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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements shared baseplayer class functionality
//
// $NoKeywords: $
//=============================================================================//
# include "cbase.h"
# include "movevars_shared.h"
# include "util_shared.h"
# include "datacache/imdlcache.h"
# if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
# include "tf_gamerules.h"
# endif
# if defined( CLIENT_DLL )
# include "iclientvehicle.h"
# include "prediction.h"
# include "c_basedoor.h"
# include "c_world.h"
# include "view.h"
# include "client_virtualreality.h"
# define CRecipientFilter C_RecipientFilter
# include "sourcevr/isourcevirtualreality.h"
# else
# include "iservervehicle.h"
# include "trains.h"
# include "world.h"
# include "doors.h"
# include "ai_basenpc.h"
# include "env_zoom.h"
extern int TrainSpeed ( int iSpeed , int iMax ) ;
# endif
# if defined( CSTRIKE_DLL )
# include "weapon_c4.h"
# endif // CSTRIKE_DLL
# include "in_buttons.h"
# include "engine/IEngineSound.h"
# include "tier0/vprof.h"
# include "SoundEmitterSystem/isoundemittersystembase.h"
# include "decals.h"
# include "obstacle_pushaway.h"
# ifdef SIXENSE
# include "sixense/in_sixense.h"
# endif
// NVNT haptic utils
# include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
# include "tier0/memdbgon.h"
# if defined(GAME_DLL) && !defined(_XBOX)
extern ConVar sv_pushaway_max_force ;
extern ConVar sv_pushaway_force ;
extern ConVar sv_turbophysics ;
class CUsePushFilter : public CTraceFilterEntitiesOnly
{
public :
bool ShouldHitEntity ( IHandleEntity * pHandleEntity , int contentsMask )
{
CBaseEntity * pEntity = EntityFromEntityHandle ( pHandleEntity ) ;
// Static prop case...
if ( ! pEntity )
return false ;
// Only impact on physics objects
if ( ! pEntity - > VPhysicsGetObject ( ) )
return false ;
# if defined( CSTRIKE_DLL )
// don't push the bomb!
if ( dynamic_cast < CC4 * > ( pEntity ) )
return false ;
# endif // CSTRIKE_DLL
return g_pGameRules - > CanEntityBeUsePushed ( pEntity ) ;
}
} ;
# endif
# ifdef CLIENT_DLL
ConVar mp_usehwmmodels ( " mp_usehwmmodels " , " 0 " , NULL , " Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU) " ) ; // -1 = never, 0 = if hasfastvertextextures, 1 = always
# endif
bool UseHWMorphModels ( )
{
// #ifdef CLIENT_DLL
// if ( mp_usehwmmodels.GetInt() == 0 )
// return g_pMaterialSystemHardwareConfig->HasFastVertexTextures();
//
// return mp_usehwmmodels.GetInt() > 0;
// #else
// return false;
// #endif
return false ;
}
void CopySoundNameWithModifierToken ( char * pchDest , const char * pchSource , int nMaxLenInChars , const char * pchToken )
{
// Copy the sound name
int nSource = 0 ;
int nDest = 0 ;
bool bFoundPeriod = false ;
while ( pchSource [ nSource ] ! = ' \0 ' & & nDest < nMaxLenInChars - 2 )
{
pchDest [ nDest ] = pchSource [ nSource ] ;
nDest + + ;
nSource + + ;
if ( ! bFoundPeriod & & pchSource [ nSource - 1 ] = = ' . ' )
{
// Insert special token after the period
bFoundPeriod = true ;
int nToken = 0 ;
while ( pchToken [ nToken ] ! = ' \0 ' & & nDest < nMaxLenInChars - 2 )
{
pchDest [ nDest ] = pchToken [ nToken ] ;
nDest + + ;
nToken + + ;
}
}
}
pchDest [ nDest ] = ' \0 ' ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBasePlayer : : GetTimeBase ( void ) const
{
return m_nTickBase * TICK_INTERVAL ;
}
float CBasePlayer : : GetPlayerMaxSpeed ( )
{
// player max speed is the lower limit of m_flMaxSpeed and sv_maxspeed
float fMaxSpeed = sv_maxspeed . GetFloat ( ) ;
if ( MaxSpeed ( ) > 0.0f & & MaxSpeed ( ) < fMaxSpeed )
fMaxSpeed = MaxSpeed ( ) ;
return fMaxSpeed ;
}
//-----------------------------------------------------------------------------
// Purpose: Called every usercmd by the player PreThink
//-----------------------------------------------------------------------------
void CBasePlayer : : ItemPreFrame ( )
{
// Handle use events
PlayerUse ( ) ;
CBaseCombatWeapon * pActive = GetActiveWeapon ( ) ;
// Allow all the holstered weapons to update
for ( int i = 0 ; i < WeaponCount ( ) ; + + i )
{
CBaseCombatWeapon * pWeapon = GetWeapon ( i ) ;
if ( pWeapon = = NULL )
continue ;
if ( pActive = = pWeapon )
continue ;
pWeapon - > ItemHolsterFrame ( ) ;
}
if ( gpGlobals - > curtime < m_flNextAttack )
return ;
if ( ! pActive )
return ;
# if defined( CLIENT_DLL )
// Not predicting this weapon
if ( ! pActive - > IsPredicted ( ) )
return ;
# endif
pActive - > ItemPreFrame ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlayer : : UsingStandardWeaponsInVehicle ( void )
{
Assert ( IsInAVehicle ( ) ) ;
# if !defined( CLIENT_DLL )
IServerVehicle * pVehicle = GetVehicle ( ) ;
# else
IClientVehicle * pVehicle = GetVehicle ( ) ;
# endif
Assert ( pVehicle ) ;
if ( ! pVehicle )
return true ;
// NOTE: We *have* to do this before ItemPostFrame because ItemPostFrame
// may dump us out of the vehicle
int nRole = pVehicle - > GetPassengerRole ( this ) ;
bool bUsingStandardWeapons = pVehicle - > IsPassengerUsingStandardWeapons ( nRole ) ;
// Fall through and check weapons, etc. if we're using them
if ( ! bUsingStandardWeapons )
return false ;
return true ;
}
//-----------------------------------------------------------------------------
// Purpose: Called every usercmd by the player PostThink
//-----------------------------------------------------------------------------
void CBasePlayer : : ItemPostFrame ( )
{
VPROF ( " CBasePlayer::ItemPostFrame " ) ;
// Put viewmodels into basically correct place based on new player origin
CalcViewModelView ( EyePosition ( ) , EyeAngles ( ) ) ;
// Don't process items while in a vehicle.
