mirror of
https://github.com/nillerusr/source-engine.git
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444 lines
10 KiB
C++
444 lines
10 KiB
C++
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#include "cbase.h"
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#ifdef CLIENT_DLL
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#include "tier3/tier3.h"
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#include "iviewrender.h"
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#include "inputsystem/iinputsystem.h"
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#include "vgui/IInputInternal.h"
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#include "c_basecombatweapon.h"
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#include "c_baseplayer.h"
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#include "haptics/ihaptics.h"
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#include "hud_macros.h"
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#include "iclientvehicle.h"
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#include "c_prop_vehicle.h"
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#include "prediction.h"
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#include "activitylist.h"
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#ifdef TERROR
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#include "ClientTerrorPlayer.h"
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#endif
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extern vgui::IInputInternal *g_InputInternal;
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#else
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#include "usermessages.h"
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#endif
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#include "haptics/haptic_utils.h"
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#include "haptics/haptic_msgs.h"
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#ifndef TERROR
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#ifndef FCVAR_RELEASE
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#define FCVAR_RELEASE 0
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#endif
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#endif
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#ifdef CLIENT_DLL
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ConVar hap_HasDevice ( "hap_HasDevice", "0", FCVAR_USERINFO/*|FCVAR_HIDDEN*/, "falcon is connected" );
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// damage scale on a title basis. Convar referenced in the haptic dll.
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#ifdef PORTAL
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#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.75"
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#elif TF_CLIENT_DLL
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#define HAP_DEFAULT_DAMAGE_SCALE_GAME "0.3"
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#else
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#define HAP_DEFAULT_DAMAGE_SCALE_GAME "1.0"
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#endif
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ConVar hap_damagescale_game("hap_damagescale_game", HAP_DEFAULT_DAMAGE_SCALE_GAME);
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#undef HAP_DEFAULT_DAMAGE_SCALE_GAME
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#endif
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void HapticSendWeaponAnim(CBaseCombatWeapon* weapon, int iActivity)
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{
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//ignore idle
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if(iActivity == ACT_VM_IDLE)
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return;
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#if defined( CLIENT_DLL )
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//if(hap_PrintEvents.GetBool())
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// Msg("Client Activity :%s %s %s\n",weapon->GetName(),"Activities",VarArgs("%i",iActivity));
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if ( weapon->IsPredicted() )
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haptics->ProcessHapticWeaponActivity(weapon->GetName(),iActivity);
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#else
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if( !weapon->IsPredicted() && weapon->GetOwner() && weapon->GetOwner()->IsPlayer())
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{
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HapticMsg_SendWeaponAnim( ToBasePlayer(weapon->GetOwner()), iActivity );
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}
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#endif
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}
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void HapticSetDrag(CBasePlayer* pPlayer, float drag)
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{
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#ifdef CLIENT_DLL
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haptics->SetDrag(drag);
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#else
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HapticMsg_SetDrag( pPlayer, drag );
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#endif
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}
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#ifdef CLIENT_DLL
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void HapticsHandleMsg_HapSetDrag( float drag )
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{
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haptics->SetDrag(drag);
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}
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#endif
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void HapticSetConstantForce(CBasePlayer* pPlayer, Vector force)
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{
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#ifdef CLIENT_DLL
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haptics->SetConstantForce(force);
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#else
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HapticMsg_SetConstantForce( pPlayer, force );
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#endif
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}
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#ifdef CLIENT_DLL
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#ifndef HAPTICS_TEST_PREFIX
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#define HAPTICS_TEST_PREFIX
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#endif
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static CSysModule *pFalconModule =0;
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void ConnectHaptics(CreateInterfaceFn appFactory)
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{
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bool success = false;
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// NVNT load haptics module
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pFalconModule = Sys_LoadModule( HAPTICS_TEST_PREFIX HAPTICS_DLL_NAME );
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if(pFalconModule)
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{
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CreateInterfaceFn factory = Sys_GetFactory( pFalconModule );
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if(factory)
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{
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haptics = reinterpret_cast< IHaptics* >( factory( HAPTICS_INTERFACE_VERSION, NULL ) );
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if(haptics &&
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haptics->Initialize(engine,
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view,
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g_InputInternal,
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gpGlobals,
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appFactory,
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g_pVGuiInput->GetIMEWindow(),
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filesystem,
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enginevgui,
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ActivityList_IndexForName,
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ActivityList_NameForIndex))
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{
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success = true;
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hap_HasDevice.SetValue(1);
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}
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}
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}
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if(!success)
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{
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Sys_UnloadModule(pFalconModule);
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pFalconModule = 0;
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haptics = new CHapticsStubbed;
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}
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if(haptics->HasDevice())
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{
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Assert( (void*)haptics == inputsystem->GetHapticsInterfaceAddress() );
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}
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HookHapticMessages();
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}
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void DisconnectHaptics()
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{
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haptics->ShutdownHaptics();
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if(pFalconModule)
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{
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Sys_UnloadModule(pFalconModule);
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pFalconModule = 0;
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}else{
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// delete the stub.
