING_IN", "EVENT_RADIO_GET_OUT_OF_THERE", "EVENT_RADIO_NEGATIVE", "EVENT_RADIO_ENEMY_DOWN",
"EVENT_RADIO_END",
NULL // must be NULL-terminated
};
/**
* Convert name to RadioType */ RadioType NameToRadioEvent( const char *name ) { for( int i=0; RadioEventName[i]; ++i ) if (!stricmp( RadioEventName[i], name )) return static_cast<RadioType>( i );
return RADIO_INVALID; }
void CCSPlayer::HandleMenu_Radio1( int slot ) { if( m_iRadioMessages < 0 ) return;
if( m_flRadioTime > gpGlobals->curtime ) return;
m_iRadioMessages--; m_flRadioTime = gpGlobals->curtime + 1.5;
switch ( slot ) { case 1 : Radio( "Radio.CoverMe", "#Cstrike_TitlesTXT_Cover_me" ); break;
case 2 : Radio( "Radio.YouTakeThePoint", "#Cstrike_TitlesTXT_You_take_the_point" ); break;
case 3 : Radio( "Radio.HoldPosition", "#Cstrike_TitlesTXT_Hold_this_position" ); break;
case 4 : Radio( "Radio.Regroup", "#Cstrike_TitlesTXT_Regroup_team" ); break;
case 5 : Radio( "Radio.FollowMe", "#Cstrike_TitlesTXT_Follow_me" ); break;
case 6 : Radio( "Radio.TakingFire", "#Cstrike_TitlesTXT_Taking_fire" ); break; }
// tell bots about radio message
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" ); if ( event ) { event->SetInt("userid", GetUserID() ); event->SetInt("slot", RADIO_START_1 + slot ); gameeventmanager->FireEvent( event ); } }
void CCSPlayer::HandleMenu_Radio2( int slot ) { if( m_iRadioMessages < 0 ) return;
if( m_flRadioTime > gpGlobals->curtime ) return;
m_iRadioMessages--; m_flRadioTime = gpGlobals->curtime + 1.5;
switch ( slot ) { case 1 : Radio( "Radio.GoGoGo", "#Cstrike_TitlesTXT_Go_go_go" ); break;
case 2 : Radio( "Radio.TeamFallBack", "#Cstrike_TitlesTXT_Team_fall_back" ); break;
case 3 : Radio( "Radio.StickTogether", "#Cstrike_TitlesTXT_Stick_together_team" ); break;
case 4 : Radio( "Radio.GetInPosition", "#Cstrike_TitlesTXT_Get_in_position_and_wait" ); break;
case 5 : Radio( "Radio.StormFront", "#Cstrike_TitlesTXT_Storm_the_front" ); break;
case 6 : Radio( "Radio.ReportInTeam", "#Cstrike_TitlesTXT_Report_in_team" ); break; }
// tell bots about radio message
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" ); if ( event ) { event->SetInt("userid", GetUserID() ); event->SetInt("slot", RADIO_START_2 + slot ); gameeventmanager->FireEvent( event ); } }
void CCSPlayer::HandleMenu_Radio3( int slot ) { if( m_iRadioMessages < 0 ) return;
if( m_flRadioTime > gpGlobals->curtime ) return;
m_iRadioMessages--; m_flRadioTime = gpGlobals->curtime + 1.5;
switch ( slot ) { case 1 : if ( random->RandomInt( 0,1 ) ) Radio( "Radio.Affirmitive", "#Cstrike_TitlesTXT_Affirmative" ); else Radio( "Radio.Roger", "#Cstrike_TitlesTXT_Roger_that" );
break;
case 2 : Radio( "Radio.EnemySpotted", "#Cstrike_TitlesTXT_Enemy_spotted" ); break;
case 3 : Radio( "Radio.NeedBackup", "#Cstrike_TitlesTXT_Need_backup" ); break;
case 4 : Radio( "Radio.SectorClear", "#Cstrike_TitlesTXT_Sector_clear" ); break;
case 5 : Radio( "Radio.InPosition", "#Cstrike_TitlesTXT_In_position" ); break;
case 6 : Radio( "Radio.ReportingIn", "#Cstrike_TitlesTXT_Reporting_in" ); break;
case 7 : Radio( "Radio.GetOutOfThere", "#Cstrike_TitlesTXT_Get_out_of_there" ); break;
case 8 : Radio( "Radio.Negative", "#Cstrike_TitlesTXT_Negative" ); break;
case 9 : Radio( "Radio.EnemyDown", "#Cstrike_TitlesTXT_Enemy_down" ); break; }
// tell bots about radio message
IGameEvent * event = gameeventmanager->CreateEvent( "player_radio" ); if ( event ) { event->SetInt("userid", GetUserID() ); event->SetInt("slot", RADIO_START_3 + slot ); gameeventmanager->FireEvent( event ); } }
void UTIL_CSRadioMessage( IRecipientFilter& filter, int iClient, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL ) { UserMessageBegin( filter, "RadioText" ); WRITE_BYTE( msg_dest ); WRITE_BYTE( iClient ); WRITE_STRING( msg_name );
if ( param1 ) WRITE_STRING( param1 ); else WRITE_STRING( "" );
if ( param2 ) WRITE_STRING( param2 ); else WRITE_STRING( "" );
if ( param3 ) WRITE_STRING( param3 ); else WRITE_STRING( "" );
if ( param4 ) WRITE_STRING( param4 ); else WRITE_STRING( "" );
MessageEnd(); }
void CCSPlayer::ConstructRadioFilter( CRecipientFilter& filter ) { filter.MakeReliable();
int localTeam = GetTeamNumber();
int i; for ( i = 1; i <= gpGlobals->maxClients; ++i ) { CCSPlayer *player = static_cast<CCSPlayer *>( UTIL_PlayerByIndex( i ) ); if ( !player ) continue;
// Skip players ignoring the radio
if ( player->m_bIgnoreRadio ) continue;
if( player->GetTeamNumber() == TEAM_SPECTATOR ) { // add spectators
if( player->m_iObserverMode == OBS_MODE_IN_EYE || player->m_iObserverMode == OBS_MODE_CHASE ) { filter.AddRecipient( player ); } } else if( player->GetTeamNumber() == localTeam ) { // add teammates
filter.AddRecipient( player ); } } }
void CCSPlayer::Radio( const char *pszRadioSound, const char *pszRadioText ) { if( !IsAlive() ) return;
if ( IsObserver() ) return;
CRecipientFilter filter; ConstructRadioFilter( filter );
if( pszRadioText ) { const char *pszLocationText = CSGameRules()->GetChatLocation( true, this ); if ( pszLocationText && *pszLocationText ) { UTIL_CSRadioMessage( filter, entindex(), HUD_PRINTTALK, "#Game_radio_location", GetPlayerName(), pszLocationText, pszRadioText ); } else { UTIL_CSRadioMessage( filter, entindex(), HUD_PRINTTALK, "#Game_radio", GetPlayerName(), pszRadioText ); } }
UserMessageBegin ( filter, "SendAudio" ); WRITE_STRING( pszRadioSound ); MessageEnd();
//icon over the head for teammates
TE_RadioIcon( filter, 0.0, this ); }
//-----------------------------------------------------------------------------
// Purpose: Outputs currently connected players to the console
//-----------------------------------------------------------------------------
void CCSPlayer::ListPlayers() { char buf[64]; for ( int i=1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( i ) ); if ( pPlayer && !pPlayer->IsDormant() ) { if ( pPlayer->IsBot() ) { Q_snprintf( buf, sizeof(buf), "B %d : %s", pPlayer->GetUserID(), pPlayer->GetPlayerName() ); } else { Q_snprintf( buf, sizeof(buf), " %d : %s", pPlayer->GetUserID(), pPlayer->GetPlayerName() ); } ClientPrint( this, HUD_PRINTCONSOLE, buf ); } } ClientPrint( this, HUD_PRINTCONSOLE, "\n" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CCSPlayer::OnDamagedByExplosion( const CTakeDamageInfo &info ) { float lastDamage = info.GetDamage();
//Adrian - This is hacky since we might have been damaged by something else
//but since the round is ending, who cares.
if ( CSGameRules()->m_bTargetBombed == true ) return;
float distanceFromPlayer = 9999.0f;
CBaseEntity *inflictor = info.GetInflictor(); if ( inflictor ) { Vector delta = GetAbsOrigin() - inflictor->GetAbsOrigin(); distanceFromPlayer = delta.Length(); }
bool shock = lastDamage >= 30.0f;
if ( !shock ) return;
m_applyDeafnessTime = gpGlobals->curtime + 0.3; m_currentDeafnessFilter = 0; }
void CCSPlayer::ApplyDeafnessEffect() { // what's happening here is that the low-pass filter and the oscillator frequency effects need
// to fade in and out slowly. So we have several filters that we switch between to achieve this
// effect. The first 3rd of the total effect will be the "fade in" of the effect. Which means going
// from filter to filter from the first to the last. Then we keep on the "last" filter for another
// third of the total effect time. Then the last third of the time we go back from the last filter
// to the first. Clear as mud?
// glossary:
// filter: an individual filter as defined in dsp_presets.txt
// section: one of the sections for the total effect, fade in, full, fade out are the possible sections
// effect: the total effect of combining all the sections, the whole of what the player hears from start to finish.
const int firstGrenadeFilterIndex = 137; const int lastGrenadeFilterIndex = 139; const float grenadeEffectLengthInSecs = 4.5f; // time of the total effect
const float fadeInSectionTime = 0.1f; const float fadeOutSectionTime = 1.5f;
const float timeForEachFilterInFadeIn = fadeInSectionTime / (lastGrenadeFilterIndex - firstGrenadeFilterIndex); const float timeForEachFilterInFadeOut = fadeOutSectionTime / (lastGrenadeFilterIndex - firstGrenadeFilterIndex);
float timeIntoEffect = gpGlobals->curtime - m_applyDeafnessTime;
if (timeIntoEffect >= grenadeEffectLengthInSecs) { // the effect is done, so reset the deafness variables.
m_applyDeafnessTime = 0.0f; m_currentDeafnessFilter = 0; return; }
int section = 0;
if (timeIntoEffect < fadeInSectionTime) { section = 0; } else if (timeIntoEffect < (grenadeEffectLengthInSecs - fadeOutSectionTime)) { section = 1; } else { section = 2; }
int filterToUse = 0;
if (section == 0) { // fade into the effect.
int filterIndex = (int)(timeIntoEffect / timeForEachFilterInFadeIn); filterToUse = filterIndex += firstGrenadeFilterIndex; } else if (section == 1) { // in full effect.
filterToUse = lastGrenadeFilterIndex; } else if (section == 2) { // fade out of the effect
float timeIntoSection = timeIntoEffect - (grenadeEffectLengthInSecs - fadeOutSectionTime); int filterIndex = (int)(timeIntoSection / timeForEachFilterInFadeOut); filterToUse = lastGrenadeFilterIndex - filterIndex - 1; }
if (filterToUse != m_currentDeafnessFilter) { m_currentDeafnessFilter = filterToUse;
CSingleUserRecipientFilter user( this ); enginesound->SetPlayerDSP( user, m_currentDeafnessFilter, false ); } }
void CCSPlayer::NoteWeaponFired() { Assert( m_pCurrentCommand ); if( m_pCurrentCommand ) { m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number; } }
bool CCSPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const { // No need to lag compensate at all if we're not attacking in this command and
// we haven't attacked recently.
if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) ) { if ( ( pCmd->buttons & IN_ATTACK2 ) == 0 ) return false;
CWeaponCSBase *weapon = GetActiveCSWeapon(); if ( !weapon ) return false;
if ( weapon->GetWeaponID() != WEAPON_KNIFE ) return false; // IN_ATTACK2 with WEAPON_KNIFE should do lag compensation
}
return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd, pEntityTransmitBits ); }
// Handles the special "radio" alias commands we're creating to accommodate the scripts players use
// ** Returns true if we've handled the command **
bool HandleRadioAliasCommands( CCSPlayer *pPlayer, const char *pszCommand ) { bool bRetVal = false;
// don't execute them if we are not alive or are an observer
if( !pPlayer->IsAlive() || pPlayer->IsObserver() ) return false;
// Radio1 commands
if ( FStrEq( pszCommand, "coverme" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio1( 1 ); } else if ( FStrEq( pszCommand, "takepoint" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio1( 2 ); } else if ( FStrEq( pszCommand, "holdpos" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio1( 3 ); } else if ( FStrEq( pszCommand, "regroup" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio1( 4 ); } else if ( FStrEq( pszCommand, "followme" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio1( 5 ); } else if ( FStrEq( pszCommand, "takingfire" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio1( 6 ); } // Radio2 commands
else if ( FStrEq( pszCommand, "go" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio2( 1 ); } else if ( FStrEq( pszCommand, "fallback" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio2( 2 ); } else if ( FStrEq( pszCommand, "sticktog" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio2( 3 ); } else if ( FStrEq( pszCommand, "getinpos" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio2( 4 ); } else if ( FStrEq( pszCommand, "stormfront" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio2( 5 ); } else if ( FStrEq( pszCommand, "report" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio2( 6 ); } // Radio3 commands
else if ( FStrEq( pszCommand, "roger" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 1 ); } else if ( FStrEq( pszCommand, "enemyspot" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 2 ); } else if ( FStrEq( pszCommand, "needbackup" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 3 ); } else if ( FStrEq( pszCommand, "sectorclear" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 4 ); } else if ( FStrEq( pszCommand, "inposition" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 5 ); } else if ( FStrEq( pszCommand, "reportingin" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 6 ); } else if ( FStrEq( pszCommand, "getout" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 7 ); } else if ( FStrEq( pszCommand, "negative" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 8 ); } else if ( FStrEq( pszCommand, "enemydown" ) ) { bRetVal = true; pPlayer->HandleMenu_Radio3( 9 ); }
return bRetVal; }
bool CCSPlayer::ShouldRunRateLimitedCommand( const CCommand &args ) { const char *pcmd = args[0];
int i = m_RateLimitLastCommandTimes.Find( pcmd ); if ( i == m_RateLimitLastCommandTimes.InvalidIndex() ) { m_RateLimitLastCommandTimes.Insert( pcmd, gpGlobals->curtime ); return true; } else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < CS_COMMAND_MAX_RATE ) { // Too fast.
return false; } else { m_RateLimitLastCommandTimes[i] = gpGlobals->curtime; return true; } }
bool CCSPlayer::ClientCommand( const CCommand &args ) { const char *pcmd = args[0];
// Bots mimic our client commands.