if ( GetVehicle ( ) )
{
# if defined( CLIENT_DLL )
IClientVehicle * pVehicle = GetVehicle ( ) ;
# else
IServerVehicle * pVehicle = GetVehicle ( ) ;
# endif
bool bUsingStandardWeapons = UsingStandardWeaponsInVehicle ( ) ;
# if defined( CLIENT_DLL )
if ( pVehicle - > IsPredicted ( ) )
# endif
{
pVehicle - > ItemPostFrame ( this ) ;
}
if ( ! bUsingStandardWeapons | | ! GetVehicle ( ) )
return ;
}
// check if the player is using something
if ( m_hUseEntity ! = NULL )
{
# if !defined( CLIENT_DLL )
Assert ( ! IsInAVehicle ( ) ) ;
ImpulseCommands ( ) ; // this will call playerUse
# endif
return ;
}
if ( gpGlobals - > curtime < m_flNextAttack )
{
if ( GetActiveWeapon ( ) )
{
GetActiveWeapon ( ) - > ItemBusyFrame ( ) ;
}
}
else
{
if ( GetActiveWeapon ( ) & & ( ! IsInAVehicle ( ) | | UsingStandardWeaponsInVehicle ( ) ) )
{
# if defined( CLIENT_DLL )
// Not predicting this weapon
if ( GetActiveWeapon ( ) - > IsPredicted ( ) )
# endif
{
GetActiveWeapon ( ) - > ItemPostFrame ( ) ;
}
}
}
# if !defined( CLIENT_DLL )
ImpulseCommands ( ) ;
# else
// NOTE: If we ever support full impulse commands on the client,
// remove this line and call ImpulseCommands instead.
m_nImpulse = 0 ;
# endif
}
//-----------------------------------------------------------------------------
// Eye angles
//-----------------------------------------------------------------------------
const QAngle & CBasePlayer : : EyeAngles ( )
{
// NOTE: Viewangles are measured *relative* to the parent's coordinate system
CBaseEntity * pMoveParent = const_cast < CBasePlayer * > ( this ) - > GetMoveParent ( ) ;
if ( ! pMoveParent )
{
return pl . v_angle ;
}
// FIXME: Cache off the angles?
matrix3x4_t eyesToParent , eyesToWorld ;
AngleMatrix ( pl . v_angle , eyesToParent ) ;
ConcatTransforms ( pMoveParent - > EntityToWorldTransform ( ) , eyesToParent , eyesToWorld ) ;
static QAngle angEyeWorld ;
MatrixAngles ( eyesToWorld , angEyeWorld ) ;
return angEyeWorld ;
}
const QAngle & CBasePlayer : : LocalEyeAngles ( )
{
return pl . v_angle ;
}
//-----------------------------------------------------------------------------
// Actual Eye position + angles
//-----------------------------------------------------------------------------
Vector CBasePlayer : : EyePosition ( )
{
if ( GetVehicle ( ) ! = NULL )
{
// Return the cached result
CacheVehicleView ( ) ;
return m_vecVehicleViewOrigin ;
}
else
{
# ifdef CLIENT_DLL
if ( IsObserver ( ) )
{
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if ( GetObserverMode ( ) = = OBS_MODE_CHASE )
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{
if ( IsLocalPlayer ( ) )
{
return MainViewOrigin ( ) ;
}
}
}
# endif
return BaseClass : : EyePosition ( ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector CBasePlayer : : GetPlayerMins ( void ) const
{
if ( IsObserver ( ) )
{
return VEC_OBS_HULL_MIN_SCALED ( this ) ;
}
else
{
if ( GetFlags ( ) & FL_DUCKING )
{
return VEC_DUCK_HULL_MIN_SCALED ( this ) ;
}
else
{
return VEC_HULL_MIN_SCALED ( this ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector CBasePlayer : : GetPlayerMaxs ( void ) const
{
if ( IsObserver ( ) )
{
return VEC_OBS_HULL_MAX_SCALED ( this ) ;
}
else
{
if ( GetFlags ( ) & FL_DUCKING )
{
return VEC_DUCK_HULL_MAX_SCALED ( this ) ;
}
else
{
return VEC_HULL_MAX_SCALED ( this ) ;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Update the vehicle view, or simply return the cached position and angles
//-----------------------------------------------------------------------------
void CBasePlayer : : CacheVehicleView ( void )
{
// If we've calculated the view this frame, then there's no need to recalculate it
if ( m_nVehicleViewSavedFrame = = gpGlobals - > framecount )
return ;
# ifdef CLIENT_DLL
IClientVehicle * pVehicle = GetVehicle ( ) ;
# else
IServerVehicle * pVehicle = GetVehicle ( ) ;
# endif
if ( pVehicle ! = NULL )
{
int nRole = pVehicle - > GetPassengerRole ( this ) ;
// Get our view for this frame
pVehicle - > GetVehicleViewPosition ( nRole , & m_vecVehicleViewOrigin , & m_vecVehicleViewAngles , & m_flVehicleViewFOV ) ;
m_nVehicleViewSavedFrame = gpGlobals - > framecount ;
# ifdef CLIENT_DLL
if ( UseVR ( ) )
{
C_BaseAnimating * pVehicleAnimating = dynamic_cast < C_BaseAnimating * > ( pVehicle ) ;
if ( pVehicleAnimating )
{
int eyeAttachmentIndex = pVehicleAnimating - > LookupAttachment ( " vehicle_driver_eyes " ) ;
Vector vehicleEyeOrigin ;
QAngle vehicleEyeAngles ;
pVehicleAnimating - > GetAttachment ( eyeAttachmentIndex , vehicleEyeOrigin , vehicleEyeAngles ) ;
g_ClientVirtualReality . OverrideTorsoTransform ( vehicleEyeOrigin , vehicleEyeAngles ) ;
}
}
# endif
}
}
//-----------------------------------------------------------------------------
// Returns eye vectors
//-----------------------------------------------------------------------------
void CBasePlayer : : EyeVectors ( Vector * pForward , Vector * pRight , Vector * pUp )
{
if ( GetVehicle ( ) ! = NULL )
{
// Cache or retrieve our calculated position in the vehicle
CacheVehicleView ( ) ;
AngleVectors ( m_vecVehicleViewAngles , pForward , pRight , pUp ) ;
}
else
{
AngleVectors ( EyeAngles ( ) , pForward , pRight , pUp ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the eye position and angle vectors.