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delete haptics;
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}
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haptics = NULL;
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}
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//Might be able to handle this better...
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void HapticsHandleMsg_HapSetConst( Vector const &constant )
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{
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//Msg("__MsgFunc_HapSetConst: %f %f %f\n",constant.x,constant.y,constant.z);
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haptics->SetConstantForce(constant);
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//C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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}
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//Might be able to handle this better...
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void HapticsHandleMsg_SPHapWeapEvent( int iActivity )
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{
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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C_BaseCombatWeapon* weap = NULL;
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if(pPlayer)
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weap = pPlayer->GetActiveWeapon();
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if(weap)
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haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity));
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}
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void HapticsHandleMsg_HapPunch( QAngle const &angle )
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{
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haptics->HapticsPunch(1,angle);
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}
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#ifdef TERROR
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ConVar hap_zombie_damage_scale("hap_zombie_damage_scale", "0.25", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
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#endif
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void HapticsHandleMsg_HapDmg( float pitch, float yaw, float damage, int damageType )
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{
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if(!haptics->HasDevice())
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return;
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#ifdef TERROR
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C_TerrorPlayer *pPlayer = C_TerrorPlayer::GetLocalTerrorPlayer();
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#else
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C_BasePlayer *pPlayer = CBasePlayer::GetLocalPlayer();
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#endif
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if(pPlayer)
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{
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Vector damageDirection;
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damageDirection.x = cos(pitch*M_PI/180.0)*sin(yaw*M_PI/180.0);
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damageDirection.y = -sin(pitch*M_PI/180.0);
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damageDirection.z = -(cos(pitch*M_PI/180.0)*cos(yaw*M_PI/180.0));
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#ifdef TERROR
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if(pPlayer->GetTeamNumber()==TEAM_ZOMBIE)
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{
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damageDirection *= hap_zombie_damage_scale.GetFloat();
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}
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#endif
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haptics->ApplyDamageEffect(damage, damageType, damageDirection);
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}
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}
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ConVar hap_melee_scale("hap_melee_scale", "0.8", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
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void HapticsHandleMsg_HapMeleeContact()
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{
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haptics->HapticsPunch(hap_melee_scale.GetFloat(), QAngle(0,0,0));
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}
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ConVar hap_noclip_avatar_scale("hap_noclip_avatar_scale", "0.10f", FCVAR_RELEASE|FCVAR_NEVER_AS_STRING);
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void UpdateAvatarEffect(void)
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{
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if(!haptics->HasDevice())
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return;
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Vector vel;
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Vector vvel;
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Vector evel;
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QAngle eye;
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if(!pPlayer)
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return;
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eye = pPlayer->GetAbsAngles();
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if(pPlayer->IsInAVehicle() && pPlayer->GetVehicle())
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{
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pPlayer->GetVehicle()->GetVehicleEnt()->EstimateAbsVelocity(vvel);
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eye = pPlayer->GetVehicle()->GetVehicleEnt()->EyeAngles();
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if(!Q_stristr(pPlayer->GetVehicle()->GetVehicleEnt()->GetClassname(),"choreo"))
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{
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eye[YAW] += 90;
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}
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}
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else
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{
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vel = pPlayer->GetAbsVelocity();
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}
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Vector PlayerVel = pPlayer->GetAbsVelocity();
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//Choreo vehicles use player avatar and don't produce their own velocity
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if(!pPlayer->GetVehicle() || abs(vvel.Length()) == 0 )
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{
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vel = PlayerVel;
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}
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else
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vel = vvel;
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VectorYawRotate(vel, -90 -eye[YAW], vel );
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vel.y = -vel.y;
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vel.z = -vel.z;
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switch(pPlayer->GetMoveType()) {
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case MOVETYPE_NOCLIP:
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vel *= hap_noclip_avatar_scale.GetFloat();
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break;
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default:
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break;
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}
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haptics->UpdateAvatarVelocity(vel);
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}
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#endif
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#ifndef CLIENT_DLL
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void HapticsDamage(CBasePlayer* pPlayer, const CTakeDamageInfo &info)
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{
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#if !defined(TF_DLL) && !defined(CSTRIKE_DLL)
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if(!pPlayer->HasHaptics())
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return;// do not send to non haptic users.
