Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "tf_weapon_invis.h"
#include "in_buttons.h"
#if !defined( CLIENT_DLL )
#include "vguiscreen.h"
#include "tf_player.h"
#else
#include "c_tf_player.h"
#endif
extern ConVar tf_spy_invis_unstealth_time; extern ConVar tf_spy_cloak_consume_rate; extern ConVar tf_spy_cloak_regen_rate;
//=============================================================================
//
// TFWeaponBase Melee tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponInvis, DT_TFWeaponInvis )
BEGIN_NETWORK_TABLE( CTFWeaponInvis, DT_TFWeaponInvis ) END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFWeaponInvis ) END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_invis, CTFWeaponInvis ); PRECACHE_WEAPON_REGISTER( tf_weapon_invis );
// Server specific.
#if !defined( CLIENT_DLL )
BEGIN_DATADESC( CTFWeaponInvis ) END_DATADESC() #endif
//-----------------------------------------------------------------------------
// Purpose: Use the offhand view model
//-----------------------------------------------------------------------------
void CTFWeaponInvis::Spawn( void ) { BaseClass::Spawn();
SetViewModelIndex( 1 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponInvis::OnActiveStateChanged( int iOldState ) { BaseClass::OnActiveStateChanged( iOldState );
// If we are being removed, we need to remove all stealth effects from our owner
if ( m_iState == WEAPON_NOT_CARRIED && iOldState != WEAPON_NOT_CARRIED ) { CleanupInvisibilityWatch(); } }
//-----------------------------------------------------------------------------
// Purpose: Clear out the view model when we hide
//-----------------------------------------------------------------------------
void CTFWeaponInvis::HideThink( void ) { SetWeaponVisible( false ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CTFWeaponInvis::GetViewModel( int viewmodelindex ) const { // Watch uses the player model as its viewmodel, because it's never seen being carried by the player
const CEconItemView *pItem = GetAttributeContainer()->GetItem(); if ( pItem->IsValid() ) { int iClass = 0; int iTeam = 0; CTFPlayer *pTFPlayer = ToTFPlayer( GetOwnerEntity() ); if ( pTFPlayer ) { iClass = pTFPlayer->GetPlayerClass()->GetClassIndex(); iTeam = pTFPlayer->GetTeamNumber(); }
return pItem->GetPlayerDisplayModel( iClass, iTeam ); }
return BaseClass::GetViewModel( viewmodelindex ); }
//-----------------------------------------------------------------------------
// Purpose: Show/hide weapon and corresponding view model if any
// Input : visible -
//-----------------------------------------------------------------------------
void CTFWeaponInvis::SetWeaponVisible( bool visible ) { CBaseViewModel *vm = NULL;
CBasePlayer *pOwner = ToBasePlayer( GetOwner() ); if ( pOwner ) { vm = pOwner->GetViewModel( m_nViewModelIndex ); }
if ( visible ) { RemoveEffects( EF_NODRAW ); if ( vm ) { vm->RemoveEffects( EF_NODRAW ); } } else { AddEffects( EF_NODRAW ); if ( vm ) { vm->AddEffects( EF_NODRAW ); } } }
//-----------------------------------------------------------------------------
bool CTFWeaponInvis::Deploy( void ) { bool b = BaseClass::Deploy();
SetWeaponIdleTime( gpGlobals->curtime + 1.5 );
return b; }
//-----------------------------------------------------------------------------
bool CTFWeaponInvis::Holster( CBaseCombatWeapon *pSwitchingTo ) { bool bHolster = BaseClass::Holster( pSwitchingTo );
// far in the future
SetWeaponIdleTime( gpGlobals->curtime + 10 );
return bHolster; }
//-----------------------------------------------------------------------------
void CTFWeaponInvis::PrimaryAttack( void ) { // do nothing
}
//-----------------------------------------------------------------------------
void CTFWeaponInvis::SecondaryAttack( void ) { // do nothing
}
//-----------------------------------------------------------------------------
void CTFWeaponInvis::ItemBusyFrame( void ) { // do nothing
}
//-----------------------------------------------------------------------------
// Purpose: the player alt-fired or otherwise activated the functionality of
// the invisibility watch
//-----------------------------------------------------------------------------
bool CTFWeaponInvis::ActivateInvisibilityWatch( void ) { CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) return false;
SetCloakRates();
bool bDoSkill = false; // If we're in TF_COND_STEALTHED - which means we gave it ourselves - always remove it
// If we're in TF_COND_STEALTHED_USER_BUFF and we have Dead Ringer, allow it to be toggled
// since we're allowed to fire from stealth
if ( pOwner->m_Shared.InCond( TF_COND_STEALTHED ) ) { // De-cloak.
float flDecloakRate = 0.0f; CALL_ATTRIB_HOOK_FLOAT( flDecloakRate, mult_decloak_rate ); if ( flDecloakRate <= 0.0f ) flDecloakRate = 1.0f;
pOwner->m_Shared.FadeInvis( 1.0f ); } else { if ( HasFeignDeath() ) { if ( pOwner->m_Shared.IsFeignDeathReady() ) { // Turn it off...