/*
if ( bot_mimic.GetInt() && !( GetFlags() & FL_FAKECLIENT ) ) { for ( int i=1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( i ) ); if ( pPlayer && pPlayer != this && ( pPlayer->GetFlags() & FL_FAKECLIENT ) ) { pPlayer->ClientCommand( pcmd ); } } } */
#if defined ( DEBUG )
if ( FStrEq( pcmd, "bot_cmd" ) ) { CCSPlayer *pPlayer = dynamic_cast< CCSPlayer* >( UTIL_PlayerByIndex( atoi( args[1] ) ) ); if ( pPlayer && pPlayer != this && ( pPlayer->GetFlags() & FL_FAKECLIENT ) ) { CCommand botArgs( args.ArgC() - 2, &args.ArgV()[2] ); pPlayer->ClientCommand( botArgs ); pPlayer->RemoveEffects( EF_NODRAW ); } return true; }
if ( FStrEq( pcmd, "blind" ) ) { if ( ShouldRunRateLimitedCommand( args ) ) { if ( args.ArgC() == 3 ) { Blind( atof( args[1] ), atof( args[2] ) ); } else { ClientPrint( this, HUD_PRINTCONSOLE, "usage: blind holdtime fadetime\n" ); } } return true; }
if ( FStrEq( pcmd, "deafen" ) ) { Deafen( 0.0f ); return true; }
if ( FStrEq( pcmd, "he_deafen" ) ) { m_applyDeafnessTime = gpGlobals->curtime + 0.3; m_currentDeafnessFilter = 0; return true; }
if ( FStrEq( pcmd, "hint_reset" ) ) { m_iDisplayHistoryBits = 0; return true; }
if ( FStrEq( pcmd, "punch" ) ) { float flDamage = 100;
QAngle punchAngle = GetPunchAngle();
punchAngle.x = flDamage * random->RandomFloat ( -0.15, 0.15 ); punchAngle.y = flDamage * random->RandomFloat ( -0.15, 0.15 ); punchAngle.z = flDamage * random->RandomFloat ( -0.15, 0.15 );
clamp( punchAngle.x, -4, punchAngle.x ); clamp( punchAngle.y, -5, 5 ); clamp( punchAngle.z, -5, 5 );
// +y == down
// +x == left
// +z == roll clockwise
if ( args.ArgC() == 4 ) { punchAngle.x = atof(args[1]); punchAngle.y = atof(args[2]); punchAngle.z = atof(args[3]); }
SetPunchAngle( punchAngle );
return true; }
#endif //DEBUG
if ( FStrEq( pcmd, "jointeam" ) ) { if ( args.ArgC() < 2 ) { Warning( "Player sent bad jointeam syntax\n" ); }
if ( ShouldRunRateLimitedCommand( args ) ) { int iTeam = atoi( args[1] ); HandleCommand_JoinTeam( iTeam ); } return true; } else if ( FStrEq( pcmd, "spectate" ) ) { if ( ShouldRunRateLimitedCommand( args ) ) { // instantly join spectators
HandleCommand_JoinTeam( TEAM_SPECTATOR ); } return true; } else if ( FStrEq( pcmd, "joingame" ) ) { // player just closed MOTD dialog
if ( m_iPlayerState == STATE_WELCOME ) { State_Transition( STATE_PICKINGTEAM ); }
return true; } else if ( FStrEq( pcmd, "joinclass" ) ) { if ( args.ArgC() < 2 ) { Warning( "Player sent bad joinclass syntax\n" ); }
if ( ShouldRunRateLimitedCommand( args ) ) { int iClass = atoi( args[1] ); HandleCommand_JoinClass( iClass ); } return true; } else if ( FStrEq( pcmd, "drop" ) ) { CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( GetActiveWeapon() );
if( pWeapon ) { //=============================================================================
// HPE_BEGIN:
// [dwenger] Determine value of dropped item.
//=============================================================================
if ( !pWeapon->IsAPriorOwner( this ) ) { pWeapon->AddToPriorOwnerList( this );
CCS_GameStats.IncrementStat(this, CSTAT_ITEMS_DROPPED_VALUE, pWeapon->GetCSWpnData().GetWeaponPrice()); }
//=============================================================================
// HPE_END
//=============================================================================
CSWeaponType type = pWeapon->GetCSWpnData().m_WeaponType;
if( type != WEAPONTYPE_KNIFE && type != WEAPONTYPE_GRENADE ) { if (CSGameRules()->GetCanDonateWeapon() && !pWeapon->GetDonated()) { pWeapon->SetDonated(true); pWeapon->SetDonor(this); } CSWeaponDrop( pWeapon, true, true );
} }
return true; } else if ( FStrEq( pcmd, "buy" ) ) { BuyResult_e result = BUY_INVALID_ITEM; if ( args.ArgC() == 2 ) { result = HandleCommand_Buy( args[1] ); } if ( result == BUY_INVALID_ITEM ) { // Print out a message on the console
int msg_dest = HUD_PRINTCONSOLE;
ClientPrint( this, msg_dest, "usage: buy <item>\n" ); ClientPrint( this, msg_dest, " primammo\n" ); ClientPrint( this, msg_dest, " secammo\n" ); ClientPrint( this, msg_dest, " vest\n" ); ClientPrint( this, msg_dest, " vesthelm\n" ); ClientPrint( this, msg_dest, " defuser\n" ); //ClientPrint( this, msg_dest, " shield\n" );
ClientPrint( this, msg_dest, " nvgs\n" ); ClientPrint( this, msg_dest, " flashbang\n" ); ClientPrint( this, msg_dest, " hegrenade\n" ); ClientPrint( this, msg_dest, " smokegrenade\n" ); ClientPrint( this, msg_dest, " galil\n" ); ClientPrint( this, msg_dest, " ak47\n" ); ClientPrint( this, msg_dest, " scout\n" ); ClientPrint( this, msg_dest, " sg552\n" ); ClientPrint( this, msg_dest, " awp\n" ); ClientPrint( this, msg_dest, " g3sg1\n" ); ClientPrint( this, msg_dest, " famas\n" ); ClientPrint( this, msg_dest, " m4a1\n" ); ClientPrint( this, msg_dest, " aug\n" ); ClientPrint( this, msg_dest, " sg550\n" ); ClientPrint( this, msg_dest, " glock\n" ); ClientPrint( this, msg_dest, " usp\n" ); ClientPrint( this, msg_dest, " p228\n" ); ClientPrint( this, msg_dest, " deagle\n" ); ClientPrint( this, msg_dest, " elite\n" ); ClientPrint( this, msg_dest, " fiveseven\n" ); ClientPrint( this, msg_dest, " m3\n" ); ClientPrint( this, msg_dest, " xm1014\n" ); ClientPrint( this, msg_dest, " mac10\n" ); ClientPrint( this, msg_dest, " tmp\n" ); ClientPrint( this, msg_dest, " mp5navy\n" ); ClientPrint( this, msg_dest, " ump45\n" ); ClientPrint( this, msg_dest, " p90\n" ); ClientPrint( this, msg_dest, " m249\n" ); }
return true; } else if ( FStrEq( pcmd, "buyammo1" ) ) { AttemptToBuyAmmoSingle(0); return true; } else if ( FStrEq( pcmd, "buyammo2" ) ) { AttemptToBuyAmmoSingle(1); return true; } else if ( FStrEq( pcmd, "nightvision" ) ) { if ( ShouldRunRateLimitedCommand( args ) ) { if( m_bHasNightVision ) { if( m_bNightVisionOn ) { CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Player.NightVisionOff" ); } else { CPASAttenuationFilter filter( this ); EmitSound( filter, entindex(), "Player.NightVisionOn" ); }
m_bNightVisionOn = !m_bNightVisionOn; } } return true; } else if ( FStrEq( pcmd, "menuselect" ) ) { return true; } else if ( HandleRadioAliasCommands( this, pcmd ) ) { return true; } else if ( FStrEq( pcmd, "listplayers" ) ) { ListPlayers(); return true; }
else if ( FStrEq( pcmd, "ignorerad" ) ) { m_bIgnoreRadio = !m_bIgnoreRadio; if ( m_bIgnoreRadio ) { ClientPrint( this, HUD_PRINTTALK, "#Ignore_Radio" ); } else { ClientPrint( this, HUD_PRINTTALK, "#Accept_Radio" ); } return true; } else if ( FStrEq( pcmd, "become_vip" ) ) { //MIKETODO: VIP mode
/*
if ( ( CSGameRules()->m_iMapHasVIPSafetyZone == 1 ) && ( m_iTeam == TEAM_CT ) ) { mp->AddToVIPQueue( this ); } */ return true; }
return BaseClass::ClientCommand( args ); }
// returns true if the selection has been handled and the player's menu
// can be closed...false if the menu should be displayed again
bool CCSPlayer::HandleCommand_JoinTeam( int team ) { CCSGameRules *mp = CSGameRules();
if ( !GetGlobalTeam( team ) ) { DevWarning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team ); return false; }
// If this player is a VIP, don't allow him to switch teams/appearances unless the following conditions are met :
// a) There is another TEAM_CT player who is in the queue to be a VIP
// b) This player is dead
//MIKETODO: handle this when doing VIP mode
/*
if ( m_bIsVIP == true ) { if ( !IsDead() ) { ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Switch_From_VIP" ); MenuReset(); return true; } else if ( mp->IsVIPQueueEmpty() == true ) { ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Switch_From_VIP" ); MenuReset(); return true; } }
//MIKETODO: VIP mode
case 3: if ( ( mp->m_iMapHasVIPSafetyZone == 1 ) && ( m_iTeam == TEAM_CT ) ) { mp->AddToVIPQueue( player ); MenuReset(); return true; } else { return false; } break; */
// If we already died and changed teams once, deny
if( m_bTeamChanged && team != m_iOldTeam && team != TEAM_SPECTATOR ) { ClientPrint( this, HUD_PRINTCENTER, "#Only_1_Team_Change" ); return true; }
// check if we're limited in our team selection
if ( team == TEAM_UNASSIGNED && !IsBot() ) { team = mp->GetHumanTeam(); // returns TEAM_UNASSIGNED if we're unrestricted
}
if ( team == TEAM_UNASSIGNED ) { // Attempt to auto-select a team, may set team to T, CT or SPEC
team = mp->SelectDefaultTeam( !IsBot() );
if ( team == TEAM_UNASSIGNED ) { // still team unassigned, try to kick a bot if possible
// kick a bot to allow human to join
if (cv_bot_auto_vacate.GetBool() && !IsBot()) { team = (random->RandomInt( 0, 1 ) == 0) ? TEAM_TERRORIST : TEAM_CT; if (UTIL_KickBotFromTeam( team ) == false) { // no bots on that team, try the other
team = (team == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT; if (UTIL_KickBotFromTeam( team ) == false) { // couldn't kick any bots, fail
team = TEAM_UNASSIGNED; } } }
if (team == TEAM_UNASSIGNED) { ClientPrint( this, HUD_PRINTCENTER, "#All_Teams_Full" ); ShowViewPortPanel( PANEL_TEAM ); return false; } } }
if ( team == GetTeamNumber() ) { // Let people change class (skin) by re-joining the same team
if ( GetTeamNumber() == TEAM_TERRORIST && TerroristPlayerModels.Count() > 1 ) { ShowViewPortPanel( PANEL_CLASS_TER ); } else if ( GetTeamNumber() == TEAM_CT && CTPlayerModels.Count() > 1 ) { ShowViewPortPanel( PANEL_CLASS_CT ); } return true; // we wouldn't change the team
}
if ( mp->TeamFull( team ) ) { // attempt to kick a bot to make room for this player
bool madeRoom = false; if (cv_bot_auto_vacate.GetBool() && !IsBot()) { if (UTIL_KickBotFromTeam( team )) madeRoom = true; }
if (!madeRoom) { if ( team == TEAM_TERRORIST ) { ClientPrint( this, HUD_PRINTCENTER, "#Terrorists_Full" ); } else if ( team == TEAM_CT ) { ClientPrint( this, HUD_PRINTCENTER, "#CTs_Full" ); }
ShowViewPortPanel( PANEL_TEAM ); return false; } }
// check if humans are restricted to a single team (Tour of Duty, etc)
if ( !IsBot() && team != TEAM_SPECTATOR) { int humanTeam = mp->GetHumanTeam(); if ( humanTeam != TEAM_UNASSIGNED && humanTeam != team ) { if ( humanTeam == TEAM_TERRORIST ) { ClientPrint( this, HUD_PRINTCENTER, "#Humans_Join_Team_T" ); } else if ( humanTeam == TEAM_CT ) { ClientPrint( this, HUD_PRINTCENTER, "#Humans_Join_Team_CT" ); }
ShowViewPortPanel( PANEL_TEAM ); return false; } }
if ( team == TEAM_SPECTATOR ) { // Prevent this is the cvar is set
if ( !mp_allowspectators.GetInt() && !IsHLTV() ) { ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" ); return false; }
if ( GetTeamNumber() != TEAM_UNASSIGNED && State_Get() == STATE_ACTIVE ) { m_fNextSuicideTime = gpGlobals->curtime; // allow the suicide to work
CommitSuicide();
// add 1 to frags to balance out the 1 subtracted for killing yourself
IncrementFragCount( 1 ); }
ChangeTeam( TEAM_SPECTATOR ); m_iClass = (int)CS_CLASS_NONE;
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) ) { m_iDisplayHistoryBits |= DHF_SPEC_DUCK; HintMessage( "#Spec_Duck", true, true ); }
// do we have fadetoblack on? (need to fade their screen back in)
if ( mp_fadetoblack.GetBool() ) { color32_s clr = { 0,0,0,255 }; UTIL_ScreenFade( this, clr, 0, 0, FFADE_IN | FFADE_PURGE ); }
return true; }
// If the code gets this far, the team is not TEAM_UNASSIGNED
if (mp->TeamStacked( team, GetTeamNumber() ))//players are allowed to change to their own team so they can just change their model
{ // attempt to kick a bot to make room for this player
bool madeRoom = false; if (cv_bot_auto_vacate.GetBool() && !IsBot()) { if (UTIL_KickBotFromTeam( team )) madeRoom = true; }
if (!madeRoom) { // The specified team is full
ClientPrint( this, HUD_PRINTCENTER, ( team == TEAM_TERRORIST ) ? "#Too_Many_Terrorists" : "#Too_Many_CTs" );
ShowViewPortPanel( PANEL_TEAM ); return false; } }
// Show the appropriate Choose Appearance menu
// This must come before ClientKill() for CheckWinConditions() to function properly
// Switch their actual team...
ChangeTeam( team );
return true; }
bool CCSPlayer::HandleCommand_JoinClass( int iClass ) { if( iClass == CS_CLASS_NONE ) { // User choosed random class
switch ( GetTeamNumber() ) { case TEAM_TERRORIST : iClass = RandomInt(FIRST_T_CLASS, LAST_T_CLASS); break;
case TEAM_CT : iClass = RandomInt(FIRST_CT_CLASS, LAST_CT_CLASS); break;
default : iClass = CS_CLASS_NONE; break; } }
// clamp to valid classes
switch ( GetTeamNumber() ) { case TEAM_TERRORIST: iClass = clamp( iClass, FIRST_T_CLASS, LAST_T_CLASS ); break; case TEAM_CT: iClass = clamp( iClass, FIRST_CT_CLASS, LAST_CT_CLASS ); break; default: iClass = CS_CLASS_NONE; }
// Reset the player's state
if ( State_Get() == STATE_ACTIVE ) { CSGameRules()->CheckWinConditions(); }
if ( !IsBot() && State_Get() == STATE_ACTIVE ) // Bots are responsible about only switching classes when they join.
{ // Kill player if switching classes while alive.
// This mimics goldsrc CS 1.6, and prevents a player from hiding, and switching classes to
// make the opposing team think there are more enemies than there really are.
CommitSuicide(); }
m_iClass = iClass;
if (State_Get() == STATE_PICKINGCLASS) { // SetModelFromClass();
GetIntoGame(); }
return true; }
/*
void CheckStartMoney( void ) { if ( mp_startmoney.GetInt() > 16000 ) { mp_startmoney.SetInt( 16000 ); } else if ( mp_startmoney.GetInt() < 800 ) { mp_startmoney.SetInt( 800 ); } } */
void CCSPlayer::GetIntoGame() { // Set their model and if they're allowed to spawn right now, put them into the world.
