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153
game/server/tf2/tf_class_support.cpp
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153
game/server/tf2/tf_class_support.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Support/Suppression Player Class
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "tf_class_support.h"
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#include "basecombatweapon.h"
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#include "tf_obj.h"
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#include "in_buttons.h"
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#include "menu_base.h"
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#include "tf_team.h"
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#include "weapon_builder.h"
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ConVar class_support_speed( "class_support_speed","200", FCVAR_NONE, "Support movement speed" );
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//=============================================================================
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//
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// Support Data Table
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//
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BEGIN_SEND_TABLE_NOBASE( CPlayerClassSupport, DT_PlayerClassSupportData )
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : const char
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//-----------------------------------------------------------------------------
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const char *CPlayerClassSupport::GetClassModelString( int nTeam )
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{
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static const char *string = "models/player/alien_support.mdl";
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return string;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassSupport::CPlayerClassSupport( CBaseTFPlayer *pPlayer, TFClass iClass ) : CPlayerClass( pPlayer, iClass )
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{
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for (int i = 1; i <= MAX_TF_TEAMS; ++i)
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{
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SetClassModel( MAKE_STRING(GetClassModelString(i)), i );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPlayerClassSupport::~CPlayerClassSupport()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::ClassActivate( void )
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{
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BaseClass::ClassActivate();
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// Any objects created/owned by class should be allocated and destroyed here
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// Setup movement data.
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SetupMoveData();
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m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );
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memset( &m_ClassData, 0, sizeof( m_ClassData ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::ClassDeactivate( void )
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{
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BaseClass::ClassDeactivate();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::CreateClass( void )
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{
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BaseClass::CreateClass();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CPlayerClassSupport::ResupplyAmmo( float flFraction, ResupplyReason_t reason )
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{
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bool bGiven = false;
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// On respawn, resupply base weapon ammo
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if ( reason == RESUPPLY_RESPAWN )
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{
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}
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if ( BaseClass::ResupplyAmmo(flFraction, reason) )
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bGiven = true;
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return bGiven;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set support class specific movement data here.
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::SetupMoveData( void )
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{
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// Setup Class statistics
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m_flMaxWalkingSpeed = class_support_speed.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::SetupSizeData( void )
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{
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// Initially set the player to the base player class standing hull size.
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m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );
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m_pPlayer->SetViewOffset( SUPPORTCLASS_VIEWOFFSET_STAND );
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m_pPlayer->m_Local.m_flStepSize = SUPPORTCLASS_STEPSIZE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::SetPlayerHull( void )
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{
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if ( m_pPlayer->GetFlags() & FL_DUCKING )
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{
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m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_DUCK_MIN, SUPPORTCLASS_HULL_DUCK_MAX );
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}
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else
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{
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m_pPlayer->SetCollisionBounds( SUPPORTCLASS_HULL_STAND_MIN, SUPPORTCLASS_HULL_STAND_MAX );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerClassSupport::ResetViewOffset( void )
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{
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if ( m_pPlayer )
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{
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m_pPlayer->SetViewOffset( SUPPORTCLASS_VIEWOFFSET_STAND );
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}
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}
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