//-----------------------------------------------------------------------------
void CBasePlayer : : EyePositionAndVectors ( Vector * pPosition , Vector * pForward ,
Vector * pRight , Vector * pUp )
{
// Handle the view in the vehicle
if ( GetVehicle ( ) ! = NULL )
{
CacheVehicleView ( ) ;
AngleVectors ( m_vecVehicleViewAngles , pForward , pRight , pUp ) ;
if ( pPosition ! = NULL )
{
* pPosition = m_vecVehicleViewOrigin ;
}
}
else
{
VectorCopy ( BaseClass : : EyePosition ( ) , * pPosition ) ;
AngleVectors ( EyeAngles ( ) , pForward , pRight , pUp ) ;
}
}
# ifdef CLIENT_DLL
surfacedata_t * CBasePlayer : : GetFootstepSurface ( const Vector & origin , const char * surfaceName )
{
return physprops - > GetSurfaceData ( physprops - > GetSurfaceIndex ( surfaceName ) ) ;
}
# endif
surfacedata_t * CBasePlayer : : GetLadderSurface ( const Vector & origin )
{
# ifdef CLIENT_DLL
return GetFootstepSurface ( origin , " ladder " ) ;
# else
return physprops - > GetSurfaceData ( physprops - > GetSurfaceIndex ( " ladder " ) ) ;
# endif
}
void CBasePlayer : : UpdateStepSound ( surfacedata_t * psurface , const Vector & vecOrigin , const Vector & vecVelocity )
{
bool bWalking ;
float fvol ;
Vector knee ;
Vector feet ;
float height ;
float speed ;
float velrun ;
float velwalk ;
int fLadder ;
if ( m_flStepSoundTime > 0 )
{
m_flStepSoundTime - = 1000.0f * gpGlobals - > frametime ;
if ( m_flStepSoundTime < 0 )
{
m_flStepSoundTime = 0 ;
}
}
if ( m_flStepSoundTime > 0 )
return ;
if ( GetFlags ( ) & ( FL_FROZEN | FL_ATCONTROLS ) )
return ;
if ( GetMoveType ( ) = = MOVETYPE_NOCLIP | | GetMoveType ( ) = = MOVETYPE_OBSERVER )
return ;
if ( ! sv_footsteps . GetFloat ( ) )
return ;
speed = VectorLength ( vecVelocity ) ;
float groundspeed = Vector2DLength ( vecVelocity . AsVector2D ( ) ) ;
// determine if we are on a ladder
fLadder = ( GetMoveType ( ) = = MOVETYPE_LADDER ) ;
GetStepSoundVelocities ( & velwalk , & velrun ) ;
bool onground = ( GetFlags ( ) & FL_ONGROUND ) ;
bool movingalongground = ( groundspeed > 0.0001f ) ;
bool moving_fast_enough = ( speed > = velwalk ) ;
# ifdef PORTAL
// In Portal we MUST play footstep sounds even when the player is moving very slowly
// This is used to count the number of footsteps they take in the challenge mode
// -Jeep
moving_fast_enough = true ;
# endif
// To hear step sounds you must be either on a ladder or moving along the ground AND
// You must be moving fast enough
if ( ! moving_fast_enough | | ! ( fLadder | | ( onground & & movingalongground ) ) )
return ;
// MoveHelper()->PlayerSetAnimation( PLAYER_WALK );
bWalking = speed < velrun ;
VectorCopy ( vecOrigin , knee ) ;
VectorCopy ( vecOrigin , feet ) ;
height = GetPlayerMaxs ( ) [ 2 ] - GetPlayerMins ( ) [ 2 ] ;
knee [ 2 ] = vecOrigin [ 2 ] + 0.2 * height ;
// find out what we're stepping in or on...
if ( fLadder )
{
psurface = GetLadderSurface ( vecOrigin ) ;
fvol = 0.5 ;
SetStepSoundTime ( STEPSOUNDTIME_ON_LADDER , bWalking ) ;
}
# ifdef CSTRIKE_DLL
else if ( enginetrace - > GetPointContents ( knee ) & MASK_WATER ) // we want to use the knee for Cstrike, not the waist
# else
else if ( GetWaterLevel ( ) = = WL_Waist )
# endif // CSTRIKE_DLL
{
static int iSkipStep = 0 ;
if ( iSkipStep = = 0 )
{
iSkipStep + + ;
return ;
}
if ( iSkipStep + + = = 3 )
{
iSkipStep = 0 ;
}
psurface = physprops - > GetSurfaceData ( physprops - > GetSurfaceIndex ( " wade " ) ) ;
fvol = 0.65 ;
SetStepSoundTime ( STEPSOUNDTIME_WATER_KNEE , bWalking ) ;
}
else if ( GetWaterLevel ( ) = = WL_Feet )
{
psurface = physprops - > GetSurfaceData ( physprops - > GetSurfaceIndex ( " water " ) ) ;
fvol = bWalking ? 0.2 : 0.5 ;
SetStepSoundTime ( STEPSOUNDTIME_WATER_FOOT , bWalking ) ;
}
else
{
if ( ! psurface )
return ;
SetStepSoundTime ( STEPSOUNDTIME_NORMAL , bWalking ) ;
switch ( psurface - > game . material )
{
default :
case CHAR_TEX_CONCRETE :
fvol = bWalking ? 0.2 : 0.5 ;
break ;
case CHAR_TEX_METAL :
fvol = bWalking ? 0.2 : 0.5 ;
break ;
case CHAR_TEX_DIRT :
fvol = bWalking ? 0.25 : 0.55 ;
break ;
case CHAR_TEX_VENT :
fvol = bWalking ? 0.4 : 0.7 ;
break ;
case CHAR_TEX_GRATE :
fvol = bWalking ? 0.2 : 0.5 ;
break ;
case CHAR_TEX_TILE :
fvol = bWalking ? 0.2 : 0.5 ;
break ;
case CHAR_TEX_SLOSH :
fvol = bWalking ? 0.2 : 0.5 ;
break ;
}
}
// play the sound
// 65% volume if ducking
if ( GetFlags ( ) & FL_DUCKING )
{
fvol * = 0.65 ;
}
PlayStepSound ( feet , psurface , fvol , false ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : step -
// fvol -
// force - force sound to play
//-----------------------------------------------------------------------------
void CBasePlayer : : PlayStepSound ( Vector & vecOrigin , surfacedata_t * psurface , float fvol , bool force )
{
if ( gpGlobals - > maxClients > 1 & & ! sv_footsteps . GetFloat ( ) )
return ;
# if defined( CLIENT_DLL )
// during prediction play footstep sounds only once
if ( prediction - > InPrediction ( ) & & ! prediction - > IsFirstTimePredicted ( ) )
return ;
# endif
if ( ! psurface )
return ;
int nSide = m_Local . m_nStepside ;
unsigned short stepSoundName = nSide ? psurface - > sounds . stepleft : psurface - > sounds . stepright ;
if ( ! stepSoundName )
return ;
m_Local . m_nStepside = ! nSide ;
CSoundParameters params ;
Assert ( nSide = = 0 | | nSide = = 1 ) ;
if ( m_StepSoundCache [ nSide ] . m_usSoundNameIndex = = stepSoundName )
{
params = m_StepSoundCache [ nSide ] . m_SoundParameters ;
}
else
{
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IPhysicsSurfaceProps * physprops = MoveHelper ( ) - > GetSurfaceProps ( ) ;
const char * pSoundName = physprops - > GetString ( stepSoundName ) ;
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// Give child classes an opportunity to override.