//SetPlayerModel( iClass );
SetFOV( this, 0 ); m_flLastMovement = gpGlobals->curtime;
CCSGameRules *MPRules = CSGameRules();
/* //MIKETODO: Escape gameplay ?
if ( ( MPRules->m_bMapHasEscapeZone == true ) && ( m_iTeam == TEAM_CT ) ) { m_iAccount = 0;
CheckStartMoney(); AddAccount( (int)startmoney.value, true ); } */
//****************New Code by SupraFiend************
if ( !MPRules->FPlayerCanRespawn( this ) ) { // This player is joining in the middle of a round or is an observer. Put them directly into observer mode.
//pev->deadflag = DEAD_RESPAWNABLE;
//pev->classname = MAKE_STRING("player");
//pev->flags &= ( FL_PROXY | FL_FAKECLIENT ); // clear flags, but keep proxy and bot flags that might already be set
//pev->flags |= FL_CLIENT | FL_SPECTATOR;
//SetThink(PlayerDeathThink);
if ( !(m_iDisplayHistoryBits & DHF_SPEC_DUCK) ) { m_iDisplayHistoryBits |= DHF_SPEC_DUCK; HintMessage( "#Spec_Duck", true, true ); }
State_Transition( STATE_OBSERVER_MODE );
m_wasNotKilledNaturally = true;
MPRules->CheckWinConditions(); } else// else spawn them right in
{ State_Transition( STATE_ACTIVE );
Spawn();
MPRules->CheckWinConditions();
//=============================================================================
// HPE_BEGIN:
// [menglish] Have the rules update anything related to a player spawning in late
//=============================================================================
MPRules->SpawningLatePlayer(this);
//=============================================================================
// HPE_END
//=============================================================================
if( MPRules->m_flRestartRoundTime == 0.0f ) { //Bomb target, no bomber and no bomb lying around.
if( MPRules->IsBombDefuseMap() && !MPRules->IsThereABomber() && !MPRules->IsThereABomb() ) MPRules->GiveC4(); //Checks for terrorists.
}
// If a new terrorist is entering the fray, then up the # of potential escapers.
if ( GetTeamNumber() == TEAM_TERRORIST ) MPRules->m_iNumEscapers++;
//=============================================================================
// HPE_BEGIN:
// [menglish] Reset Round Based Achievement Variables
//=============================================================================
ResetRoundBasedAchievementVariables();
//=============================================================================
// HPE_END
//=============================================================================
} }
int CCSPlayer::PlayerClass() const { return m_iClass; }
bool CCSPlayer::SelectSpawnSpot( const char *pEntClassName, CBaseEntity* &pSpot ) { // Find the next spawn spot.
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
if ( pSpot == NULL ) // skip over the null point
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName );
CBaseEntity *pFirstSpot = pSpot; do { if ( pSpot ) { // check if pSpot is valid
if ( g_pGameRules->IsSpawnPointValid( pSpot, this ) ) { if ( pSpot->GetAbsOrigin() == Vector( 0, 0, 0 ) ) { pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName ); continue; }
// if so, go to pSpot
return true; } } // increment pSpot
pSpot = gEntList.FindEntityByClassname( pSpot, pEntClassName ); } while ( pSpot != pFirstSpot ); // loop if we're not back to the start
DevMsg("CCSPlayer::SelectSpawnSpot: couldn't find valid spawn point.\n");
return true; }
CBaseEntity* CCSPlayer::EntSelectSpawnPoint() { CBaseEntity *pSpot;
/* MIKETODO: VIP
// VIP spawn point *************
if ( ( g_pGameRules->IsDeathmatch() ) && ( ((CBasePlayer*)pPlayer)->m_bIsVIP == TRUE) ) { //ALERT (at_console,"Looking for a VIP spawn point\n");
// Randomize the start spot
//for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
pSpot = UTIL_FindEntityByClassname( NULL, "info_vip_start" ); if ( !FNullEnt( pSpot ) ) // skip over the null point
goto ReturnSpot; else goto CTSpawn; }
//
// the counter-terrorist spawns at "info_player_start"
else */
pSpot = NULL; if ( CSGameRules()->IsLogoMap() ) { // This is a logo map. Don't allow movement or logos or menus.
SelectSpawnSpot( "info_player_logo", pSpot ); LockPlayerInPlace(); goto ReturnSpot; } else { if ( GetTeamNumber() == TEAM_CT ) { pSpot = g_pLastCTSpawn; if ( SelectSpawnSpot( "info_player_counterterrorist", pSpot )) {
g_pLastCTSpawn = pSpot; goto ReturnSpot; } }
/*********************************************************/ // The terrorist spawn points
else if ( GetTeamNumber() == TEAM_TERRORIST ) { pSpot = g_pLastTerroristSpawn;
if ( SelectSpawnSpot( "info_player_terrorist", pSpot ) ) { g_pLastTerroristSpawn = pSpot; goto ReturnSpot; } } }
// If startspot is set, (re)spawn there.
if ( !gpGlobals->startspot || !strlen(STRING(gpGlobals->startspot))) { pSpot = gEntList.FindEntityByClassname(NULL, "info_player_terrorist"); if ( pSpot ) goto ReturnSpot; } else { pSpot = gEntList.FindEntityByTarget( NULL, STRING(gpGlobals->startspot) ); if ( pSpot ) goto ReturnSpot; }
ReturnSpot: if ( !pSpot ) { if( CSGameRules()->IsLogoMap() ) Warning( "PutClientInServer: no info_player_logo on level\n" ); else Warning( "PutClientInServer: no info_player_start on level\n" );
return CBaseEntity::Instance( INDEXENT(0) ); }
return pSpot; }
void CCSPlayer::SetProgressBarTime( int barTime ) { m_iProgressBarDuration = barTime; m_flProgressBarStartTime = this->m_flSimulationTime; }
void CCSPlayer::PlayerDeathThink() { }
void CCSPlayer::State_Transition( CSPlayerState newState ) { State_Leave(); State_Enter( newState ); }
void CCSPlayer::State_Enter( CSPlayerState newState ) { m_iPlayerState = newState; m_pCurStateInfo = State_LookupInfo( newState );
if ( cs_ShowStateTransitions.GetInt() == -1 || cs_ShowStateTransitions.GetInt() == entindex() ) { if ( m_pCurStateInfo ) Msg( "ShowStateTransitions: entering '%s'\n", m_pCurStateInfo->m_pStateName ); else Msg( "ShowStateTransitions: entering #%d\n", newState ); }
// Initialize the new state.
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState ) (this->*m_pCurStateInfo->pfnEnterState)(); }
void CCSPlayer::State_Leave() { if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState ) { (this->*m_pCurStateInfo->pfnLeaveState)(); } }
void CCSPlayer::State_PreThink() { if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink ) { (this->*m_pCurStateInfo->pfnPreThink)(); } }
CCSPlayerStateInfo* CCSPlayer::State_LookupInfo( CSPlayerState state ) { // This table MUST match the
static CCSPlayerStateInfo playerStateInfos[] = { { STATE_ACTIVE, "STATE_ACTIVE", &CCSPlayer::State_Enter_ACTIVE, NULL, &CCSPlayer::State_PreThink_ACTIVE }, { STATE_WELCOME, "STATE_WELCOME", &CCSPlayer::State_Enter_WELCOME, NULL, &CCSPlayer::State_PreThink_WELCOME }, { STATE_PICKINGTEAM, "STATE_PICKINGTEAM", &CCSPlayer::State_Enter_PICKINGTEAM, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE }, { STATE_PICKINGCLASS, "STATE_PICKINGCLASS", &CCSPlayer::State_Enter_PICKINGCLASS, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE }, { STATE_DEATH_ANIM, "STATE_DEATH_ANIM", &CCSPlayer::State_Enter_DEATH_ANIM, NULL, &CCSPlayer::State_PreThink_DEATH_ANIM }, { STATE_DEATH_WAIT_FOR_KEY, "STATE_DEATH_WAIT_FOR_KEY", &CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY, NULL, &CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY }, { STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CCSPlayer::State_Enter_OBSERVER_MODE, NULL, &CCSPlayer::State_PreThink_OBSERVER_MODE } };
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ ) { if ( playerStateInfos[i].m_iPlayerState == state ) return &playerStateInfos[i]; }
return NULL; }
void CCSPlayer::PhysObjectSleep() { IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj ) pObj->Sleep(); }
void CCSPlayer::PhysObjectWake() { IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj ) pObj->Wake(); }
void CCSPlayer::State_Enter_WELCOME() { StartObserverMode( OBS_MODE_ROAMING );
// Important to set MOVETYPE_NONE or our physics object will fall while we're sitting at one of the intro cameras.
SetMoveType( MOVETYPE_NONE ); AddSolidFlags( FSOLID_NOT_SOLID );
PhysObjectSleep();
const ConVar *hostname = cvar->FindVar( "hostname" ); const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
// Show info panel (if it's not a simple demo map).
if ( !CSGameRules()->IsLogoMap() ) { if ( CommandLine()->FindParm( "-makereslists" ) ) // don't show the MOTD when making reslists
{ engine->ClientCommand( edict(), "jointeam 3\n" ); } else { KeyValues *data = new KeyValues("data"); data->SetString( "title", title ); // info panel title
data->SetString( "type", "1" ); // show userdata from stringtable entry
data->SetString( "msg", "motd" ); // use this stringtable entry
data->SetInt( "cmd", TEXTWINDOW_CMD_JOINGAME ); // exec this command if panel closed
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
ShowViewPortPanel( PANEL_INFO, true, data );
data->deleteThis(); } } }
void CCSPlayer::State_PreThink_WELCOME() { // Verify some state.
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) ); Assert( GetAbsVelocity().Length() == 0 );
// Update whatever intro camera it's at.
if( m_pIntroCamera && (gpGlobals->curtime >= m_fIntroCamTime) ) { MoveToNextIntroCamera(); } }
void CCSPlayer::State_Enter_PICKINGTEAM() { ShowViewPortPanel( "team" ); // show the team menu
}
void CCSPlayer::State_Enter_DEATH_ANIM() { if ( HasWeapons() ) { // we drop the guns here because weapons that have an area effect and can kill their user
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
// player class sometimes is freed. It's safer to manipulate the weapons once we know
// we aren't calling into any of their code anymore through the player pointer.
PackDeadPlayerItems(); }
// Used for a timer.
m_flDeathTime = gpGlobals->curtime;
m_bAbortFreezeCam = false;
StartObserverMode( OBS_MODE_DEATHCAM ); // go to observer mode
RemoveEffects( EF_NODRAW ); // still draw player body
if ( mp_fadetoblack.GetBool() ) { color32_s clr = {0,0,0,255}; UTIL_ScreenFade( this, clr, 3, 3, FFADE_OUT | FFADE_STAYOUT ); //Don't perform any freezecam stuff if we are fading to black
State_Transition( STATE_DEATH_WAIT_FOR_KEY ); } }
//=============================================================================
// HPE_BEGIN:
// [menglish, pfreese] Added freeze cam logic
//=============================================================================
void CCSPlayer::State_PreThink_DEATH_ANIM() { // If the anim is done playing, go to the next state (waiting for a keypress to
// either respawn the guy or put him into observer mode).
if ( GetFlags() & FL_ONGROUND ) { float flForward = GetAbsVelocity().Length() - 20; if (flForward <= 0) { SetAbsVelocity( vec3_origin ); } else { Vector vAbsVel = GetAbsVelocity(); VectorNormalize( vAbsVel ); vAbsVel *= flForward; SetAbsVelocity( vAbsVel ); } }
float fDeathEnd = m_flDeathTime + CS_DEATH_ANIMATION_TIME; float fFreezeEnd = fDeathEnd + spec_freeze_traveltime.GetFloat() + spec_freeze_time.GetFloat();
// transition to Freezecam mode once the death animation is complete
if ( gpGlobals->curtime >= fDeathEnd ) { if ( GetObserverTarget() && GetObserverTarget() != this && !m_bAbortFreezeCam && gpGlobals->curtime < fFreezeEnd && GetObserverMode() != OBS_MODE_FREEZECAM) { StartObserverMode( OBS_MODE_FREEZECAM ); } else if(GetObserverMode() == OBS_MODE_FREEZECAM) { if ( m_bAbortFreezeCam && !mp_fadetoblack.GetBool() ) { State_Transition( STATE_OBSERVER_MODE ); } } }
// Don't transfer to observer state until the freeze cam is done
if ( gpGlobals->curtime < fFreezeEnd ) return;
State_Transition( STATE_OBSERVER_MODE ); } //=============================================================================
// HPE_END
//=============================================================================
void CCSPlayer::State_Enter_DEATH_WAIT_FOR_KEY() { // Remember when we died, so we can automatically put them into observer mode
// if they don't hit a key soon enough.
m_lifeState = LIFE_DEAD;
StopAnimation();
// Don't do this. The ragdoll system expects to be able to read from this player on
// the next update and will read it at the new origin if this is set.
// Since it is more complicated to redesign the ragdoll system to not need that data
// it is easier to cause a less obvious bug than popping ragdolls
//AddEffects( EF_NOINTERP );
}
void CCSPlayer::State_PreThink_DEATH_WAIT_FOR_KEY() { // once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) ) SetMoveType( MOVETYPE_NONE );
// if the player has been dead for one second longer than allowed by forcerespawn,
// forcerespawn isn't on. Send the player off to an intermission camera until they
// choose to respawn.
bool fAnyButtonDown = (m_nButtons & ~IN_SCORE) != 0; if ( mp_fadetoblack.GetBool() ) fAnyButtonDown = false;
// after a certain amount of time switch to observer mode even if they don't press a key.
if (gpGlobals->curtime >= (m_flDeathTime + DEATH_ANIMATION_TIME + 3.0)) { fAnyButtonDown = true; }
if ( fAnyButtonDown ) { if ( GetObserverTarget() ) { StartReplayMode( 8, 8, GetObserverTarget()->entindex() ); }
State_Transition( STATE_OBSERVER_MODE ); } }
void CCSPlayer::State_Enter_OBSERVER_MODE() { // do we have fadetoblack on? (need to fade their screen back in)
if ( mp_fadetoblack.GetBool() && mp_forcecamera.GetInt() != OBS_ALLOW_NONE) { color32_s clr = { 0,0,0,255 }; UTIL_ScreenFade( this, clr, 0, 0, FFADE_IN | FFADE_PURGE ); }
int observerMode = m_iObserverLastMode; if ( IsNetClient() ) { const char *pIdealMode = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_spec_mode" ); if ( pIdealMode ) { int nIdealMode = atoi( pIdealMode );
if ( nIdealMode < OBS_MODE_IN_EYE ) { nIdealMode = OBS_MODE_IN_EYE; } else if ( nIdealMode > OBS_MODE_ROAMING ) { nIdealMode = OBS_MODE_ROAMING; }
observerMode = nIdealMode; } }
StartObserverMode( observerMode );
PhysObjectSleep(); }
void CCSPlayer::State_PreThink_OBSERVER_MODE() { // Make sure nobody has changed any of our state.
// Assert( GetMoveType() == MOVETYPE_FLY );
Assert( m_takedamage == DAMAGE_NO ); Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) ); // Assert( IsEffectActive( EF_NODRAW ) );
// Must be dead.