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Vector DamageDirection(0,0,0);
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CBaseEntity *eInflictor = info.GetInflictor();
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// Pat: nuero toxix crash fix
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if(!eInflictor) {
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return;
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}
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// Player Data
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Vector playerPosition = pPlayer->GetLocalOrigin();
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Vector inflictorPosition = eInflictor->GetLocalOrigin();
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Vector posWithDir = playerPosition + (playerPosition - inflictorPosition);
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pPlayer->WorldToEntitySpace(posWithDir, &DamageDirection);
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QAngle dir(0,0,0);
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VectorAngles(DamageDirection, dir);
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float yawAngle = dir[YAW];
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float pitchAngle = dir[PITCH];
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int bitDamageType = info.GetDamageType();
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if(bitDamageType & DMG_FALL)
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{
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pitchAngle = ((float)-90.0); // coming from beneath
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}
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else if(bitDamageType & DMG_BURN && (bitDamageType & ~DMG_BURN)==0)
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{
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// just burn, use the z axis here.
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pitchAngle = 0.0;
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}
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#ifdef TERROR
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else if(
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(bitDamageType & ( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) ) &&
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(bitDamageType & ~( DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN ) )==0 )
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{
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// it is time based. and should not really do a punch.
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return;
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}
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#endif
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float sendDamage = info.GetDamage();
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if(sendDamage>0.0f)
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{
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HapticMsg_HapDmg( pPlayer, pitchAngle, -yawAngle, sendDamage, bitDamageType );
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}
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#endif
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}
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void HapticPunch(CBasePlayer* pPlayer, float x, float y, float z)
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{
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HapticMsg_Punch( pPlayer, x, y, z );
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}
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void HapticMeleeContact(CBasePlayer* pPlayer)
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{
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HapticMsg_MeleeContact( pPlayer );
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}
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#endif // NOT CLIENT_DLL
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void HapticProcessSound(const char* soundname, int entIndex)
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{
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#ifdef CLIENT_DLL
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if (prediction->InPrediction() && prediction->IsFirstTimePredicted())
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{
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bool local = false;
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C_BaseEntity *ent = C_BaseEntity::Instance( entIndex );
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if(ent)
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local = (entIndex == -1 || ent == C_BasePlayer::GetLocalPlayer() || ent == C_BasePlayer::GetLocalPlayer()->GetActiveWeapon());
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haptics->ProcessHapticEvent(2,"Sounds",soundname);
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}
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#endif
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}
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#ifdef CLIENT_DLL
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// NVNT add || defined(OTHER_DEFINITION) if your game uses vehicles.
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#if defined( HL2_CLIENT_DLL )
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#define HAPTIC_VEHICLE_DEFAULT "1"
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#else
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#define HAPTIC_VEHICLE_DEFAULT "0"
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#endif
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// determines weather the vehicles control box option is faded
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ConVar hap_ui_vehicles( "hap_ui_vehicles",
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HAPTIC_VEHICLE_DEFAULT,
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0
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);
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#undef HAPTIC_VEHICLE_DEFAULT
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void HapticsEnteredVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
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{
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if(!vehicle)
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return;
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// NVNT notify haptics system of navigation change.
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C_PropVehicleDriveable* drivable = dynamic_cast<C_PropVehicleDriveable*>(vehicle);
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bool hasgun = false;
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if(drivable)
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hasgun = drivable->HasGun();
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if(Q_stristr(vehicle->GetClassname(),"airboat"))
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{
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haptics->ProcessHapticEvent(2,"Movement","airboat");
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if(hasgun)
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haptics->SetNavigationClass("vehicle_gun");
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else
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haptics->SetNavigationClass("vehicle_airboat");
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}
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else if(Q_stristr(vehicle->GetClassname(),"jeepepisodic"))
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{
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haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
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haptics->SetNavigationClass("vehicle_nogun");
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}
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else if(Q_stristr(vehicle->GetClassname(),"jeep"))
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{
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haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
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haptics->SetNavigationClass("vehicle_gun");
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}
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else if(Q_stristr(vehicle->GetClassname(),"choreo"))
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{
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haptics->ProcessHapticEvent(2,"Movement","ChoreoVehicle");
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haptics->SetNavigationClass("vehicle_gun_nofix");//Give this a bit of aiming
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}
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else
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{
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haptics->ProcessHapticEvent(2,"Movement","BaseVehicle");
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haptics->SetNavigationClass("vehicle_nogun");
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}
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Msg("VehicleType:%s:\n",vehicle->GetClassname());
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}
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void HapticsExitedVehicle(C_BaseEntity* vehicle, C_BaseCombatCharacter *pPassenger )
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{
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// NVNT notify haptics system of navigation change.
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haptics->SetNavigationClass("on_foot");
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haptics->ProcessHapticEvent(2,"Movement","BasePlayer");
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}
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#endif
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