SetFeignDeathState( false ); } else if ( pOwner->m_Shared.GetSpyCloakMeter() == 100.f ) { // Turn it on...
SetFeignDeathState( true ); } } else if ( pOwner->CanGoInvisible() && ( pOwner->m_Shared.GetSpyCloakMeter() > 8.0f ) ) // must have over 10% cloak to start
{ // Do standard cloak.
pOwner->m_Shared.AddCond( TF_COND_STEALTHED, -1.f, pOwner );
#ifdef STAGING_ONLY
if ( pOwner->m_Shared.HasPhaseCloakAbility() ) { pOwner->m_Shared.AddCond( TF_COND_STEALTHED_PHASE, -1.f, pOwner ); } #endif // STAGING_ONLY
bDoSkill = true; } }
if ( bDoSkill ) { pOwner->m_Shared.SetNextStealthTime( gpGlobals->curtime + 0.5 ); } else { pOwner->m_Shared.SetNextStealthTime( gpGlobals->curtime + 0.1 ); }
return bDoSkill; }
//-----------------------------------------------------------------------------
// Purpose: the player has changed loadouts or done something else that causes
// us to clean up any side effects of our watch
//-----------------------------------------------------------------------------
void CTFWeaponInvis::CleanupInvisibilityWatch( void ) { CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) return;
pOwner->m_Shared.SetFeignDeathReady( false );
if ( pOwner->m_Shared.IsStealthed() ) { // De-cloak.
pOwner->m_Shared.FadeInvis( 1.0f ); }
pOwner->HolsterOffHandWeapon(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFWeaponInvis::SetFeignDeathState( bool bEnabled ) { CTFPlayer *pOwner = ToTFPlayer( GetOwner() ); if ( !pOwner ) return;
if ( pOwner->m_Shared.InCond( TF_COND_GRAPPLINGHOOK ) ) return;
if ( bEnabled ) { pOwner->m_Shared.SetFeignDeathReady( true ); pOwner->SetOffHandWeapon( this ); pOwner->m_Shared.SetNextStealthTime( gpGlobals->curtime + 0.5 ); } else { pOwner->m_Shared.SetFeignDeathReady( false ); if ( !pOwner->m_Shared.InCond( TF_COND_STEALTHED ) ) { pOwner->HolsterOffHandWeapon(); if ( pOwner->GetActiveWeapon() ) { pOwner->GetActiveWeapon()->m_flNextPrimaryAttack = gpGlobals->curtime + 0.1f; } } } }
//-----------------------------------------------------------------------------
// Purpose: Set the correct cloak consume & regen rates for this item.
//-----------------------------------------------------------------------------
void CTFWeaponInvis::SetCloakRates( void ) { CTFPlayer *pOwner = ToTFPlayer( GetOwner() );
float fCloakConsumeRate = tf_spy_cloak_consume_rate.GetFloat(); float fCloakConsumeFactor = 1.0f; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pOwner, fCloakConsumeFactor, mult_cloak_meter_consume_rate ); // Ask the owner since this attr may come from another weapon
// This value is a inverse scale and does not match expectations on description
// so we subtract and invert to make it align
// ie 25% (0.75% in schema) makes 10seconds go to 13.3 when we want 12.5
// 2 - 0.75 = 1.25... 1 / 1.25 = 0.8.. Consume rate "8". 10s / 0.8 = 12.5s
if ( fCloakConsumeFactor < 1.0f ) { fCloakConsumeFactor = 1.0f / (2.0f - fCloakConsumeFactor); } pOwner->m_Shared.SetCloakConsumeRate( fCloakConsumeRate * fCloakConsumeFactor );
float fCloakRegenRate = tf_spy_cloak_regen_rate.GetFloat(); float fCloakRegenFactor = 1.0f; CALL_ATTRIB_HOOK_FLOAT( fCloakRegenFactor, mult_cloak_meter_regen_rate ); pOwner->m_Shared.SetCloakRegenRate( fCloakRegenRate * fCloakRegenFactor ); }
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Return the right pda panel for the watch model we're using
//-----------------------------------------------------------------------------
void CTFWeaponInvis::GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) { const char *pszViewModel = GetViewModel(0); if ( Q_stristr( pszViewModel, "pocket" ) ) { pPanelName = "pda_panel_spy_invis_pocket"; } else if ( Q_stristr( pszViewModel, "ttg_watch_spy" ) ) { pPanelName = "pda_panel_spy_invis_pocket_ttg"; } else if ( Q_stristr( pszViewModel, "hm_watch" ) ) { pPanelName = "pda_panel_spy_invis_pocket_hm"; } else { pPanelName = "pda_panel_spy_invis"; } }
#endif
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