pSoundName = GetOverrideStepSound ( pSoundName ) ;
if ( ! CBaseEntity : : GetParametersForSound ( pSoundName , params , NULL ) )
return ;
// Only cache if there's one option. Otherwise we'd never here any other sounds
if ( params . count = = 1 )
{
m_StepSoundCache [ nSide ] . m_usSoundNameIndex = stepSoundName ;
m_StepSoundCache [ nSide ] . m_SoundParameters = params ;
}
}
CRecipientFilter filter ;
filter . AddRecipientsByPAS ( vecOrigin ) ;
# ifndef CLIENT_DLL
// in MP, server removes all players in the vecOrigin's PVS, these players generate the footsteps client side
if ( gpGlobals - > maxClients > 1 )
{
filter . RemoveRecipientsByPVS ( vecOrigin ) ;
}
# endif
EmitSound_t ep ;
ep . m_nChannel = CHAN_BODY ;
ep . m_pSoundName = params . soundname ;
# if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
if ( TFGameRules ( ) - > IsMannVsMachineMode ( ) )
{
ep . m_flVolume = params . volume ;
}
else
{
ep . m_flVolume = fvol ;
}
# else
ep . m_flVolume = fvol ;
# endif
ep . m_SoundLevel = params . soundlevel ;
ep . m_nFlags = 0 ;
ep . m_nPitch = params . pitch ;
ep . m_pOrigin = & vecOrigin ;
EmitSound ( filter , entindex ( ) , ep ) ;
// Kyle says: ugggh. This function may as well be called "PerformPileOfDesperateGameSpecificFootstepHacks".
OnEmitFootstepSound ( params , vecOrigin , fvol ) ;
}
void CBasePlayer : : UpdateButtonState ( int nUserCmdButtonMask )
{
// Track button info so we can detect 'pressed' and 'released' buttons next frame
m_afButtonLast = m_nButtons ;
// Get button states
m_nButtons = nUserCmdButtonMask ;
int buttonsChanged = m_afButtonLast ^ m_nButtons ;
// Debounced button codes for pressed/released
// UNDONE: Do we need auto-repeat?
m_afButtonPressed = buttonsChanged & m_nButtons ; // The changed ones still down are "pressed"
m_afButtonReleased = buttonsChanged & ( ~ m_nButtons ) ; // The ones not down are "released"
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : GetStepSoundVelocities ( float * velwalk , float * velrun )
{
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags ( ) & FL_DUCKING ) | | ( GetMoveType ( ) = = MOVETYPE_LADDER ) )
{
* velwalk = 60 ; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
* velrun = 80 ;
}
else
{
* velwalk = 90 ;
* velrun = 220 ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : SetStepSoundTime ( stepsoundtimes_t iStepSoundTime , bool bWalking )
{
switch ( iStepSoundTime )
{
case STEPSOUNDTIME_NORMAL :
case STEPSOUNDTIME_WATER_FOOT :
m_flStepSoundTime = bWalking ? 400 : 300 ;
break ;
case STEPSOUNDTIME_ON_LADDER :
m_flStepSoundTime = 350 ;
break ;
case STEPSOUNDTIME_WATER_KNEE :
m_flStepSoundTime = 600 ;
break ;
default :
Assert ( 0 ) ;
break ;
}
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags ( ) & FL_DUCKING ) | | ( GetMoveType ( ) = = MOVETYPE_LADDER ) )
{
m_flStepSoundTime + = 100 ;
}
}
Vector CBasePlayer : : Weapon_ShootPosition ( )
{
return EyePosition ( ) ;
}
void CBasePlayer : : SetAnimationExtension ( const char * pExtension )
{
Q_strncpy ( m_szAnimExtension , pExtension , sizeof ( m_szAnimExtension ) ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Set the weapon to switch to when the player uses the 'lastinv' command
//-----------------------------------------------------------------------------
void CBasePlayer : : Weapon_SetLast ( CBaseCombatWeapon * pWeapon )
{
m_hLastWeapon = pWeapon ;
}
//-----------------------------------------------------------------------------
// Purpose: Override base class so player can reset autoaim
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CBasePlayer : : Weapon_Switch ( CBaseCombatWeapon * pWeapon , int viewmodelindex /*=0*/ )
{
CBaseCombatWeapon * pLastWeapon = GetActiveWeapon ( ) ;
if ( BaseClass : : Weapon_Switch ( pWeapon , viewmodelindex ) )
{
if ( pLastWeapon & & Weapon_ShouldSetLast ( pLastWeapon , GetActiveWeapon ( ) ) )
{
Weapon_SetLast ( pLastWeapon - > GetLastWeapon ( ) ) ;
}
CBaseViewModel * pViewModel = GetViewModel ( viewmodelindex ) ;
Assert ( pViewModel ) ;
if ( pViewModel )
pViewModel - > RemoveEffects ( EF_NODRAW ) ;
ResetAutoaim ( ) ;
return true ;
}
return false ;
}
void CBasePlayer : : SelectLastItem ( void )
{
if ( m_hLastWeapon . Get ( ) = = NULL )
return ;
if ( GetActiveWeapon ( ) & & ! GetActiveWeapon ( ) - > CanHolster ( ) )
return ;
SelectItem ( m_hLastWeapon . Get ( ) - > GetClassname ( ) , m_hLastWeapon . Get ( ) - > GetSubType ( ) ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Abort any reloads we're in
//-----------------------------------------------------------------------------
void CBasePlayer : : AbortReload ( void )
{
if ( GetActiveWeapon ( ) )
{
GetActiveWeapon ( ) - > AbortReload ( ) ;
}
}
# if !defined( NO_ENTITY_PREDICTION )
void CBasePlayer : : AddToPlayerSimulationList ( CBaseEntity * other )
{
CHandle < CBaseEntity > h ;
h = other ;
// Already in list
if ( m_SimulatedByThisPlayer . Find ( h ) ! = m_SimulatedByThisPlayer . InvalidIndex ( ) )
return ;
Assert ( other - > IsPlayerSimulated ( ) ) ;
m_SimulatedByThisPlayer . AddToTail ( h ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Fixme, this should occur if the player fails to drive simulation
// often enough!!!