Assert( m_lifeState == LIFE_DEAD ); Assert( pl.deadflag ); }
void CCSPlayer::State_Enter_PICKINGCLASS() { if ( CommandLine()->FindParm( "-makereslists" ) ) // don't show the menu when making reslists
{ engine->ClientCommand( edict(), "joinclass 0\n" ); return; }
// go to spec mode, if dying keep deathcam
if ( GetObserverMode() == OBS_MODE_DEATHCAM ) { StartObserverMode( OBS_MODE_DEATHCAM ); } else { StartObserverMode( OBS_MODE_FIXED ); }
m_iClass = (int)CS_CLASS_NONE;
PhysObjectSleep();
// show the class menu:
if ( GetTeamNumber() == TEAM_TERRORIST && TerroristPlayerModels.Count() > 1 ) { ShowViewPortPanel( PANEL_CLASS_TER ); } else if ( GetTeamNumber() == TEAM_CT && CTPlayerModels.Count() > 1 ) { ShowViewPortPanel( PANEL_CLASS_CT ); } else { HandleCommand_JoinClass( 0 ); } }
void CCSPlayer::State_Enter_ACTIVE() { SetMoveType( MOVETYPE_WALK ); RemoveSolidFlags( FSOLID_NOT_SOLID ); m_Local.m_iHideHUD = 0; PhysObjectWake(); }
void CCSPlayer::State_PreThink_ACTIVE() { // We only allow noclip here only because noclip is useful for debugging.
// It would be nice if the noclip command set some flag so we could tell that they
// did it intentionally.
if ( IsEFlagSet( EFL_NOCLIP_ACTIVE ) ) { // Assert( GetMoveType() == MOVETYPE_NOCLIP );
} else { // Assert( GetMoveType() == MOVETYPE_WALK );
}
Assert( !IsSolidFlagSet( FSOLID_NOT_SOLID ) ); }
void CCSPlayer::Weapon_Equip( CBaseCombatWeapon *pWeapon ) { CWeaponCSBase *pCSWeapon = dynamic_cast< CWeaponCSBase* >( pWeapon ); if ( pCSWeapon ) { // For rifles, pistols, or the knife, drop our old weapon in this slot.
if ( pCSWeapon->GetSlot() == WEAPON_SLOT_RIFLE || pCSWeapon->GetSlot() == WEAPON_SLOT_PISTOL || pCSWeapon->GetSlot() == WEAPON_SLOT_KNIFE ) { CBaseCombatWeapon *pDropWeapon = Weapon_GetSlot( pCSWeapon->GetSlot() ); if ( pDropWeapon ) { CSWeaponDrop( pDropWeapon, false, true ); } } else if( pCSWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_GRENADE ) { //if we already have this weapon, just add the ammo and destroy it
if( Weapon_OwnsThisType( pCSWeapon->GetClassname() ) ) { Weapon_EquipAmmoOnly( pWeapon ); UTIL_Remove( pCSWeapon ); return; } }
pCSWeapon->SetSolidFlags( FSOLID_NOT_SOLID ); pCSWeapon->SetOwnerEntity( this ); }
BaseClass::Weapon_Equip( pWeapon ); }
bool CCSPlayer::Weapon_CanUse( CBaseCombatWeapon *pBaseWeapon ) { CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
if ( pWeapon ) { // Don't give weapon_c4 to non-terrorists
if( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_C4 && GetTeamNumber() != TEAM_TERRORIST ) { return false; } }
return true; }
bool CCSPlayer::BumpWeapon( CBaseCombatWeapon *pBaseWeapon ) { CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon ); if ( !pWeapon ) { Assert( !pWeapon ); pBaseWeapon->AddSolidFlags( FSOLID_NOT_SOLID ); pBaseWeapon->AddEffects( EF_NODRAW ); Weapon_Equip( pBaseWeapon ); return true; }
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
// Can I have this weapon type?
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) ) { extern int gEvilImpulse101; if ( gEvilImpulse101 ) { UTIL_Remove( pWeapon ); } return false; }
// Even if we already have a grenade in this slot, we can pickup another one if we don't already
// own this type of grenade.
bool bPickupGrenade = ( pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_GRENADE );
/*
// ----------------------------------------
// If I already have it just take the ammo
// ----------------------------------------
if ( !bPickupGrenade && Weapon_SlotOccupied( pWeapon ) ) { Weapon_EquipAmmoOnly( pWeapon ); // Only remove me if I have no ammo left
// Can't just check HasAnyAmmo because if I don't use clips, I want to be removed,
if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() ) return false;
UTIL_Remove( pWeapon ); return false; } */
if ( HasShield() && pWeapon->GetCSWpnData().m_bCanUseWithShield == false ) return false;
// Check ammo counts for grenades, and don't try to pick up more grenades than we can carry
if ( bPickupGrenade ) { CBaseCombatWeapon *pOwnedGrenade = Weapon_OwnsThisType( pWeapon->GetClassname() );
if( pOwnedGrenade ) { int numGrenades = 0; int maxGrenades = 0;
int ammoIndex = pOwnedGrenade->GetPrimaryAmmoType(); if( ammoIndex != -1 ) { numGrenades = GetAmmoCount( ammoIndex ); } maxGrenades = GetAmmoDef()->MaxCarry(ammoIndex);
if( numGrenades >= maxGrenades ) { return false; } } }
if( bPickupGrenade || !Weapon_SlotOccupied( pWeapon ) ) { pWeapon->CheckRespawn();
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID ); pWeapon->AddEffects( EF_NODRAW );
CCSPlayer* pDonor = pWeapon->GetDonor(); if ( pDonor && pDonor != this && pWeapon->GetCSWpnData().GetWeaponPrice() > m_iAccount ) { CCS_GameStats.Event_PlayerDonatedWeapon( pDonor ); } pWeapon->SetDonor(NULL);
Weapon_Equip( pWeapon );
int iExtraAmmo = pWeapon->GetExtraAmmoCount();
if( iExtraAmmo && !bPickupGrenade ) { //Find out the index of the ammo
int iAmmoIndex = pWeapon->GetPrimaryAmmoType();
if( iAmmoIndex != -1 ) { //Remove the extra ammo from the weapon
pWeapon->SetExtraAmmoCount(0);
//Give it to the player
SetAmmoCount( iExtraAmmo, iAmmoIndex ); } }
IGameEvent * event = gameeventmanager->CreateEvent( "item_pickup" ); if( event ) { const char *weaponName = pWeapon->GetClassname(); if ( strncmp( weaponName, "weapon_", 7 ) == 0 ) { weaponName += 7; } event->SetInt( "userid", GetUserID() ); event->SetString( "item", weaponName ); gameeventmanager->FireEvent( event ); }
return true; }
return false; }
void CCSPlayer::ResetStamina( void ) { m_flStamina = 0.0f; }
void CCSPlayer::RescueZoneTouch( inputdata_t &inputdata ) { m_bInHostageRescueZone = true; if ( GetTeamNumber() == TEAM_CT && !(m_iDisplayHistoryBits & DHF_IN_RESCUE_ZONE) ) { HintMessage( "#Hint_hostage_rescue_zone", false ); m_iDisplayHistoryBits |= DHF_IN_RESCUE_ZONE; } }
//------------------------------------------------------------------------------------------
CON_COMMAND( timeleft, "prints the time remaining in the match" ) { CCSPlayer *pPlayer = ToCSPlayer( UTIL_GetCommandClient() ); if ( pPlayer && pPlayer->m_iNextTimeCheck >= gpGlobals->curtime ) { return; // rate limiting
}
int iTimeRemaining = (int)CSGameRules()->GetMapRemainingTime();
if ( iTimeRemaining < 0 ) { if ( pPlayer ) { ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_no_timelimit" ); } else { Msg( "* No Time Limit *\n" ); } } else if ( iTimeRemaining == 0 ) { if ( pPlayer ) { ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_last_round" ); } else { Msg( "* Last Round *\n" ); } } else { int iMinutes, iSeconds; iMinutes = iTimeRemaining / 60; iSeconds = iTimeRemaining % 60;
char minutes[8]; char seconds[8];
Q_snprintf( minutes, sizeof(minutes), "%d", iMinutes ); Q_snprintf( seconds, sizeof(seconds), "%2.2d", iSeconds );
if ( pPlayer ) { ClientPrint( pPlayer, HUD_PRINTTALK, "#Game_timelimit", minutes, seconds ); } else { Msg( "Time Remaining: %s:%s\n", minutes, seconds ); } }
if ( pPlayer ) { pPlayer->m_iNextTimeCheck = gpGlobals->curtime + 1; } }
//------------------------------------------------------------------------------------------
/**
* Emit given sound that only we can hear */ void CCSPlayer::EmitPrivateSound( const char *soundName ) { CSoundParameters params; if (!GetParametersForSound( soundName, params, NULL )) return;
CSingleUserRecipientFilter filter( this ); EmitSound( filter, entindex(), soundName ); }
//=====================
//Autobuy
//=====================
static void AutoBuy( void ) { CCSPlayer *player = ToCSPlayer( UTIL_GetCommandClient() );
if ( player ) player->AutoBuy(); } static ConCommand autobuy( "autobuy", AutoBuy, "Attempt to purchase items with the order listed in cl_autobuy" );
//==============================================
//AutoBuy - do the work of deciding what to buy
//==============================================
void CCSPlayer::AutoBuy() { if ( !IsInBuyZone() ) { EmitPrivateSound( "BuyPreset.CantBuy" ); return; }
const char *autobuyString = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_autobuy" ); if ( !autobuyString || !*autobuyString ) { EmitPrivateSound( "BuyPreset.AlreadyBought" ); return; }
bool boughtPrimary = false, boughtSecondary = false;
m_bIsInAutoBuy = true; ParseAutoBuyString(autobuyString, boughtPrimary, boughtSecondary); m_bIsInAutoBuy = false;
m_bAutoReload = true;
//TODO ?: stripped out all the attempts to buy career weapons.
// as we're not porting cs:cz, these were skipped
}
void CCSPlayer::ParseAutoBuyString(const char *string, bool &boughtPrimary, bool &boughtSecondary) { char command[32]; int nBuffSize = sizeof(command) - 1; // -1 to leave space for the NULL at the end of the string
const char *c = string;
if (c == NULL) { EmitPrivateSound( "BuyPreset.AlreadyBought" ); return; }
BuyResult_e overallResult = BUY_ALREADY_HAVE;
// loop through the string of commands, trying each one in turn.
while (*c != 0) { int i = 0; // copy the next word into the command buffer.
while ((*c != 0) && (*c != ' ') && (i < nBuffSize)) { command[i] = *(c); ++c; ++i; } if (*c == ' ') { ++c; // skip the space.
}
command[i] = 0; // terminate the string.
// clear out any spaces.
i = 0; while (command[i] != 0) { if (command[i] == ' ') { command[i] = 0; break; } ++i; }
// make sure we actually have a command.
if (strlen(command) == 0) { continue; }
AutoBuyInfoStruct * commandInfo = GetAutoBuyCommandInfo(command);
if (ShouldExecuteAutoBuyCommand(commandInfo, boughtPrimary, boughtSecondary)) { BuyResult_e result = HandleCommand_Buy( command );
overallResult = CombineBuyResults( overallResult, result );
// check to see if we actually bought a primary or secondary weapon this time.
PostAutoBuyCommandProcessing(commandInfo, boughtPrimary, boughtSecondary); } }
if ( overallResult == BUY_CANT_AFFORD ) { EmitPrivateSound( "BuyPreset.CantBuy" ); } else if ( overallResult == BUY_ALREADY_HAVE ) { EmitPrivateSound( "BuyPreset.AlreadyBought" ); } else if ( overallResult == BUY_BOUGHT ) { g_iAutoBuyPurchases++; } }
BuyResult_e CCSPlayer::CombineBuyResults( BuyResult_e prevResult, BuyResult_e newResult ) { if ( newResult == BUY_BOUGHT ) { prevResult = BUY_BOUGHT; } else if ( prevResult != BUY_BOUGHT && (newResult == BUY_CANT_AFFORD || newResult == BUY_INVALID_ITEM || newResult == BUY_PLAYER_CANT_BUY ) ) { prevResult = BUY_CANT_AFFORD; }
return prevResult; }
//==============================================
//PostAutoBuyCommandProcessing
//==============================================
void CCSPlayer::PostAutoBuyCommandProcessing(const AutoBuyInfoStruct *commandInfo, bool &boughtPrimary, bool &boughtSecondary) { if (commandInfo == NULL) { return; }
CBaseCombatWeapon *pPrimary = Weapon_GetSlot( WEAPON_SLOT_RIFLE ); CBaseCombatWeapon *pSecondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if ((pPrimary != NULL) && (stricmp(pPrimary->GetClassname(), commandInfo->m_classname) == 0)) { // I just bought the gun I was trying to buy.
boughtPrimary = true; } else if ((pPrimary == NULL) && ((commandInfo->m_class & AUTOBUYCLASS_SHIELD) == AUTOBUYCLASS_SHIELD) && HasShield()) { // the shield is a primary weapon even though it isn't a "real" weapon.
boughtPrimary = true; } else if ((pSecondary != NULL) && (stricmp(pSecondary->GetClassname(), commandInfo->m_classname) == 0)) { // I just bought the pistol I was trying to buy.
boughtSecondary = true; } }
bool CCSPlayer::ShouldExecuteAutoBuyCommand(const AutoBuyInfoStruct *commandInfo, bool boughtPrimary, bool boughtSecondary) { if (commandInfo == NULL) { return false; }
if ((boughtPrimary) && ((commandInfo->m_class & AUTOBUYCLASS_PRIMARY) != 0) && ((commandInfo->m_class & AUTOBUYCLASS_AMMO) == 0)) { // this is a primary weapon and we already have one.
return false; }
if ((boughtSecondary) && ((commandInfo->m_class & AUTOBUYCLASS_SECONDARY) != 0) && ((commandInfo->m_class & AUTOBUYCLASS_AMMO) == 0)) { // this is a secondary weapon and we already have one.
return false; }
if( commandInfo->m_class & AUTOBUYCLASS_ARMOR && ArmorValue() >= 100 ) { return false; }
return true; }
AutoBuyInfoStruct *CCSPlayer::GetAutoBuyCommandInfo(const char *command) { int i = 0; AutoBuyInfoStruct *ret = NULL; AutoBuyInfoStruct *temp = &(g_autoBuyInfo[i]);
// loop through all the commands till we find the one that matches.
while ((ret == NULL) && (temp->m_class != (AutoBuyClassType)0)) { temp = &(g_autoBuyInfo[i]); ++i;
if (stricmp(temp->m_command, command) == 0) { ret = temp; } }
return ret; }
//==============================================
//PostAutoBuyCommandProcessing
//- reorders the tokens in autobuyString based on the order of tokens in the priorityString.
//==============================================
void CCSPlayer::PrioritizeAutoBuyString(char *autobuyString, const char *priorityString) { char newString[256]; int newStringPos = 0; char priorityToken[32];
if ((priorityString == NULL) || (autobuyString == NULL)) { return; }
const char *priorityChar = priorityString;
while (*priorityChar != 0) { int i = 0;
// get the next token from the priority string.
while ((*priorityChar != 0) && (*priorityChar != ' ')) { priorityToken[i] = *priorityChar; ++i; ++priorityChar; } priorityToken[i] = 0;
// skip spaces
while (*priorityChar == ' ') { ++priorityChar; }
if (strlen(priorityToken) == 0) { continue; }
// see if the priority token is in the autobuy string.
