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_fists.h"
#include "decals.h"
// Client specific.
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#include "c_tf_gamestats.h"
// Server specific.
#else
#include "tf_player.h"
#include "tf_gamestats.h"
#endif
//=============================================================================
//
// Weapon Fists tables.
//
IMPLEMENT_NETWORKCLASS_ALIASED( TFFists, DT_TFWeaponFists )
BEGIN_NETWORK_TABLE( CTFFists, DT_TFWeaponFists )
END_NETWORK_TABLE()
BEGIN_PREDICTION_DATA( CTFFists )
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( tf_weapon_fists, CTFFists );
PRECACHE_WEAPON_REGISTER( tf_weapon_fists );
//=============================================================================
//
// Weapon Fists functions.
//
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFFists::ItemPreFrame( void )
{
return BaseClass::ItemPreFrame();
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFFists::PrimaryAttack()
{
if ( !CanAttack() )
return;
// Set the weapon usage mode - primary, secondary.
// reversed for 360 because the primary attack is on the right side of the controller
if ( IsX360() || IsViewModelFlipped() )
{
m_iWeaponMode = TF_WEAPON_SECONDARY_MODE;
}
else
{
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
}
Punch();
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFFists::SecondaryAttack()
{
if ( !CanAttack() )
return;
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( pPlayer && pPlayer->m_Shared.IsControlStunned() )
{
return;
}
// Set the weapon usage mode - primary, secondary.
if ( IsX360() || IsViewModelFlipped() )
{
m_iWeaponMode = TF_WEAPON_PRIMARY_MODE;
}
else
{
m_iWeaponMode = TF_WEAPON_SECONDARY_MODE;
}
Punch();
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
bool CTFFists::Holster( CBaseCombatWeapon *pSwitchingTo )
{
return BaseClass::Holster( pSwitchingTo );
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFFists::Punch( void )
{
// Get the current player.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
// Swing the weapon.
Swing( pPlayer );
m_flNextSecondaryAttack = m_flNextPrimaryAttack;
#if !defined( CLIENT_DLL )
pPlayer->SpeakWeaponFire();
CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
if ( pPlayer->m_Shared.IsStealthed() )
{
pPlayer->RemoveInvisibility();
}
#else
C_CTF_GameStats.Event_PlayerFiredWeapon( pPlayer, IsCurrentAttackACrit() );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Allow melee weapons to send different anim events
// Input : -
//-----------------------------------------------------------------------------
void CTFFists::SendPlayerAnimEvent( CTFPlayer *pPlayer )
{
// Send extra activities to the weapon for breadgloves
if ( IsCurrentAttackACrit() )
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_SECONDARY );
}
else
{
pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFists::DoViewModelAnimation( void )
{
Activity act;
if ( IsCurrentAttackACrit() )
{
act = ACT_VM_SWINGHARD;
}
else
{
act = ( m_iWeaponMode == TF_WEAPON_PRIMARY_MODE ) ? ACT_VM_HITLEFT : ACT_VM_HITRIGHT;
}
SendWeaponAnim( act );
// Send WeaponAnim actually sets all anims and we want an override for the world model
//int iIsBreadgloves = 0;
//CALL_ATTRIB_HOOK_INT( iIsBreadgloves, breadgloves_properties );
//if ( iIsBreadgloves )
//{
// ResetSequence( SelectWeightedSequence( ACT_BREADMONSTER_GLOVES_HITRIGHT ) );
// SetPlaybackRate( 0.0f );
// ResetClientsideFrame();
//}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFFists::AllowTaunts( void )
{
// Radial buff fists don't allow player to taunt manually
return ( GetFistType() != FISTTYPE_RADIAL_BUFF );
}
#ifdef GAME_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFFists::OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info )
{
CTFPlayer *pHitPlayer = ToTFPlayer( pEntity );
if ( !pHitPlayer )
return;
// Get the current player.
CTFPlayer *pPlayer = GetTFPlayerOwner();
if ( !pPlayer )
return;
if ( pHitPlayer->GetTeamNumber() == pPlayer->GetTeamNumber() )
return;
if ( pPlayer->m_Shared.InCond( TF_COND_INVULNERABLE ) )
{
int iNumHealers = pPlayer->m_Shared.GetNumHealers();
// for each medic healing me
for ( int i=0;i<iNumHealers;i++ )
{
CTFPlayer *pMedic = ToTFPlayer( pPlayer->m_Shared.GetHealerByIndex( i ) );
// if it's a medic and that medic is releasing charge
if ( pMedic && pMedic->GetChargeEffectBeingProvided() == MEDIGUN_CHARGE_INVULN )
{
// they are invulning me - add pEntity to their list of people punched
pMedic->HandleAchievement_Medic_AssistHeavy( pHitPlayer );
}
}
}
// If we've killed someone, check to see for the unique fist kill response
if ( !pEntity->IsAlive() )
{
if ( GetFistType() == FISTTYPE_RADIAL_BUFF )
{
pPlayer->Taunt();
}
}
}
#endif