// Input : *other -
//-----------------------------------------------------------------------------
void CBasePlayer : : RemoveFromPlayerSimulationList ( CBaseEntity * other )
{
if ( ! other )
return ;
Assert ( other - > IsPlayerSimulated ( ) ) ;
Assert ( other - > GetSimulatingPlayer ( ) = = this ) ;
CHandle < CBaseEntity > h ;
h = other ;
m_SimulatedByThisPlayer . FindAndRemove ( h ) ;
}
void CBasePlayer : : SimulatePlayerSimulatedEntities ( void )
{
int c = m_SimulatedByThisPlayer . Count ( ) ;
int i ;
for ( i = c - 1 ; i > = 0 ; i - - )
{
CHandle < CBaseEntity > h ;
h = m_SimulatedByThisPlayer [ i ] ;
CBaseEntity * e = h ;
if ( ! e | | ! e - > IsPlayerSimulated ( ) )
{
m_SimulatedByThisPlayer . Remove ( i ) ;
continue ;
}
# if defined( CLIENT_DLL )
if ( e - > IsClientCreated ( ) & & prediction - > InPrediction ( ) & & ! prediction - > IsFirstTimePredicted ( ) )
{
continue ;
}
# endif
Assert ( e - > IsPlayerSimulated ( ) ) ;
Assert ( e - > GetSimulatingPlayer ( ) = = this ) ;
e - > PhysicsSimulate ( ) ;
}
// Loop through all entities again, checking their untouch if flagged to do so
c = m_SimulatedByThisPlayer . Count ( ) ;
for ( i = c - 1 ; i > = 0 ; i - - )
{
CHandle < CBaseEntity > h ;
h = m_SimulatedByThisPlayer [ i ] ;
CBaseEntity * e = h ;
if ( ! e | | ! e - > IsPlayerSimulated ( ) )
{
m_SimulatedByThisPlayer . Remove ( i ) ;
continue ;
}
# if defined( CLIENT_DLL )
if ( e - > IsClientCreated ( ) & & prediction - > InPrediction ( ) & & ! prediction - > IsFirstTimePredicted ( ) )
{
continue ;
}
# endif
Assert ( e - > IsPlayerSimulated ( ) ) ;
Assert ( e - > GetSimulatingPlayer ( ) = = this ) ;
if ( ! e - > GetCheckUntouch ( ) )
continue ;
e - > PhysicsCheckForEntityUntouch ( ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : ClearPlayerSimulationList ( void )
{
int c = m_SimulatedByThisPlayer . Size ( ) ;
int i ;
for ( i = c - 1 ; i > = 0 ; i - - )
{
CHandle < CBaseEntity > h ;
h = m_SimulatedByThisPlayer [ i ] ;
CBaseEntity * e = h ;
if ( e )
{
e - > UnsetPlayerSimulated ( ) ;
}
}
m_SimulatedByThisPlayer . RemoveAll ( ) ;
}
# endif
//-----------------------------------------------------------------------------
// Purpose: Return true if we should allow selection of the specified item
//-----------------------------------------------------------------------------
bool CBasePlayer : : Weapon_ShouldSelectItem ( CBaseCombatWeapon * pWeapon )
{
return ( pWeapon ! = GetActiveWeapon ( ) ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : SelectItem ( const char * pstr , int iSubType )
{
if ( ! pstr )
return ;
CBaseCombatWeapon * pItem = Weapon_OwnsThisType ( pstr , iSubType ) ;
if ( ! pItem )
return ;
if ( GetObserverMode ( ) ! = OBS_MODE_NONE )
return ; // Observers can't select things.
if ( ! Weapon_ShouldSelectItem ( pItem ) )
return ;
// FIX, this needs to queue them up and delay
// Make sure the current weapon can be holstered
if ( GetActiveWeapon ( ) )
{
2022-03-01 20:00:42 +00:00
if ( ! GetActiveWeapon ( ) - > CanHolster ( ) )
2020-04-22 16:56:21 +00:00
return ;
ResetAutoaim ( ) ;
}
Weapon_Switch ( pItem ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar sv_debug_player_use ( " sv_debug_player_use " , " 0 " , FCVAR_REPLICATED , " Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success " ) ;
float IntervalDistance ( float x , float x0 , float x1 )
{
// swap so x0 < x1
if ( x0 > x1 )
{
float tmp = x0 ;
x0 = x1 ;
x1 = tmp ;
}
if ( x < x0 )
return x0 - x ;
else if ( x > x1 )
return x - x1 ;
return 0 ;
}
CBaseEntity * CBasePlayer : : FindUseEntity ( )
{
Vector forward , up ;
EyeVectors ( & forward , NULL , & up ) ;
trace_t tr ;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition ( ) ;
// NOTE: Some debris objects are useable too, so hit those as well
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP ;
# ifdef CSTRIKE_DLL
useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_OPAQUE_AND_NPCS ;
# endif
# ifdef HL1_DLL
useableContents = MASK_SOLID ;
# endif
# ifndef CLIENT_DLL
CBaseEntity * pFoundByTrace = NULL ;
# endif
// UNDONE: Might be faster to just fold this range into the sphere query
CBaseEntity * pObject = NULL ;
float nearestDist = FLT_MAX ;
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity * pNearest = NULL ;
const int NUM_TANGENTS = 8 ;
// trace a box at successive angles down
// forward, 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents [ NUM_TANGENTS ] = { 0 , 1 , 0.57735026919f , 0.3639702342f , 0.267949192431f , 0.1763269807f , - 0.1763269807f , - 0.267949192431f } ;
for ( int i = 0 ; i < NUM_TANGENTS ; i + + )
{
if ( i = = 0 )
{
UTIL_TraceLine ( searchCenter , searchCenter + forward * 1024 , useableContents , this , COLLISION_GROUP_NONE , & tr ) ;
}
else
{
Vector down = forward - tangents [ i ] * up ;
VectorNormalize ( down ) ;
UTIL_TraceHull ( searchCenter , searchCenter + down * 72 , - Vector ( 16 , 16 , 16 ) , Vector ( 16 , 16 , 16 ) , useableContents , this , COLLISION_GROUP_NONE , & tr ) ;
}
pObject = tr . m_pEnt ;
# ifndef CLIENT_DLL
pFoundByTrace = pObject ;
# endif
bool bUsable = IsUseableEntity ( pObject , 0 ) ;
while ( pObject & & ! bUsable & & pObject - > GetMoveParent ( ) )
{
pObject = pObject - > GetMoveParent ( ) ;
bUsable = IsUseableEntity ( pObject , 0 ) ;
}
if ( bUsable )
{
Vector delta = tr . endpos - tr . startpos ;
float centerZ = CollisionProp ( ) - > WorldSpaceCenter ( ) . z ;
delta . z = IntervalDistance ( tr . endpos . z , centerZ + CollisionProp ( ) - > OBBMins ( ) . z , centerZ + CollisionProp ( ) - > OBBMaxs ( ) . z ) ;
float dist = delta . Length ( ) ;
if ( dist < PLAYER_USE_RADIUS )
{
# ifndef CLIENT_DLL
if ( sv_debug_player_use . GetBool ( ) )
{
NDebugOverlay : : Line ( searchCenter , tr . endpos , 0 , 255 , 0 , true , 30 ) ;
NDebugOverlay : : Cross3D ( tr . endpos , 16 , 0 , 255 , 0 , true , 30 ) ;
}
if ( pObject - > MyNPCPointer ( ) & & pObject - > MyNPCPointer ( ) - > IsPlayerAlly ( this ) )
{
// If about to select an NPC, do a more thorough check to ensure
// that we're selecting the right one from a group.