// if it is, copy that token to the new string and blank out
// that token in the autobuy string.
char *autoBuyPosition = strstr(autobuyString, priorityToken); if (autoBuyPosition != NULL) { while ((*autoBuyPosition != 0) && (*autoBuyPosition != ' ')) { newString[newStringPos] = *autoBuyPosition; *autoBuyPosition = ' '; ++newStringPos; ++autoBuyPosition; }
newString[newStringPos++] = ' '; } }
// now just copy anything left in the autobuyString to the new string in the order it's in already.
char *autobuyPosition = autobuyString; while (*autobuyPosition != 0) { // skip spaces
while (*autobuyPosition == ' ') { ++autobuyPosition; }
// copy the token over to the new string.
while ((*autobuyPosition != 0) && (*autobuyPosition != ' ')) { newString[newStringPos] = *autobuyPosition; ++newStringPos; ++autobuyPosition; }
// add a space at the end.
newString[newStringPos++] = ' '; }
// terminate the string. Trailing spaces shouldn't matter.
newString[newStringPos] = 0;
Q_snprintf(autobuyString, sizeof(autobuyString), "%s", newString); }
//==============================================================
// ReBuy
// system for attempting to buy the weapons you had last round
//==============================================================
static void Rebuy( void ) { CCSPlayer *player = ToCSPlayer( UTIL_GetCommandClient() );
if ( player ) player->Rebuy(); } static ConCommand rebuy( "rebuy", Rebuy, "Attempt to repurchase items with the order listed in cl_rebuy" );
void CCSPlayer::BuildRebuyStruct() { if (m_bIsInRebuy) { // if we are in the middle of a rebuy, we don't want to update the buy struct.
return; }
CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE ); CBaseCombatWeapon *secondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
// do the primary weapon/ammo stuff.
if (primary == NULL) { // count a shieldgun as a primary.
if (HasShield()) { //m_rebuyStruct.m_primaryWeapon = WEAPON_SHIELDGUN;
Q_strncpy( m_rebuyStruct.m_szPrimaryWeapon, "shield", sizeof(m_rebuyStruct.m_szPrimaryWeapon) ); m_rebuyStruct.m_primaryAmmo = 0; // shields don't have ammo.
} else {
m_rebuyStruct.m_szPrimaryWeapon[0] = 0; // if we don't have a shield and we don't have a primary weapon, we got nuthin.
m_rebuyStruct.m_primaryAmmo = 0; // can't have ammo if we don't have a gun right?
} } else { //strip off the "weapon_"
const char *wpnName = primary->GetClassname();
Q_strncpy( m_rebuyStruct.m_szPrimaryWeapon, wpnName + 7, sizeof(m_rebuyStruct.m_szPrimaryWeapon) );
if( primary->GetPrimaryAmmoType() != -1 ) { m_rebuyStruct.m_primaryAmmo = GetAmmoCount( primary->GetPrimaryAmmoType() ); } }
// do the secondary weapon/ammo stuff.
if (secondary == NULL) { m_rebuyStruct.m_szSecondaryWeapon[0] = 0; m_rebuyStruct.m_secondaryAmmo = 0; // can't have ammo if we don't have a gun right?
} else { const char *wpnName = secondary->GetClassname();
Q_strncpy( m_rebuyStruct.m_szSecondaryWeapon, wpnName + 7, sizeof(m_rebuyStruct.m_szSecondaryWeapon) );
if( secondary->GetPrimaryAmmoType() != -1 ) { m_rebuyStruct.m_secondaryAmmo = GetAmmoCount( secondary->GetPrimaryAmmoType() ); } }
CBaseCombatWeapon *pGrenade;
//MATTTODO: right now you can't buy more than one grenade. make it so you can
//buy more and query the number you have.
// HE Grenade
pGrenade = Weapon_OwnsThisType( "weapon_hegrenade" ); if ( pGrenade && pGrenade->GetPrimaryAmmoType() != -1 ) { m_rebuyStruct.m_heGrenade = GetAmmoCount(pGrenade->GetPrimaryAmmoType()); } else m_rebuyStruct.m_heGrenade = 0;
// flashbang
pGrenade = Weapon_OwnsThisType( "weapon_flashbang" ); if ( pGrenade && pGrenade->GetPrimaryAmmoType() != -1 ) { m_rebuyStruct.m_flashbang = GetAmmoCount(pGrenade->GetPrimaryAmmoType()); } else m_rebuyStruct.m_flashbang = 0;
// smokegrenade
pGrenade = Weapon_OwnsThisType( "weapon_smokegrenade" ); if ( pGrenade /*&& pGrenade->GetPrimaryAmmoType() != -1*/ ) { m_rebuyStruct.m_smokeGrenade = 1; //GetAmmoCount(pGrenade->GetPrimaryAmmoType());
} else m_rebuyStruct.m_smokeGrenade = 0;
// defuser
m_rebuyStruct.m_defuser = HasDefuser();
// night vision
m_rebuyStruct.m_nightVision = m_bHasNightVision.Get(); //cast to avoid strange compiler warning
// check for armor.
m_rebuyStruct.m_armor = ( m_bHasHelmet ? 2 : ( ArmorValue() > 0 ? 1 : 0 ) ); }
void CCSPlayer::Rebuy( void ) { if ( !IsInBuyZone() ) { EmitPrivateSound( "BuyPreset.CantBuy" ); return; }
const char *rebuyString = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_rebuy" ); if ( !rebuyString || !*rebuyString ) { EmitPrivateSound( "BuyPreset.AlreadyBought" ); return; }
m_bIsInRebuy = true; BuyResult_e overallResult = BUY_ALREADY_HAVE;
char token[256]; rebuyString = engine->ParseFile( rebuyString, token, sizeof( token ) );
while (rebuyString != NULL) { BuyResult_e result = BUY_ALREADY_HAVE;
if (!Q_strncmp(token, "PrimaryWeapon", 14)) { result = RebuyPrimaryWeapon(); } else if (!Q_strncmp(token, "PrimaryAmmo", 12)) { result = RebuyPrimaryAmmo(); } else if (!Q_strncmp(token, "SecondaryWeapon", 16)) { result = RebuySecondaryWeapon(); } else if (!Q_strncmp(token, "SecondaryAmmo", 14)) { result = RebuySecondaryAmmo(); } else if (!Q_strncmp(token, "HEGrenade", 10)) { result = RebuyHEGrenade(); } else if (!Q_strncmp(token, "Flashbang", 10)) { result = RebuyFlashbang(); } else if (!Q_strncmp(token, "SmokeGrenade", 13)) { result = RebuySmokeGrenade(); } else if (!Q_strncmp(token, "Defuser", 8)) { result = RebuyDefuser(); } else if (!Q_strncmp(token, "NightVision", 12)) { result = RebuyNightVision(); } else if (!Q_strncmp(token, "Armor", 6)) { result = RebuyArmor(); }
overallResult = CombineBuyResults( overallResult, result );
rebuyString = engine->ParseFile( rebuyString, token, sizeof( token ) ); }
m_bIsInRebuy = false;
// after we're done buying, the user is done with their equipment purchasing experience.
// so we are effectively out of the buy zone.
// if (TheTutor != NULL)
// {
// TheTutor->OnEvent(EVENT_PLAYER_LEFT_BUY_ZONE);
// }
m_bAutoReload = true;
if ( overallResult == BUY_CANT_AFFORD ) { EmitPrivateSound( "BuyPreset.CantBuy" ); } else if ( overallResult == BUY_ALREADY_HAVE ) { EmitPrivateSound( "BuyPreset.AlreadyBought" ); } else if ( overallResult == BUY_BOUGHT ) { g_iReBuyPurchases++; } }
BuyResult_e CCSPlayer::RebuyPrimaryWeapon() { CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE ); if (primary != NULL) { return BUY_ALREADY_HAVE; // don't drop primary weapons via rebuy - if the player picked up a different weapon, he wants to keep it.
}
if( strlen( m_rebuyStruct.m_szPrimaryWeapon ) > 0 ) return HandleCommand_Buy(m_rebuyStruct.m_szPrimaryWeapon);
return BUY_ALREADY_HAVE; }
BuyResult_e CCSPlayer::RebuySecondaryWeapon() { CBaseCombatWeapon *pistol = Weapon_GetSlot( WEAPON_SLOT_PISTOL ); if (pistol != NULL && !m_bUsingDefaultPistol) { return BUY_ALREADY_HAVE; // don't drop pistols via rebuy if we've bought one other than the default pistol
}
if( strlen( m_rebuyStruct.m_szSecondaryWeapon ) > 0 ) return HandleCommand_Buy(m_rebuyStruct.m_szSecondaryWeapon);
return BUY_ALREADY_HAVE; }
BuyResult_e CCSPlayer::RebuyPrimaryAmmo() { CBaseCombatWeapon *primary = Weapon_GetSlot( WEAPON_SLOT_RIFLE );
if (primary == NULL) { return BUY_ALREADY_HAVE; // can't buy ammo when we don't even have a gun.
}
// Ensure that the weapon uses ammo
int nAmmo = primary->GetPrimaryAmmoType(); if ( nAmmo == -1 ) { return BUY_ALREADY_HAVE; }
// if we had more ammo before than we have now, buy more.
if (m_rebuyStruct.m_primaryAmmo > GetAmmoCount( nAmmo )) { return HandleCommand_Buy("primammo"); }
return BUY_ALREADY_HAVE; }
BuyResult_e CCSPlayer::RebuySecondaryAmmo() { CBaseCombatWeapon *secondary = Weapon_GetSlot( WEAPON_SLOT_PISTOL );
if (secondary == NULL) { return BUY_ALREADY_HAVE; // can't buy ammo when we don't even have a gun.
}
// Ensure that the weapon uses ammo
int nAmmo = secondary->GetPrimaryAmmoType(); if ( nAmmo == -1 ) { return BUY_ALREADY_HAVE; }
if (m_rebuyStruct.m_secondaryAmmo > GetAmmoCount( nAmmo )) { return HandleCommand_Buy("secammo"); }
return BUY_ALREADY_HAVE; }
BuyResult_e CCSPlayer::RebuyHEGrenade() { CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_hegrenade" );
int numGrenades = 0;
if( pGrenade ) { int nAmmo = pGrenade->GetPrimaryAmmoType(); if ( nAmmo == -1 ) { return BUY_ALREADY_HAVE; }
numGrenades = GetAmmoCount( nAmmo ); }
BuyResult_e overallResult = BUY_ALREADY_HAVE; int numToBuy = MAX( 0, m_rebuyStruct.m_heGrenade - numGrenades ); for (int i = 0; i < numToBuy; ++i) { BuyResult_e result = HandleCommand_Buy("hegrenade"); overallResult = CombineBuyResults( overallResult, result ); }
return overallResult; }
BuyResult_e CCSPlayer::RebuyFlashbang() { CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_flashbang" );
int numGrenades = 0;
if( pGrenade ) { int nAmmo = pGrenade->GetPrimaryAmmoType(); if ( nAmmo == -1 ) { return BUY_ALREADY_HAVE; } numGrenades = GetAmmoCount( nAmmo );
}
BuyResult_e overallResult = BUY_ALREADY_HAVE; int numToBuy = MAX( 0, m_rebuyStruct.m_flashbang - numGrenades ); for (int i = 0; i < numToBuy; ++i) { BuyResult_e result = HandleCommand_Buy("flashbang"); overallResult = CombineBuyResults( overallResult, result ); }
return overallResult; }
BuyResult_e CCSPlayer::RebuySmokeGrenade() { CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType( "weapon_smokegrenade" );
int numGrenades = 0;
if( pGrenade ) { int nAmmo = pGrenade->GetPrimaryAmmoType(); if ( nAmmo == -1 ) { return BUY_ALREADY_HAVE; }
numGrenades = GetAmmoCount( nAmmo ); }
BuyResult_e overallResult = BUY_ALREADY_HAVE; int numToBuy = MAX( 0, m_rebuyStruct.m_smokeGrenade - numGrenades ); for (int i = 0; i < numToBuy; ++i) { BuyResult_e result = HandleCommand_Buy("smokegrenade"); overallResult = CombineBuyResults( overallResult, result ); }
return overallResult; }
BuyResult_e CCSPlayer::RebuyDefuser() { //If we don't have a defuser, and we want one, buy it!
if( !HasDefuser() && m_rebuyStruct.m_defuser ) { return HandleCommand_Buy("defuser"); }
return BUY_ALREADY_HAVE; }
BuyResult_e CCSPlayer::RebuyNightVision() { //if we don't have night vision and we want one, buy it!
if( !m_bHasNightVision && m_rebuyStruct.m_nightVision ) { return HandleCommand_Buy("nvgs"); }
return BUY_ALREADY_HAVE; }
BuyResult_e CCSPlayer::RebuyArmor() { if (m_rebuyStruct.m_armor > 0 ) { int armor = 0;
if( m_bHasHelmet ) armor = 2; else if( ArmorValue() > 0 ) armor = 1;
if( armor < m_rebuyStruct.m_armor ) { if (m_rebuyStruct.m_armor == 1) { return HandleCommand_Buy("vest"); } else { return HandleCommand_Buy("vesthelm"); } }
}
return BUY_ALREADY_HAVE; }
bool CCSPlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps ) { CWeaponCSBase *pCSWepaon = dynamic_cast<CWeaponCSBase*>(pEntity);
if( pCSWepaon ) { // we can't USE dropped weapons
return true; }
CBaseCSGrenadeProjectile *pGrenade = dynamic_cast<CBaseCSGrenadeProjectile*>(pEntity); if ( pGrenade ) { // we can't USE thrown grenades
}
return BaseClass::IsUseableEntity( pEntity, requiredCaps ); }
CBaseEntity *CCSPlayer::FindUseEntity() { CBaseEntity *entity = NULL;
// Check to see if the bomb is close enough to use before attempting to use anything else.
if ( CSGameRules()->IsBombDefuseMap() && GetTeamNumber() == TEAM_CT ) { // This is done separately since there might be something blocking our LOS to it
// but we might want to use it anyway if it's close enough. This should eliminate
// the vast majority of bomb placement exploits (places where the bomb can be planted
// but can't be "used". This also mimics goldsrc cstrike behavior.
CBaseEntity *bomb = gEntList.FindEntityByClassname( NULL, PLANTED_C4_CLASSNAME ); if (bomb != NULL) { Vector bombPos = bomb->GetAbsOrigin(); Vector vecLOS = EyePosition() - bombPos;
if (vecLOS.LengthSqr() < (96*96)) // 64 is the distance in Goldsrc. However since Goldsrc did distance from the player's origin and we're doing distance from the player's eye, make the radius a bit bigger.
{ // bomb is close enough, now make sure the player is facing the bomb.
