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152 lines
4.1 KiB
C++
152 lines
4.1 KiB
C++
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#include "mod/AvHReinforceable.h"
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#include "mod/AvHServerUtil.h"
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#include "mod/AvHSharedUtil.h"
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AvHReinforceable::AvHReinforceable()
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{
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this->mReinforcingPlayer = -1;
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this->mLastTimeReinforced = -1;
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}
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void AvHReinforceable::CueRespawnEffect(AvHPlayer* inPlayer)
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{
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// Nothing by default, but children can override
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}
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void AvHReinforceable::ResetEntity(void)
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{
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this->mReinforcingPlayer = -1;
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this->mLastTimeReinforced = 0;
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}
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void AvHReinforceable::UpdateReinforcements()
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{
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if(this->GetCanReinforce())
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{
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// If this portal isn't reinforcing a player
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if(this->mReinforcingPlayer == -1)
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{
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// if there are any reinforcements
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//if(this->mNumReinforcements > 0)
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//{
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// Find player on this team that's been waiting the longest
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AvHPlayer* thePlayerToSpawn = NULL;
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FOR_ALL_ENTITIES(kAvHPlayerClassName, AvHPlayer*);
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if(theEntity->GetTeam() == this->GetReinforceTeamNumber())
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{
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if(theEntity->GetPlayMode() == PLAYMODE_AWAITINGREINFORCEMENT)
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{
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if(!thePlayerToSpawn || (theEntity->GetTimeLastPlaying() < thePlayerToSpawn->GetTimeLastPlaying()))
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{
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thePlayerToSpawn = theEntity;
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}
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}
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}
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END_FOR_ALL_ENTITIES(kAvHPlayerClassName);
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if(thePlayerToSpawn)
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{
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// Decrement reinforcements
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// this->mNumReinforcements--;
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// Pay for points if possible
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// int theSpawnCost = GetGameRules()->GetGameplay().GetMarineRespawnCost();
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// int theNewResources = max(0, (thePlayerToSpawn->GetResources() - theSpawnCost));
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// thePlayerToSpawn->SetResources(theNewResources);
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// Set the player's mode to PLAYMODE_REINFORCING
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this->mReinforcingPlayer = thePlayerToSpawn->entindex();
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thePlayerToSpawn->SetPlayMode(PLAYMODE_REINFORCING);
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}
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//}
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// else, if we're not in tourny mode
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//else if(!GetGameRules()->GetIsTournamentMode())
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//{
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// TODO: research reinforcements on their own when there are people waiting
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//}
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}
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else
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{
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// Is player still valid, or has he left the server/team?
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bool thePlayerHasLeft = true;
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AvHPlayer* theReinforcingPlayer = this->GetReinforcingPlayer();
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if(theReinforcingPlayer && (theReinforcingPlayer->GetTeam() == this->GetReinforceTeamNumber()))
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{
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if(theReinforcingPlayer->GetPlayMode() == PLAYMODE_REINFORCING)
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{
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float theRespawnTime = this->GetReinforceTime();
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// Has enough time passed to bring the player in?
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if((gpGlobals->time > (theReinforcingPlayer->GetTimeLastPlaying() + theRespawnTime)) && (gpGlobals->time > (this->mLastTimeReinforced + theRespawnTime)))
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{
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this->ResetReinforcingPlayer(true);
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}
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thePlayerHasLeft = false;
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}
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}
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if(thePlayerHasLeft)
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{
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this->ResetReinforcingPlayer(false);
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}
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}
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}
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}
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AvHPlayer* AvHReinforceable::GetReinforcingPlayer()
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{
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AvHPlayer* thePlayer = NULL;
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if(this->mReinforcingPlayer != -1)
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{
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thePlayer = dynamic_cast<AvHPlayer*>(CBaseEntity::Instance(g_engfuncs.pfnPEntityOfEntIndex(this->mReinforcingPlayer)));
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}
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return thePlayer;
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}
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float AvHReinforceable::GetReinforceTime() const
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{
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return 15.0f;
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}
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void AvHReinforceable::ResetReinforcingPlayer(bool inSuccess)
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{
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if(this->mReinforcingPlayer != -1)
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{
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AvHPlayer* thePlayer = this->GetReinforcingPlayer();
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if(thePlayer)
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{
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// If inSuccess is true, spawn player into the world
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if(inSuccess)
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{
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Vector theLocation;
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if(this->GetSpawnLocationForPlayer(thePlayer, theLocation))
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{
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// set the playmode and reset internal state to reinforce again
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thePlayer->SetPlayMode(PLAYMODE_PLAYING);
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VectorCopy(theLocation, thePlayer->pev->origin);
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this->CueRespawnEffect(thePlayer);
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this->mLastTimeReinforced = gpGlobals->time;
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}
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}
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// else, set player as reinforcement (hive was set inactive before reinforcement finished)
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else
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{
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AvHPlayMode thePlayMode = thePlayer->GetPlayMode();
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if(thePlayMode == PLAYMODE_REINFORCING)
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{
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thePlayer->SetPlayMode(PLAYMODE_AWAITINGREINFORCEMENT);
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}
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}
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}
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this->mReinforcingPlayer = -1;
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}
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}
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