pObject = DoubleCheckUseNPC ( pObject , searchCenter , forward ) ;
}
# endif
if ( sv_debug_player_use . GetBool ( ) )
{
Msg ( " Trace using: %s \n " , pObject ? pObject - > GetDebugName ( ) : " no usable entity found " ) ;
}
pNearest = pObject ;
// if this is directly under the cursor just return it now
if ( i = = 0 )
return pObject ;
}
}
}
// check ground entity first
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
// otherwise, search out in a 90 degree cone (hemisphere)
if ( GetGroundEntity ( ) & & IsUseableEntity ( GetGroundEntity ( ) , FCAP_USE_ONGROUND ) )
{
pNearest = GetGroundEntity ( ) ;
}
if ( pNearest )
{
// estimate nearest object by distance from the view vector
Vector point ;
pNearest - > CollisionProp ( ) - > CalcNearestPoint ( searchCenter , & point ) ;
nearestDist = CalcDistanceToLine ( point , searchCenter , forward ) ;
if ( sv_debug_player_use . GetBool ( ) )
{
Msg ( " Trace found %s, dist %.2f \n " , pNearest - > GetClassname ( ) , nearestDist ) ;
}
}
for ( CEntitySphereQuery sphere ( searchCenter , PLAYER_USE_RADIUS ) ; ( pObject = sphere . GetCurrentEntity ( ) ) ! = NULL ; sphere . NextEntity ( ) )
{
if ( ! pObject )
continue ;
if ( ! IsUseableEntity ( pObject , FCAP_USE_IN_RADIUS ) )
continue ;
// see if it's more roughly in front of the player than previous guess
Vector point ;
pObject - > CollisionProp ( ) - > CalcNearestPoint ( searchCenter , & point ) ;
Vector dir = point - searchCenter ;
VectorNormalize ( dir ) ;
float dot = DotProduct ( dir , forward ) ;
// Need to be looking at the object more or less
if ( dot < 0.8 )
continue ;
float dist = CalcDistanceToLine ( point , searchCenter , forward ) ;
if ( sv_debug_player_use . GetBool ( ) )
{
Msg ( " Radius found %s, dist %.2f \n " , pObject - > GetClassname ( ) , dist ) ;
}
if ( dist < nearestDist )
{
// Since this has purely been a radius search to this point, we now
// make sure the object isn't behind glass or a grate.
trace_t trCheckOccluded ;
UTIL_TraceLine ( searchCenter , point , useableContents , this , COLLISION_GROUP_NONE , & trCheckOccluded ) ;
if ( trCheckOccluded . fraction = = 1.0 | | trCheckOccluded . m_pEnt = = pObject )
{
pNearest = pObject ;
nearestDist = dist ;
}
}
}
# ifndef CLIENT_DLL
if ( ! pNearest )
{
// Haven't found anything near the player to use, nor any NPC's at distance.
// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
trace_t trAllies ;
UTIL_TraceLine ( searchCenter , searchCenter + forward * PLAYER_USE_RADIUS , MASK_OPAQUE_AND_NPCS , this , COLLISION_GROUP_NONE , & trAllies ) ;
if ( trAllies . m_pEnt & & IsUseableEntity ( trAllies . m_pEnt , 0 ) & & trAllies . m_pEnt - > MyNPCPointer ( ) & & trAllies . m_pEnt - > MyNPCPointer ( ) - > IsPlayerAlly ( this ) )
{
// This is an NPC, take it!
pNearest = trAllies . m_pEnt ;
}
}
if ( pNearest & & pNearest - > MyNPCPointer ( ) & & pNearest - > MyNPCPointer ( ) - > IsPlayerAlly ( this ) )
{
pNearest = DoubleCheckUseNPC ( pNearest , searchCenter , forward ) ;
}
if ( sv_debug_player_use . GetBool ( ) )
{
if ( ! pNearest )
{
NDebugOverlay : : Line ( searchCenter , tr . endpos , 255 , 0 , 0 , true , 30 ) ;
NDebugOverlay : : Cross3D ( tr . endpos , 16 , 255 , 0 , 0 , true , 30 ) ;
}
else if ( pNearest = = pFoundByTrace )
{
NDebugOverlay : : Line ( searchCenter , tr . endpos , 0 , 255 , 0 , true , 30 ) ;
NDebugOverlay : : Cross3D ( tr . endpos , 16 , 0 , 255 , 0 , true , 30 ) ;
}
else
{
NDebugOverlay : : Box ( pNearest - > WorldSpaceCenter ( ) , Vector ( - 8 , - 8 , - 8 ) , Vector ( 8 , 8 , 8 ) , 0 , 255 , 0 , true , 30 ) ;
}
}
# endif
if ( sv_debug_player_use . GetBool ( ) )
{
Msg ( " Radial using: %s \n " , pNearest ? pNearest - > GetDebugName ( ) : " no usable entity found " ) ;
}
return pNearest ;
}
//-----------------------------------------------------------------------------
// Purpose: Handles USE keypress
//-----------------------------------------------------------------------------
void CBasePlayer : : PlayerUse ( void )
{
# ifdef GAME_DLL
// Was use pressed or released?