Vector forward; AngleVectors(EyeAngles(), &forward, NULL, NULL);
vecLOS.NormalizeInPlace();
float flDot = DotProduct(forward, vecLOS); if (flDot < -0.7) // 0.7 taken from Goldsrc, +/- ~45 degrees
{ entity = bomb; } } } }
if ( entity == NULL ) { entity = BaseClass::FindUseEntity(); }
return entity; }
void CCSPlayer::StockPlayerAmmo( CBaseCombatWeapon *pNewWeapon ) { CWeaponCSBase *pWeapon = dynamic_cast< CWeaponCSBase * >( pNewWeapon );
if ( pWeapon ) { if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) return;
int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo != -1 ) { GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName ); pWeapon->m_iClip1 = pWeapon->GetMaxClip1(); }
return; }
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE ));
if ( pWeapon ) { int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo != -1 ) { GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName ); pWeapon->m_iClip1 = pWeapon->GetMaxClip1(); } }
pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL ));
if ( pWeapon ) { int nAmmo = pWeapon->GetPrimaryAmmoType();
if ( nAmmo != -1 ) { GiveAmmo( 9999, GetAmmoDef()->GetAmmoOfIndex(nAmmo)->pName ); pWeapon->m_iClip1 = pWeapon->GetMaxClip1(); } } }
CBaseEntity *CCSPlayer::GiveNamedItem( const char *pszName, int iSubType ) { EHANDLE pent;
if ( !pszName || !pszName[0] ) return NULL;
#ifndef CS_SHIELD_ENABLED
if ( !Q_stricmp( pszName, "weapon_shield" ) ) return NULL; #endif
pent = CreateEntityByName(pszName); if ( pent == NULL ) { Msg( "NULL Ent in GiveNamedItem!\n" ); return NULL; }
pent->SetLocalOrigin( GetLocalOrigin() ); pent->AddSpawnFlags( SF_NORESPAWN );
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent ); if ( pWeapon ) { if ( iSubType ) { pWeapon->SetSubType( iSubType ); } }
DispatchSpawn( pent );
m_bIsBeingGivenItem = true; if ( pent != NULL && !(pent->IsMarkedForDeletion()) ) { pent->Touch( this ); } m_bIsBeingGivenItem = false;
StockPlayerAmmo( pWeapon ); return pent; }
void CCSPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { if ( event == PLAYERANIMEVENT_THROW_GRENADE ) { // Grenade throwing has to synchronize exactly with the player's grenade weapon going away,
// and events get delayed a bit, so we let CCSPlayerAnimState pickup the change to this
// variable.
m_iThrowGrenadeCounter = (m_iThrowGrenadeCounter+1) % (1<<THROWGRENADE_COUNTER_BITS); } else { m_PlayerAnimState->DoAnimationEvent( event, nData ); TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
} }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CCSPlayer::FlashlightIsOn( void ) { return IsEffectActive( EF_DIMLIGHT ); }
extern ConVar flashlight;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCSPlayer::FlashlightTurnOn( void ) { if( flashlight.GetInt() > 0 && IsAlive() ) { AddEffects( EF_DIMLIGHT ); EmitSound( "Player.FlashlightOn" ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CCSPlayer::FlashlightTurnOff( void ) { RemoveEffects( EF_DIMLIGHT );
if( IsAlive() ) { EmitSound( "Player.FlashlightOff" ); } }
//Drop the appropriate weapons:
// Defuser if we have one
// C4 if we have one
// The best weapon we have, first check primary,
// then secondary and drop the best one
//=============================================================================
// HPE_BEGIN:
// [tj] Added a parameter so we know if it was death that caused the drop
// [menglish] Clear all previously dropped equipment and add the c4 to the dropped equipment
//=============================================================================
void CCSPlayer::DropWeapons( bool fromDeath, bool friendlyFire ) { for ( int i = 0; i < DROPPED_COUNT; ++i ) { m_hDroppedEquipment[i] = NULL; }
CBaseCombatWeapon *pC4 = Weapon_OwnsThisType( "weapon_c4" ); if ( pC4 ) { CSWeaponDrop( pC4, false, true ); if( fromDeath ) { if( friendlyFire ) { (static_cast<CC4*> (pC4))->SetDroppedFromDeath(true); } m_hDroppedEquipment[DROPPED_C4] = static_cast<CBaseEntity *>(pC4); } }
//NOTE: Function continues beyond comment block. This is just the part I touched.
//=============================================================================
// HPE_END
//=============================================================================
if( HasDefuser() ) { //Drop an item_defuser
Vector vForward, vRight; AngleVectors( GetAbsAngles(), &vForward, &vRight, NULL );
CBaseAnimating *pDefuser = (CBaseAnimating *)CBaseEntity::Create( "item_defuser", WorldSpaceCenter(), GetLocalAngles(), this ); pDefuser->ApplyAbsVelocityImpulse( vForward * 200 + vRight * random->RandomFloat( -50, 50 ) );
RemoveDefuser();
//=============================================================================
// HPE_BEGIN:
// [menglish] Add the newly created defuser to the dropped equipment list
//=============================================================================
if(fromDeath) { m_hDroppedEquipment[DROPPED_DEFUSE] = static_cast<CBaseEntity *>(pDefuser); } //=============================================================================
// HPE_END
//=============================================================================
}
if( HasShield() ) { DropShield(); } else { //drop the best weapon we have
if( !DropRifle( true ) ) DropPistol( true ); }
// drop any live grenades so they explode
CBaseCSGrenade *pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_hegrenade")); if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) ) { pGrenade->DropGrenade(); pGrenade->DecrementAmmo( this ); } else { pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_flashbang")); if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) ) { pGrenade->DropGrenade(); pGrenade->DecrementAmmo( this ); } else { pGrenade = dynamic_cast< CBaseCSGrenade * >(Weapon_OwnsThisType("weapon_smokegrenade")); if ( pGrenade && ( pGrenade->IsPinPulled() || pGrenade->IsBeingThrown() ) ) { pGrenade->DropGrenade(); pGrenade->DecrementAmmo( this ); } } }
// drop the "best" grenade remaining
CBaseCombatWeapon *pWeapon = Weapon_OwnsThisType("weapon_hegrenade"); bool grenadeDrop = false; if ( pWeapon && pWeapon->HasAmmo() ) { grenadeDrop = CSWeaponDrop(pWeapon, false); } else { pWeapon = Weapon_OwnsThisType("weapon_flashbang"); if ( pWeapon && pWeapon->HasAmmo() ) { grenadeDrop = CSWeaponDrop(pWeapon, false); } else { pWeapon = Weapon_OwnsThisType("weapon_smokegrenade"); if ( pWeapon && pWeapon->HasAmmo() ) { grenadeDrop = CSWeaponDrop(pWeapon, false); } } }
//=============================================================================
// HPE_BEGIN:
// [menglish] Add whichever, if any, grenade was dropped
//=============================================================================
if( pWeapon && grenadeDrop ) { m_hDroppedEquipment[DROPPED_GRENADE] = static_cast<CBaseEntity *>(pWeapon); }
//=============================================================================
// HPE_END
//=============================================================================
}
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team
//-----------------------------------------------------------------------------
void CCSPlayer::ChangeTeam( int iTeamNum ) { if ( !GetGlobalTeam( iTeamNum ) ) { Warning( "CCSPlayer::ChangeTeam( %d ) - invalid team index.\n", iTeamNum ); return; }
int iOldTeam = GetTeamNumber();
// if this is our current team, just abort
if ( iTeamNum == iOldTeam ) return;
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [tj] Added a parameter so we know if it was death that caused the drop
// Drop Our best weapon
DropWeapons(false, false);
// [tj] Clear out dominations
RemoveNemesisRelationships(); //=============================================================================
// HPE_END
//=============================================================================
// Always allow a change to spectator, and don't count it as one of our team changes.
// We now store the old team, so if a player changes once to one team, then to spectator,
// they won't be able to change back to their old old team, but will still be able to join
// the team they initially changed to.
if( iTeamNum != TEAM_SPECTATOR ) { m_bTeamChanged = true; } else { m_iOldTeam = iOldTeam; }
// do the team change:
BaseClass::ChangeTeam( iTeamNum );
//reset class
m_iClass = (int)CS_CLASS_NONE;
// update client state
if ( iTeamNum == TEAM_UNASSIGNED ) { State_Transition( STATE_OBSERVER_MODE ); } else if ( iTeamNum == TEAM_SPECTATOR ) { //=============================================================================
// HPE_BEGIN:
// [tj] Removed these lines so players keep their money when switching to spectator.
//=============================================================================
//Reset money
//m_iAccount = 0;
//=============================================================================
// HPE_END
//=============================================================================
RemoveAllItems( true );
State_Transition( STATE_OBSERVER_MODE ); } else // active player
{ if ( iOldTeam == TEAM_SPECTATOR ) { // If they're switching from being a spectator to ingame player
//=============================================================================
// HPE_BEGIN:
// [tj] Changed this so players either retain their existing money or,
// if they have less than the default, give them the default.
//=============================================================================
int startMoney = CSGameRules()->GetStartMoney(); if (startMoney > m_iAccount) { m_iAccount = startMoney; } //=============================================================================
// HPE_END
//=============================================================================
}
// bots get to this state on TEAM_UNASSIGNED, yet they are marked alive. Don't kill them.
else if ( iOldTeam != TEAM_UNASSIGNED && !IsDead() ) { // Kill player if switching teams while alive
CommitSuicide(); }
// Put up the class selection menu.
State_Transition( STATE_PICKINGCLASS ); }
// Initialize the player counts now that a player has switched teams
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT; CSGameRules()->InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT ); }
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team without penalty
//-----------------------------------------------------------------------------
void CCSPlayer::SwitchTeam( int iTeamNum ) { if ( !GetGlobalTeam( iTeamNum ) || (iTeamNum != TEAM_CT && iTeamNum != TEAM_TERRORIST) ) { Warning( "CCSPlayer::SwitchTeam( %d ) - invalid team index.\n", iTeamNum ); return; }
int iOldTeam = GetTeamNumber();
// if this is our current team, just abort
if ( iTeamNum == iOldTeam ) return;
// Always allow a change to spectator, and don't count it as one of our team changes.
// We now store the old team, so if a player changes once to one team, then to spectator,
// they won't be able to change back to their old old team, but will still be able to join
// the team they initially changed to.
m_bTeamChanged = true;
// do the team change:
BaseClass::ChangeTeam( iTeamNum );
if( HasDefuser() ) { RemoveDefuser(); }
//reset class
switch ( m_iClass ) { // Terrorist -> CT
case CS_CLASS_PHOENIX_CONNNECTION: m_iClass = (int)CS_CLASS_SEAL_TEAM_6; break; case CS_CLASS_L337_KREW: m_iClass = (int)CS_CLASS_GSG_9; break; case CS_CLASS_ARCTIC_AVENGERS: m_iClass = (int)CS_CLASS_SAS; break; case CS_CLASS_GUERILLA_WARFARE: m_iClass = (int)CS_CLASS_GIGN; break;
// CT -> Terrorist
case CS_CLASS_SEAL_TEAM_6: m_iClass = (int)CS_CLASS_PHOENIX_CONNNECTION; break; case CS_CLASS_GSG_9: m_iClass = (int)CS_CLASS_L337_KREW; break; case CS_CLASS_SAS: m_iClass = (int)CS_CLASS_ARCTIC_AVENGERS; break; case CS_CLASS_GIGN: m_iClass = (int)CS_CLASS_GUERILLA_WARFARE; break;
case CS_CLASS_NONE: default: break; }
// Initialize the player counts now that a player has switched teams
int NumDeadCT, NumDeadTerrorist, NumAliveTerrorist, NumAliveCT; CSGameRules()->InitializePlayerCounts( NumAliveTerrorist, NumAliveCT, NumDeadTerrorist, NumDeadCT ); }
void CCSPlayer::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set ) { // this is for giving player info to the hostage response system
// and is as yet unused.
// Eventually we could give the hostage a few tidbits about this player,
// eg their health, what weapons they have, and the hostage could
// comment accordingly.
//do not append any player data to the Criteria!
//we don't know which player we should be caring about
}
static unsigned int s_BulletGroupCounter = 0;
void CCSPlayer::StartNewBulletGroup() { s_BulletGroupCounter++; }
//=======================================================
// Remember this amount of damage that we dealt for stats
//=======================================================
void CCSPlayer::RecordDamageGiven( const char *szDamageTaker, int iDamageGiven ) { FOR_EACH_LL( m_DamageGivenList, i ) { if( Q_strncmp( szDamageTaker, m_DamageGivenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 ) { m_DamageGivenList[i]->AddDamage( iDamageGiven, s_BulletGroupCounter ); return; } }
CDamageRecord *record = new CDamageRecord( szDamageTaker, iDamageGiven, s_BulletGroupCounter ); int k = m_DamageGivenList.AddToTail(); m_DamageGivenList[k] = record; }
//=======================================================
// Remember this amount of damage that we took for stats
//=======================================================
void CCSPlayer::RecordDamageTaken( const char *szDamageDealer, int iDamageTaken ) { FOR_EACH_LL( m_DamageTakenList, i ) { if( Q_strncmp( szDamageDealer, m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 ) { m_DamageTakenList[i]->AddDamage( iDamageTaken, s_BulletGroupCounter ); return; } }
CDamageRecord *record = new CDamageRecord( szDamageDealer, iDamageTaken, s_BulletGroupCounter ); int k = m_DamageTakenList.AddToTail(); m_DamageTakenList[k] = record; }
//=======================================================
// Reset our damage given and taken counters
//=======================================================
void CCSPlayer::ResetDamageCounters() { m_DamageGivenList.PurgeAndDeleteElements(); m_DamageTakenList.PurgeAndDeleteElements(); }
//=======================================================
// Output the damage that we dealt to other players
//=======================================================
void CCSPlayer::OutputDamageTaken( void ) { bool bPrintHeader = true; CDamageRecord *pRecord; char buf[64]; int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageTakenList, i ) { if( bPrintHeader ) { ClientPrint( this, msg_dest, "Player: %s1 - Damage Taken\n", GetPlayerName() ); ClientPrint( this, msg_dest, "-------------------------\n" ); bPrintHeader = false; } pRecord = m_DamageTakenList[i];
if( pRecord ) { if (pRecord->GetNumHits() == 1) { Q_snprintf( buf, sizeof(buf), "%d in %d hit", pRecord->GetDamage(), pRecord->GetNumHits() ); } else { Q_snprintf( buf, sizeof(buf), "%d in %d hits", pRecord->GetDamage(), pRecord->GetNumHits() ); } ClientPrint( this, msg_dest, "Damage Taken from \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf ); } } }
//=======================================================
// Output the damage that we took from other players
//=======================================================
void CCSPlayer::OutputDamageGiven( void ) { bool bPrintHeader = true; CDamageRecord *pRecord; char buf[64]; int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageGivenList, i ) { if( bPrintHeader ) { ClientPrint( this, msg_dest, "Player: %s1 - Damage Given\n", GetPlayerName() ); ClientPrint( this, msg_dest, "-------------------------\n" ); bPrintHeader = false; }
pRecord = m_DamageGivenList[i];
if( pRecord ) { if (pRecord->GetNumHits() == 1) { Q_snprintf( buf, sizeof(buf), "%d in %d hit", pRecord->GetDamage(), pRecord->GetNumHits() ); } else { Q_snprintf( buf, sizeof(buf), "%d in %d hits", pRecord->GetDamage(), pRecord->GetNumHits() ); } ClientPrint( this, msg_dest, "Damage Given to \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf ); } } }
void CCSPlayer::CreateViewModel( int index /*=0*/ ) { Assert( index >= 0 && index < MAX_VIEWMODELS );
if ( GetViewModel( index ) ) return;
CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" ); if ( vm ) { vm->SetAbsOrigin( GetAbsOrigin() ); vm->SetOwner( this ); vm->SetIndex( index ); DispatchSpawn( vm ); vm->FollowEntity( this, false ); m_hViewModel.Set( index, vm ); } }
bool CCSPlayer::HasC4() const { return ( Weapon_OwnsThisType( "weapon_c4" ) != NULL ); }
int CCSPlayer::GetNextObserverSearchStartPoint( bool bReverse ) { // If we are currently watching someone who is dead, they must have died while we were watching (since
// a dead guy is not a valid pick to start watching). He was given his killer as an observer target
// when he died, so let's start by trying to observe his killer. If we fail, we'll use the normal way.
// And this is just the start point anyway, but we want to start the search here in case it is okay.
if( m_hObserverTarget && !m_hObserverTarget->IsAlive() ) { CCSPlayer *targetPlayer = ToCSPlayer(m_hObserverTarget); if( targetPlayer && targetPlayer->GetObserverTarget() ) return targetPlayer->GetObserverTarget()->entindex(); }
return BaseClass::GetNextObserverSearchStartPoint( bReverse ); }
void CCSPlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force ) { BaseClass::PlayStepSound( vecOrigin, psurface, fvol, force );
if ( !sv_footsteps.GetFloat() ) return;
if ( !psurface ) return;
IGameEvent * event = gameeventmanager->CreateEvent( "player_footstep" ); if ( event ) { event->SetInt("userid", GetUserID() ); gameeventmanager->FireEvent( event ); }
m_bMadeFootstepNoise = true; }
void CCSPlayer::SelectDeathPose( const CTakeDamageInfo &info ) { MDLCACHE_CRITICAL_SECTION(); if ( !GetModelPtr() ) return;
Activity aActivity = ACT_INVALID; int iDeathFrame = 0;
SelectDeathPoseActivityAndFrame( this, info, m_LastHitGroup, aActivity, iDeathFrame ); if ( aActivity == ACT_INVALID ) { SetDeathPose( ACT_INVALID ); SetDeathPoseFrame( 0 ); return; }
SetDeathPose( SelectWeightedSequence( aActivity ) ); SetDeathPoseFrame( iDeathFrame ); }
void CCSPlayer::HandleAnimEvent( animevent_t *pEvent ) { if ( pEvent->event == 4001 || pEvent->event == 4002 ) { // Ignore these for now - soon we will be playing footstep sounds based on these events
// that mark footfalls in the anims.
} else { BaseClass::HandleAnimEvent( pEvent ); } }
bool CCSPlayer::CanChangeName( void ) { if ( IsBot() ) return true;
// enforce the minimum interval
if ( (m_flNameChangeHistory[0] + MIN_NAME_CHANGE_INTERVAL) >= gpGlobals->curtime ) { return false; }
// enforce that we dont do more than NAME_CHANGE_HISTORY_SIZE
// changes within NAME_CHANGE_HISTORY_INTERVAL
if ( (m_flNameChangeHistory[NAME_CHANGE_HISTORY_SIZE-1] + NAME_CHANGE_HISTORY_INTERVAL) >= gpGlobals->curtime ) { return false; }
return true; }
void CCSPlayer::ChangeName( const char *pszNewName ) { // make sure name is not too long
char trimmedName[MAX_PLAYER_NAME_LENGTH]; Q_strncpy( trimmedName, pszNewName, sizeof( trimmedName ) );
const char *pszOldName = GetPlayerName();
// send colored message to everyone
CReliableBroadcastRecipientFilter filter; UTIL_SayText2Filter( filter, this, false, "#Cstrike_Name_Change", pszOldName, trimmedName );
// broadcast event
IGameEvent * event = gameeventmanager->CreateEvent( "player_changename" ); if ( event ) { event->SetInt( "userid", GetUserID() ); event->SetString( "oldname", pszOldName ); event->SetString( "newname", trimmedName ); gameeventmanager->FireEvent( event ); }
// change shared player name
SetPlayerName( trimmedName );
// tell engine to use new name
engine->ClientCommand( edict(), "name \"%s\"", trimmedName );
// remember time of name change
for ( int i=NAME_CHANGE_HISTORY_SIZE-1; i>0; i-- ) { m_flNameChangeHistory[i] = m_flNameChangeHistory[i-1]; }
m_flNameChangeHistory[0] = gpGlobals->curtime; // last change
}
bool CCSPlayer::StartReplayMode( float fDelay, float fDuration, int iEntity ) { if ( !BaseClass::StartReplayMode( fDelay, fDuration, iEntity ) ) return false;
CSingleUserRecipientFilter filter( this ); filter.MakeReliable();
UserMessageBegin( filter, "KillCam" ); WRITE_BYTE( OBS_MODE_IN_EYE );
if ( m_hObserverTarget.Get() ) { WRITE_BYTE( m_hObserverTarget.Get()->entindex() ); // first target
WRITE_BYTE( entindex() ); //second target
} else { WRITE_BYTE( entindex() ); // first target
WRITE_BYTE( 0 ); //second target
} MessageEnd();
ClientPrint( this, HUD_PRINTCENTER, "Kill Cam Replay" );
return true; }
void CCSPlayer::StopReplayMode() { BaseClass::StopReplayMode();
CSingleUserRecipientFilter filter( this ); filter.MakeReliable();
UserMessageBegin( filter, "KillCam" ); WRITE_BYTE( OBS_MODE_NONE ); WRITE_BYTE( 0 ); WRITE_BYTE( 0 ); MessageEnd(); }
void CCSPlayer::PlayUseDenySound() { // Don't do a sound here because it can mute your footsteps giving you an advantage.
// The CS:S content for this sound is silent anyways.
//EmitSound( "Player.UseDeny" );
}
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [menglish, tj] This is where we reset all the per-round information for achievements for this player
void CCSPlayer::ResetRoundBasedAchievementVariables() { m_KillingSpreeStartTime = -1;
int numCTPlayers = 0, numTPlayers = 0; for (int i = 0; i < g_Teams.Count(); i++ ) { if(g_Teams[i]) { if ( g_Teams[i]->GetTeamNumber() == TEAM_CT ) numCTPlayers = g_Teams[i]->GetNumPlayers(); else if(g_Teams[i]->GetTeamNumber() == TEAM_TERRORIST) numTPlayers = g_Teams[i]->GetNumPlayers(); } } m_NumEnemiesKilledThisRound = 0; if(GetTeamNumber() == TEAM_CT) m_NumEnemiesAtRoundStart = numTPlayers; else if(GetTeamNumber() == TEAM_TERRORIST) m_NumEnemiesAtRoundStart = numCTPlayers;
//Clear the previous owner field for currently held weapons
CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_RIFLE )); if ( pWeapon ) { pWeapon->SetPreviousOwner(NULL); } pWeapon = dynamic_cast< CWeaponCSBase * >(Weapon_GetSlot( WEAPON_SLOT_PISTOL)); if ( pWeapon ) { pWeapon->SetPreviousOwner(NULL); }
//Clear list of weapons used to get kills
m_killWeapons.RemoveAll();
//Clear sliding window of kill times
m_killTimes.RemoveAll();
//clear round kills
m_enemyPlayersKilledThisRound.RemoveAll();
m_killsWhileBlind = 0;
m_bSurvivedHeadshotDueToHelmet = false;
m_gooseChaseStep = GC_NONE; m_defuseDefenseStep = DD_NONE; m_pGooseChaseDistractingPlayer = NULL;
m_bMadeFootstepNoise = false;
m_bombPickupTime = -1;
m_bMadePurchseThisRound = false;
m_bKilledDefuser = false; m_bKilledRescuer = false; m_maxGrenadeKills = 0; m_grenadeDamageTakenThisRound = 0;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Needed for fun-fact implementation
//=============================================================================
WieldingKnifeAndKilledByGun(false);
m_WeaponTypesUsed.RemoveAll();
m_bPickedUpDefuser = false; m_bDefusedWithPickedUpKit = false;
//=============================================================================
// HPE_END
//=============================================================================
}
/**
* static public CCSPlayer::GetCSWeaponIDCausingDamage() * * Helper function to get the ID of the weapon used to kill a player. * This is slightly non-trivial because the grenade because a separate * entity when thrown. * * Parameters: * info - * * Returns: * int - */ CSWeaponID CCSPlayer::GetWeaponIdCausingDamange( const CTakeDamageInfo &info ) { CBaseEntity *pInflictor = info.GetInflictor(); CCSPlayer *pAttacker = ToCSPlayer(info.GetAttacker()); if (pAttacker == pInflictor) { CWeaponCSBase* pAttackerWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon()); if (!pAttackerWeapon) return WEAPON_NONE;
return pAttackerWeapon->GetWeaponID(); } else if (pInflictor && V_strcmp(pInflictor->GetClassname(), "hegrenade_projectile") == 0) { return WEAPON_HEGRENADE; } return WEAPON_NONE; }
//=============================================================================
// HPE_BEGIN:
// [dwenger] adding tracking for weapon used fun fact
//=============================================================================
void CCSPlayer::PlayerUsedFirearm( CBaseCombatWeapon* pBaseWeapon ) { if ( pBaseWeapon ) { CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase* >( pBaseWeapon );
if ( pWeapon ) { CSWeaponType weaponType = pWeapon->GetCSWpnData().m_WeaponType; CSWeaponID weaponID = pWeapon->GetWeaponID();
if ( weaponType != WEAPONTYPE_KNIFE && weaponType != WEAPONTYPE_C4 && weaponType != WEAPONTYPE_GRENADE ) { if ( m_WeaponTypesUsed.Find( weaponID ) == -1 ) { // Add this weapon to the list of weapons used by the player
m_WeaponTypesUsed.AddToTail( weaponID ); } } } } }
/**
* public CCSPlayer::ProcessPlayerDeathAchievements() * * Do Achievement processing whenever a player is killed * * Parameters: * pAttacker - * pVictim - * info - */ void CCSPlayer::ProcessPlayerDeathAchievements( CCSPlayer *pAttacker, CCSPlayer *pVictim, const CTakeDamageInfo &info ) { Assert(pVictim != NULL); CBaseEntity *pInflictor = info.GetInflictor(); // all these achievements require a valid attacker on a different team
if ( pAttacker != NULL && pVictim != NULL && pVictim->GetTeamNumber() != pAttacker->GetTeamNumber() ) { // get the weapon used - some of the achievements will need this data
CWeaponCSBase* pAttackerWeapon = dynamic_cast< CWeaponCSBase * >(pAttacker->GetActiveWeapon());
//=============================================================================
// HPE_BEGIN:
// [dwenger] Fun-fact processing
//=============================================================================
CWeaponCSBase* pVictimWeapon = dynamic_cast< CWeaponCSBase* >(pVictim->GetActiveWeapon());
//=============================================================================
// HPE_END
//=============================================================================
CSWeaponID attackerWeaponId = GetWeaponIdCausingDamange(info);
if (pVictim->m_bIsDefusing) { pAttacker->AwardAchievement(CSKilledDefuser); pAttacker->m_bKilledDefuser = true;
if (attackerWeaponId == WEAPON_HEGRENADE) { pAttacker->AwardAchievement(CSKilledDefuserWithGrenade); } }
// [pfreese] Achievement check for attacker killing player while reloading
if (pVictim->IsReloading()) { pAttacker->AwardAchievement(CSKillEnemyReloading); }
if (pVictim->IsRescuing()) { // Ensure the killer did not injure any hostages
if ( !pAttacker->InjuredAHostage() && pVictim->GetNumFollowers() == g_Hostages.Count() ) { pAttacker->AwardAchievement(CSKilledRescuer); pAttacker->m_bKilledRescuer = true; } }
// [menglish] Achievement check for doing 95% or more damage to a player and having another player kill them
FOR_EACH_LL( pVictim->m_DamageTakenList, i ) { if( pVictim->m_DamageTakenList[i]->GetDamage() >= pVictim->GetMaxHealth() - AchievementConsts::DamageNoKill_MaxHealthLeftOnKill && Q_strncmp( pAttacker->GetPlayerName(), pVictim->m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) != 0 ) { //Now find the player who did that amount of damage
for ( int j = 1; j <= MAX_PLAYERS; j++ ) { CBasePlayer *pPlayerIter = UTIL_PlayerByIndex( j );
if ( pPlayerIter && Q_strncmp( pPlayerIter->GetPlayerName(), pVictim->m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 && pPlayerIter->GetTeamNumber() != pVictim->GetTeamNumber() ) { ToCSPlayer(pPlayerIter)->AwardAchievement(CSDamageNoKill); break; } } } }
pAttacker->m_NumEnemiesKilledThisRound++;
//store a list of kill times for spree tracking
pAttacker->m_killTimes.AddToTail(gpGlobals->curtime);
//Add the victim to the list of players killed this round
pAttacker->m_enemyPlayersKilledThisRound.AddToTail(pVictim);
//Calculate Avenging for all players the victim has killed
for ( int avengedIndex = 0; avengedIndex < pVictim->m_enemyPlayersKilledThisRound.Count(); avengedIndex++ ) { CCSPlayer* avengedPlayer = pVictim->m_enemyPlayersKilledThisRound[avengedIndex];
if (avengedPlayer) { //Make sure you are avenging someone on your own team (This is the expected flow. Just here to avoid edge cases like team-switching).
if (pAttacker->GetTeamNumber() == avengedPlayer->GetTeamNumber()) { CCS_GameStats.Event_PlayerAvengedTeammate(pAttacker, pVictim->m_enemyPlayersKilledThisRound[avengedIndex]); } } }
//remove elements older than a certain time
while (pAttacker->m_killTimes.Count() > 0 && pAttacker->m_killTimes[0] + AchievementConsts::KillingSpree_WindowTime < gpGlobals->curtime) { pAttacker->m_killTimes.Remove(0); }
//If we killed enough players in the time window, award the achievement
if (pAttacker->m_killTimes.Count() >= AchievementConsts::KillingSpree_Kills) { pAttacker->m_KillingSpreeStartTime = gpGlobals->curtime; pAttacker->AwardAchievement(CSKillingSpree); }
// Did the attacker just kill someone on a killing spree?