if ( ! ( ( m_nButtons | m_afButtonPressed | m_afButtonReleased ) & IN_USE ) )
return ;
if ( IsObserver ( ) )
{
// do special use operation in oberserver mode
if ( m_afButtonPressed & IN_USE )
ObserverUse ( true ) ;
else if ( m_afButtonReleased & IN_USE )
ObserverUse ( false ) ;
return ;
}
# if !defined(_XBOX)
// push objects in turbo physics mode
if ( ( m_nButtons & IN_USE ) & & sv_turbophysics . GetBool ( ) )
{
Vector forward , up ;
EyeVectors ( & forward , NULL , & up ) ;
trace_t tr ;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition ( ) ;
CUsePushFilter filter ;
UTIL_TraceLine ( searchCenter , searchCenter + forward * 96.0f , MASK_SOLID , & filter , & tr ) ;
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity * entity = tr . m_pEnt ;
if ( entity )
{
IPhysicsObject * pObj = entity - > VPhysicsGetObject ( ) ;
if ( pObj )
{
Vector vPushAway = ( entity - > WorldSpaceCenter ( ) - WorldSpaceCenter ( ) ) ;
vPushAway . z = 0 ;
float flDist = VectorNormalize ( vPushAway ) ;
flDist = MAX ( flDist , 1 ) ;
float flForce = sv_pushaway_force . GetFloat ( ) / flDist ;
flForce = MIN ( flForce , sv_pushaway_max_force . GetFloat ( ) ) ;
pObj - > ApplyForceOffset ( vPushAway * flForce , WorldSpaceCenter ( ) ) ;
}
}
}
# endif
if ( m_afButtonPressed & IN_USE )
{
// Controlling some latched entity?
if ( ClearUseEntity ( ) )
{
return ;
}
else
{
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
{
m_afPhysicsFlags & = ~ PFLAG_DIROVERRIDE ;
m_iTrain = TRAIN_NEW | TRAIN_OFF ;
return ;
}
else
{ // Start controlling the train!
CBaseEntity * pTrain = GetGroundEntity ( ) ;
if ( pTrain & & ! ( m_nButtons & IN_JUMP ) & & ( GetFlags ( ) & FL_ONGROUND ) & & ( pTrain - > ObjectCaps ( ) & FCAP_DIRECTIONAL_USE ) & & pTrain - > OnControls ( this ) )
{
m_afPhysicsFlags | = PFLAG_DIROVERRIDE ;
m_iTrain = TrainSpeed ( pTrain - > m_flSpeed , ( ( CFuncTrackTrain * ) pTrain ) - > GetMaxSpeed ( ) ) ;
m_iTrain | = TRAIN_NEW ;
EmitSound ( " Player.UseTrain " ) ;
return ;
}
}
}
}
CBaseEntity * pUseEntity = FindUseEntity ( ) ;
// Found an object
if ( pUseEntity )
{
//!!!UNDONE: traceline here to prevent +USEing buttons through walls
int caps = pUseEntity - > ObjectCaps ( ) ;
variant_t emptyVariant ;
if ( ( ( m_nButtons & IN_USE ) & & ( caps & FCAP_CONTINUOUS_USE ) ) | | ( ( m_afButtonPressed & IN_USE ) & & ( caps & ( FCAP_IMPULSE_USE | FCAP_ONOFF_USE ) ) ) )
{
if ( caps & FCAP_CONTINUOUS_USE )
{
m_afPhysicsFlags | = PFLAG_USING ;
}
if ( pUseEntity - > ObjectCaps ( ) & FCAP_ONOFF_USE )
{
pUseEntity - > AcceptInput ( " Use " , this , this , emptyVariant , USE_ON ) ;
}
else
{
pUseEntity - > AcceptInput ( " Use " , this , this , emptyVariant , USE_TOGGLE ) ;
}
}
// UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
else if ( ( m_afButtonReleased & IN_USE ) & & ( pUseEntity - > ObjectCaps ( ) & FCAP_ONOFF_USE ) ) // BUGBUG This is an "off" use
{
pUseEntity - > AcceptInput ( " Use " , this , this , emptyVariant , USE_OFF ) ;
}
}
else if ( m_afButtonPressed & IN_USE )
{
PlayUseDenySound ( ) ;
}
# endif
}
ConVar sv_suppress_viewpunch ( " sv_suppress_viewpunch " , " 0 " , FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ) ;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : ViewPunch ( const QAngle & angleOffset )
{
//See if we're suppressing the view punching
if ( sv_suppress_viewpunch . GetBool ( ) )
return ;
// We don't allow view kicks in the vehicle
if ( IsInAVehicle ( ) )
return ;
m_Local . m_vecPunchAngleVel + = angleOffset * 20 ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : ViewPunchReset ( float tolerance )
{
if ( tolerance ! = 0 )
{
tolerance * = tolerance ; // square
float check = m_Local . m_vecPunchAngleVel - > LengthSqr ( ) + m_Local . m_vecPunchAngle - > LengthSqr ( ) ;
if ( check > tolerance )
return ;
}
m_Local . m_vecPunchAngle = vec3_angle ;
m_Local . m_vecPunchAngleVel = vec3_angle ;
}
# if defined( CLIENT_DLL )
# include "iviewrender.h"
# include "ivieweffects.h"
# endif
static ConVar smoothstairs ( " smoothstairs " , " 1 " , FCVAR_REPLICATED , " Smooth player eye z coordinate when traversing stairs. " ) ;
//-----------------------------------------------------------------------------
// Handle view smoothing when going up or down stairs
//-----------------------------------------------------------------------------
void CBasePlayer : : SmoothViewOnStairs ( Vector & eyeOrigin )
{
CBaseEntity * pGroundEntity = GetGroundEntity ( ) ;
float flCurrentPlayerZ = GetLocalOrigin ( ) . z ;
float flCurrentPlayerViewOffsetZ = GetViewOffset ( ) . z ;
// Smooth out stair step ups
// NOTE: Don't want to do this when the ground entity is moving the player
if ( ( pGroundEntity ! = NULL & & pGroundEntity - > GetMoveType ( ) = = MOVETYPE_NONE ) & & ( flCurrentPlayerZ ! = m_flOldPlayerZ ) & & smoothstairs . GetBool ( ) & &
m_flOldPlayerViewOffsetZ = = flCurrentPlayerViewOffsetZ )
{
int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 : - 1 ;
float steptime = gpGlobals - > frametime ;
if ( steptime < 0 )
{
steptime = 0 ;
}
m_flOldPlayerZ + = steptime * 150 * dir ;
const float stepSize = 18.0f ;
if ( dir > 0 )
{
if ( m_flOldPlayerZ > flCurrentPlayerZ )
{
m_flOldPlayerZ = flCurrentPlayerZ ;
}
if ( flCurrentPlayerZ - m_flOldPlayerZ > stepSize )
{
m_flOldPlayerZ = flCurrentPlayerZ - stepSize ;
}
}
else
{
if ( m_flOldPlayerZ < flCurrentPlayerZ )
{
m_flOldPlayerZ = flCurrentPlayerZ ;
}
if ( flCurrentPlayerZ - m_flOldPlayerZ < - stepSize )
{
m_flOldPlayerZ = flCurrentPlayerZ + stepSize ;
}
}
eyeOrigin [ 2 ] + = m_flOldPlayerZ - flCurrentPlayerZ ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ ;
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ ;
}
}
static bool IsWaterContents ( int contents )
{
if ( contents & MASK_WATER )
return true ;
// if ( contents & CONTENTS_TESTFOGVOLUME )
// return true;
return false ;
}
void CBasePlayer : : ResetObserverMode ( )
{
m_hObserverTarget . Set ( 0 ) ;
m_iObserverMode = ( int ) OBS_MODE_NONE ;
# ifndef CLIENT_DLL
m_iObserverLastMode = OBS_MODE_ROAMING ;
m_bForcedObserverMode = false ;
m_afPhysicsFlags & = ~ PFLAG_OBSERVER ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eyeOrigin -
// eyeAngles -
// zNear -
// zFar -
// fov -
//-----------------------------------------------------------------------------
void CBasePlayer : : CalcView ( Vector & eyeOrigin , QAngle & eyeAngles , float & zNear , float & zFar , float & fov )
{
# if defined( CLIENT_DLL )
IClientVehicle * pVehicle ;
# else
IServerVehicle * pVehicle ;
# endif
pVehicle = GetVehicle ( ) ;
if ( ! pVehicle )
{
# if defined( CLIENT_DLL )
if ( UseVR ( ) )
g_ClientVirtualReality . CancelTorsoTransformOverride ( ) ;
# endif
if ( IsObserver ( ) )
{
CalcObserverView ( eyeOrigin , eyeAngles , fov ) ;
}
else
{
CalcPlayerView ( eyeOrigin , eyeAngles , fov ) ;
}
}
else
{
CalcVehicleView ( pVehicle , eyeOrigin , eyeAngles , zNear , zFar , fov ) ;
}
// NVNT update fov on the haptics dll for input scaling.