if (pVictim->m_KillingSpreeStartTime >= 0 && pVictim->m_KillingSpreeStartTime - gpGlobals->curtime <= AchievementConsts::KillingSpreeEnder_TimeWindow) { pAttacker->AwardAchievement(CSKillingSpreeEnder); }
//Check the "killed someone with their own weapon" achievement
if (pAttackerWeapon && pAttackerWeapon->GetPreviousOwner() == pVictim) { pAttacker->AwardAchievement(CSKillEnemyWithFormerGun); }
//If this player has killed the entire team award him the achievement
if (pAttacker->m_NumEnemiesKilledThisRound == pAttacker->m_NumEnemiesAtRoundStart && pAttacker->m_NumEnemiesKilledThisRound >= AchievementConsts::KillEnemyTeam_MinKills) { pAttacker->AwardAchievement(CSKillEnemyTeam); }
//If this is a posthumous kill award the achievement
if (!pAttacker->IsAlive() && attackerWeaponId == WEAPON_HEGRENADE) { CCS_GameStats.IncrementStat(pAttacker, CSSTAT_GRENADE_POSTHUMOUSKILLS, 1); ToCSPlayer(pAttacker)->AwardAchievement(CSPosthumousGrenadeKill); }
if (pAttacker->GetActiveWeapon() && pAttacker->GetActiveWeapon()->Clip1() == 0 && pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_SNIPER_RIFLE) { if (pInflictor == pAttacker) { pAttacker->AwardAchievement(CSKillEnemyLastBullet); CCS_GameStats.IncrementStat(pAttacker, CSSTAT_KILLS_WITH_LAST_ROUND, 1); } }
//=============================================================================
// HPE_BEGIN:
// [dwenger] Fun-fact processing
//=============================================================================
if (pVictimWeapon && pVictimWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_KNIFE && pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_KNIFE && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_C4 && pAttackerWeapon->GetCSWpnData().m_WeaponType != WEAPONTYPE_GRENADE) { // Victim was wielding knife when killed by a gun
pVictim->WieldingKnifeAndKilledByGun(true); }
//=============================================================================
// HPE_END
//=============================================================================
//see if this is a unique weapon
if (attackerWeaponId != WEAPON_NONE) { if (pAttacker->m_killWeapons.Find(attackerWeaponId) == -1) { pAttacker->m_killWeapons.AddToTail(attackerWeaponId); if (pAttacker->m_killWeapons.Count() >= AchievementConsts::KillsWithMultipleGuns_MinWeapons) { pAttacker->AwardAchievement(CSKillsWithMultipleGuns); } } }
//Check for kills while blind
if (pAttacker->IsBlindForAchievement()) { //if this is from a different blinding, restart the kill counter and set the time
if (pAttacker->m_blindStartTime != pAttacker->m_firstKillBlindStartTime) { pAttacker->m_killsWhileBlind = 0; pAttacker->m_firstKillBlindStartTime = pAttacker->m_blindStartTime; }
++pAttacker->m_killsWhileBlind; if (pAttacker->m_killsWhileBlind >= AchievementConsts::KillEnemiesWhileBlind_Kills) { pAttacker->AwardAchievement(CSKillEnemiesWhileBlind); }
if (pAttacker->m_killsWhileBlind >= AchievementConsts::KillEnemiesWhileBlindHard_Kills) { pAttacker->AwardAchievement(CSKillEnemiesWhileBlindHard); } }
//Check sniper killing achievements
bool victimZoomed = ( pVictim->GetFOV() != pVictim->GetDefaultFOV() ); bool attackerZoomed = ( pAttacker->GetFOV() != pAttacker->GetDefaultFOV() ); bool attackerUsedSniperRifle = pAttackerWeapon && pAttackerWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE && pInflictor == pAttacker; if (victimZoomed && attackerUsedSniperRifle) { pAttacker->AwardAchievement(CSKillSniperWithSniper); }
if (attackerWeaponId == WEAPON_KNIFE && victimZoomed) { pAttacker->AwardAchievement(CSKillSniperWithKnife); } if (attackerUsedSniperRifle && !attackerZoomed) { pAttacker->AwardAchievement(CSHipShot); }
//Kill a player at low health
if (pAttacker->IsAlive() && pAttacker->GetHealth() <= AchievementConsts::KillWhenAtLowHealth_MaxHealth) { pAttacker->AwardAchievement(CSKillWhenAtLowHealth); }
//Kill a player with a knife during the pistol round
if (CSGameRules()->IsPistolRound()) { if (attackerWeaponId == WEAPON_KNIFE) { pAttacker->AwardAchievement(CSPistolRoundKnifeKill); } }
//[tj] Check for dual elites fight
CWeaponCSBase* victimWeapon = pVictim->GetActiveCSWeapon();
if (victimWeapon) { CSWeaponID victimWeaponID = victimWeapon->GetWeaponID();
if (attackerWeaponId == WEAPON_ELITE && victimWeaponID == WEAPON_ELITE) { pAttacker->AwardAchievement(CSWinDualDuel); } }
//[tj] See if the attacker or defender are in the air [sbodenbender] dont include ladders
bool attackerInAir = pAttacker->GetMoveType() != MOVETYPE_LADDER && pAttacker->GetNearestSurfaceBelow(AchievementConsts::KillInAir_MinimumHeight) == NULL; bool victimInAir = pVictim->GetMoveType() != MOVETYPE_LADDER && pVictim->GetNearestSurfaceBelow(AchievementConsts::KillInAir_MinimumHeight) == NULL;
if (attackerInAir) { pAttacker->AwardAchievement(CSKillWhileInAir); } if (victimInAir) { pAttacker->AwardAchievement(CSKillEnemyInAir); } if (attackerInAir && victimInAir) { pAttacker->AwardAchievement(CSKillerAndEnemyInAir); }
//[tj] advance to the next stage of the defuse defense achievement
if (pAttacker->m_defuseDefenseStep == DD_STARTED_DEFUSE) { pAttacker->m_defuseDefenseStep = DD_KILLED_TERRORIST; }
if (pVictim->HasC4() && pVictim->GetBombPickuptime() + AchievementConsts::KillBombPickup_MaxTime > gpGlobals->curtime) { pAttacker->AwardAchievement(CSKillBombPickup); } }
//If you kill a friendly player while blind (from an enemy player), give the guy that blinded you an achievement
if ( pAttacker != NULL && pVictim != NULL && pVictim->GetTeamNumber() == pAttacker->GetTeamNumber() && pAttacker->IsBlind()) { CCSPlayer* flashbangAttacker = pAttacker->GetLastFlashbangAttacker(); if (flashbangAttacker && pAttacker->GetTeamNumber() != flashbangAttacker->GetTeamNumber()) { flashbangAttacker->AwardAchievement(CSCauseFriendlyFireWithFlashbang); } }
// do a scan to determine count of players still alive
int livePlayerCount = 0; int teamCount[TEAM_MAXCOUNT]; int teamIgnoreCount[TEAM_MAXCOUNT]; memset(teamCount, 0, sizeof(teamCount)); memset(teamIgnoreCount, 0, sizeof(teamIgnoreCount)); CCSPlayer *pAlivePlayer = NULL; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i ); if (pPlayer) { int teamNum = pPlayer->GetTeamNumber(); if ( teamNum >= 0 ) { ++teamCount[teamNum]; if (pPlayer->WasNotKilledNaturally()) { teamIgnoreCount[teamNum]++; } } if (pPlayer->IsAlive() && pPlayer != pVictim) { ++livePlayerCount; pAlivePlayer = pPlayer; } } }
// Achievement check for being the last player alive in a match
if (pAlivePlayer) { int alivePlayerTeam = pAlivePlayer->GetTeamNumber(); int alivePlayerOpposingTeam = alivePlayerTeam == TEAM_CT ? TEAM_TERRORIST : TEAM_CT; if (livePlayerCount == 1 && CSGameRules()->m_iRoundWinStatus == WINNER_NONE && teamCount[alivePlayerTeam] - teamIgnoreCount[alivePlayerTeam] >= AchievementConsts::LastPlayerAlive_MinPlayersOnTeam && teamCount[alivePlayerOpposingTeam] - teamIgnoreCount[alivePlayerOpposingTeam] >= AchievementConsts::DefaultMinOpponentsForAchievement && ( !(pAlivePlayer->m_iDisplayHistoryBits & DHF_FRIEND_KILLED) )) { pAlivePlayer->AwardAchievement(CSLastPlayerAlive); } }
// [tj] Added hook into player killed stat that happens before weapon drop
CCS_GameStats.Event_PlayerKilled_PreWeaponDrop(pVictim, info); }
//[tj] traces up to maxTrace units down and returns any standable object it hits
// (doesn't check slope for standability)
CBaseEntity* CCSPlayer::GetNearestSurfaceBelow(float maxTrace) { trace_t trace; Ray_t ray;
Vector traceStart = this->GetAbsOrigin(); Vector traceEnd = traceStart; traceEnd.z -= maxTrace;
Vector minExtent = this->m_Local.m_bDucked ? VEC_DUCK_HULL_MIN_SCALED( this ) : VEC_HULL_MIN_SCALED( this ); Vector maxExtent = this->m_Local.m_bDucked ? VEC_DUCK_HULL_MAX_SCALED( this ) : VEC_HULL_MAX_SCALED( this );
ray.Init( traceStart, traceEnd, minExtent, maxExtent ); UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
return trace.m_pEnt; }
// [tj] Added a way to react to the round ending before we reset.
// It is important to note that this happens before the bomb explodes, so a player may die
// after this from a bomb explosion or a late kill after a defuse/detonation/rescue.
void CCSPlayer::OnRoundEnd(int winningTeam, int reason) { if (winningTeam == WINNER_CT || winningTeam == WINNER_TER) { int losingTeamId = (winningTeam == TEAM_CT) ? TEAM_TERRORIST : TEAM_CT; CTeam* losingTeam = GetGlobalTeam(losingTeamId);
int losingTeamPlayers = 0;
if (losingTeam) { losingTeamPlayers = losingTeam->GetNumPlayers(); int ignoreCount = 0; for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer* pPlayer = (CCSPlayer*)UTIL_PlayerByIndex( i ); if (pPlayer) { int teamNum = pPlayer->GetTeamNumber(); if ( teamNum == losingTeamId ) { if (pPlayer->WasNotKilledNaturally()) { ignoreCount++; } } } }
losingTeamPlayers -= ignoreCount; }
//Check fast round win achievement
if ( IsAlive() && gpGlobals->curtime - CSGameRules()->GetRoundStartTime() < AchievementConsts::FastRoundWin_Time && GetTeamNumber() == winningTeam && losingTeamPlayers >= AchievementConsts::DefaultMinOpponentsForAchievement) { AwardAchievement(CSFastRoundWin); }
//Check goosechase achievement
if (IsAlive() && reason == Target_Bombed && m_gooseChaseStep == GC_STOPPED_AFTER_GETTING_SHOT && m_pGooseChaseDistractingPlayer) { m_pGooseChaseDistractingPlayer->AwardAchievement(CSGooseChase); }
//Check Defuse Defense achievement
if (IsAlive() && reason == Bomb_Defused && m_defuseDefenseStep == DD_KILLED_TERRORIST) { AwardAchievement(CSDefuseDefense); }
//Check silent win
if (m_NumEnemiesKilledThisRound > 0 && GetTeamNumber() == winningTeam && !m_bMadeFootstepNoise) { AwardAchievement(CSSilentWin); }
//Process && Check "win rounds without buying" achievement
if (GetTeamNumber() == winningTeam && !m_bMadePurchseThisRound) { m_roundsWonWithoutPurchase++; if (m_roundsWonWithoutPurchase > AchievementConsts::WinRoundsWithoutBuying_Rounds) { AwardAchievement(CSWinRoundsWithoutBuying); } } else { m_roundsWonWithoutPurchase = 0; } }
m_lastRoundResult = reason; }
void CCSPlayer::OnPreResetRound() { //Check headshot survival achievement
if (IsAlive() && m_bSurvivedHeadshotDueToHelmet) { AwardAchievement(CSSurvivedHeadshotDueToHelmet); }
if (IsAlive() && m_grenadeDamageTakenThisRound > AchievementConsts::SurviveGrenade_MinDamage) { AwardAchievement(CSSurviveGrenade); }
//Check achievement for surviving attacks from multiple players.
if (IsAlive()) { int numberOfEnemyDamagers = GetNumEnemyDamagers();
if (numberOfEnemyDamagers >= AchievementConsts::SurviveManyAttacks_NumberDamagingPlayers) { AwardAchievement(CSSurviveManyAttacks); } } }
void CCSPlayer::OnCanceledDefuse() { if (m_gooseChaseStep == GC_SHOT_DURING_DEFUSE) { m_gooseChaseStep = GC_STOPPED_AFTER_GETTING_SHOT; } }
void CCSPlayer::OnStartedDefuse() { if (m_defuseDefenseStep == DD_NONE) { m_defuseDefenseStep = DD_STARTED_DEFUSE; } } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSPlayer::AttemptToExitFreezeCam( void ) { float fEndFreezeTravel = m_flDeathTime + CS_DEATH_ANIMATION_TIME + spec_freeze_traveltime.GetFloat(); if ( gpGlobals->curtime < fEndFreezeTravel ) return;
m_bAbortFreezeCam = true; }
//-----------------------------------------------------------------------------
// Purpose: Sets whether this player is dominating the specified other player
//-----------------------------------------------------------------------------
void CCSPlayer::SetPlayerDominated( CCSPlayer *pPlayer, bool bDominated ) { int iPlayerIndex = pPlayer->entindex(); m_bPlayerDominated.Set( iPlayerIndex, bDominated ); pPlayer->SetPlayerDominatingMe( this, bDominated ); }
//-----------------------------------------------------------------------------
// Purpose: Sets whether this player is being dominated by the other player
//-----------------------------------------------------------------------------
void CCSPlayer::SetPlayerDominatingMe( CCSPlayer *pPlayer, bool bDominated ) { int iPlayerIndex = pPlayer->entindex(); m_bPlayerDominatingMe.Set( iPlayerIndex, bDominated ); }
//-----------------------------------------------------------------------------
// Purpose: Returns whether this player is dominating the specified other player
//-----------------------------------------------------------------------------
bool CCSPlayer::IsPlayerDominated( int iPlayerIndex ) { return m_bPlayerDominated.Get( iPlayerIndex ); }
bool CCSPlayer::IsPlayerDominatingMe( int iPlayerIndex ) { return m_bPlayerDominatingMe.Get( iPlayerIndex ); }
//=============================================================================
// HPE_BEGIN:
// [menglish] MVP functions
//=============================================================================
void CCSPlayer::IncrementNumMVPs( CSMvpReason_t mvpReason ) { //=============================================================================
// HPE_BEGIN:
// [Forrest] Allow MVP to be turned off for a server
//=============================================================================
if ( sv_nomvp.GetBool() ) { Msg( "Round MVP disabled: sv_nomvp is set.\n" ); return; } //=============================================================================
// HPE_END
//=============================================================================
m_iMVPs++; CCS_GameStats.Event_MVPEarned( this ); IGameEvent *mvpEvent = gameeventmanager->CreateEvent( "round_mvp" );
if ( mvpEvent ) { mvpEvent->SetInt( "userid", GetUserID() ); mvpEvent->SetInt( "reason", mvpReason ); gameeventmanager->FireEvent( mvpEvent ); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the number of rounds this player has caused to be won for their team
//-----------------------------------------------------------------------------
void CCSPlayer::SetNumMVPs( int iNumMVP ) { m_iMVPs = iNumMVP; } //-----------------------------------------------------------------------------
// Purpose: Returns the number of rounds this player has caused to be won for their team
//-----------------------------------------------------------------------------
int CCSPlayer::GetNumMVPs() { return m_iMVPs; } //=============================================================================
// HPE_END
//=============================================================================
//-----------------------------------------------------------------------------
// Purpose: Removes all nemesis relationships between this player and others
//-----------------------------------------------------------------------------
void CCSPlayer::RemoveNemesisRelationships() { for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ ) { CCSPlayer *pTemp = ToCSPlayer( UTIL_PlayerByIndex( i ) ); if ( pTemp && pTemp != this ) { // set this player to be not dominating anyone else
SetPlayerDominated( pTemp, false );
// set no one else to be dominating this player
pTemp->SetPlayerDominated( this, false ); } } }
void CCSPlayer::CheckMaxGrenadeKills(int grenadeKills) { if (grenadeKills > m_maxGrenadeKills) { m_maxGrenadeKills = grenadeKills; } }
void CCSPlayer::CommitSuicide( bool bExplode /*= false*/, bool bForce /*= false*/ ) { m_wasNotKilledNaturally = true; BaseClass::CommitSuicide(bExplode, bForce); }
void CCSPlayer::CommitSuicide( const Vector &vecForce, bool bExplode /*= false*/, bool bForce /*= false*/ ) { m_wasNotKilledNaturally = true; BaseClass::CommitSuicide(vecForce, bExplode, bForce); }
int CCSPlayer::GetNumEnemyDamagers() { int numberOfEnemyDamagers = 0; FOR_EACH_LL( m_DamageTakenList, i ) { for ( int j = 1; j <= MAX_PLAYERS; j++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );
if ( pPlayer && V_strncmp( pPlayer->GetPlayerName(), m_DamageTakenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 && pPlayer->GetTeamNumber() != GetTeamNumber() ) { numberOfEnemyDamagers++; } } } return numberOfEnemyDamagers; }
int CCSPlayer::GetNumEnemiesDamaged() { int numberOfEnemiesDamaged = 0; FOR_EACH_LL( m_DamageGivenList, i ) { for ( int j = 1; j <= MAX_PLAYERS; j++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( j );
if ( pPlayer && V_strncmp( pPlayer->GetPlayerName(), m_DamageGivenList[i]->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ) == 0 && pPlayer->GetTeamNumber() != GetTeamNumber() ) { numberOfEnemiesDamaged++; } } } return numberOfEnemiesDamaged; }
//=============================================================================
// HPE_END
//=============================================================================
void UTIL_AwardMoneyToTeam( int iAmount, int iTeam, CBaseEntity *pIgnore ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CCSPlayer *pPlayer = (CCSPlayer*) UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue;
if ( pPlayer->GetTeamNumber() != iTeam ) continue;
if ( pPlayer == pIgnore ) continue;
pPlayer->AddAccount( iAmount ); } }
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