# if defined( CLIENT_DLL )
if ( IsLocalPlayer ( ) & & haptics )
haptics - > UpdatePlayerFOV ( fov ) ;
# endif
}
void CBasePlayer : : CalcViewModelView ( const Vector & eyeOrigin , const QAngle & eyeAngles )
{
for ( int i = 0 ; i < MAX_VIEWMODELS ; i + + )
{
CBaseViewModel * vm = GetViewModel ( i ) ;
if ( ! vm )
continue ;
vm - > CalcViewModelView ( this , eyeOrigin , eyeAngles ) ;
}
}
void CBasePlayer : : CalcPlayerView ( Vector & eyeOrigin , QAngle & eyeAngles , float & fov )
{
# if defined( CLIENT_DLL )
if ( ! prediction - > InPrediction ( ) )
{
// FIXME: Move into prediction
view - > DriftPitch ( ) ;
}
# endif
VectorCopy ( EyePosition ( ) , eyeOrigin ) ;
# ifdef SIXENSE
if ( g_pSixenseInput - > IsEnabled ( ) )
{
VectorCopy ( EyeAngles ( ) + GetEyeAngleOffset ( ) , eyeAngles ) ;
}
else
{
VectorCopy ( EyeAngles ( ) , eyeAngles ) ;
}
# else
VectorCopy ( EyeAngles ( ) , eyeAngles ) ;
# endif
# if defined( CLIENT_DLL )
if ( ! prediction - > InPrediction ( ) )
# endif
{
SmoothViewOnStairs ( eyeOrigin ) ;
}
// Snack off the origin before bob + water offset are applied
Vector vecBaseEyePosition = eyeOrigin ;
CalcViewRoll ( eyeAngles ) ;
// Apply punch angle
VectorAdd ( eyeAngles , m_Local . m_vecPunchAngle , eyeAngles ) ;
# if defined( CLIENT_DLL )
if ( ! prediction - > InPrediction ( ) )
{
// Shake it up baby!
vieweffects - > CalcShake ( ) ;
vieweffects - > ApplyShake ( eyeOrigin , eyeAngles , 1.0 ) ;
}
# endif
# if defined( CLIENT_DLL )
// Apply a smoothing offset to smooth out prediction errors.
Vector vSmoothOffset ;
GetPredictionErrorSmoothingVector ( vSmoothOffset ) ;
eyeOrigin + = vSmoothOffset ;
m_flObserverChaseDistance = 0.0 ;
# endif
// calc current FOV
fov = GetFOV ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose: The main view setup function for vehicles
//-----------------------------------------------------------------------------
void CBasePlayer : : CalcVehicleView (
# if defined( CLIENT_DLL )
IClientVehicle * pVehicle ,
# else
IServerVehicle * pVehicle ,
# endif
Vector & eyeOrigin , QAngle & eyeAngles ,
float & zNear , float & zFar , float & fov )
{
Assert ( pVehicle ) ;
// Start with our base origin and angles
CacheVehicleView ( ) ;
eyeOrigin = m_vecVehicleViewOrigin ;
eyeAngles = m_vecVehicleViewAngles ;
# if defined( CLIENT_DLL )
fov = GetFOV ( ) ;
// Allows the vehicle to change the clip planes
pVehicle - > GetVehicleClipPlanes ( zNear , zFar ) ;
# endif
// Snack off the origin before bob + water offset are applied
Vector vecBaseEyePosition = eyeOrigin ;
CalcViewRoll ( eyeAngles ) ;
// Apply punch angle
VectorAdd ( eyeAngles , m_Local . m_vecPunchAngle , eyeAngles ) ;
# if defined( CLIENT_DLL )
if ( ! prediction - > InPrediction ( ) )
{
// Shake it up baby!
vieweffects - > CalcShake ( ) ;
vieweffects - > ApplyShake ( eyeOrigin , eyeAngles , 1.0 ) ;
}
# endif
}
void CBasePlayer : : CalcObserverView ( Vector & eyeOrigin , QAngle & eyeAngles , float & fov )
{
# if defined( CLIENT_DLL )
switch ( GetObserverMode ( ) )
{
case OBS_MODE_DEATHCAM : CalcDeathCamView ( eyeOrigin , eyeAngles , fov ) ;
break ;
case OBS_MODE_ROAMING : // just copy current position without view offset
case OBS_MODE_FIXED : CalcRoamingView ( eyeOrigin , eyeAngles , fov ) ;
break ;
case OBS_MODE_IN_EYE : CalcInEyeCamView ( eyeOrigin , eyeAngles , fov ) ;
break ;
case OBS_MODE_CHASE : CalcChaseCamView ( eyeOrigin , eyeAngles , fov ) ;
break ;
case OBS_MODE_FREEZECAM : CalcFreezeCamView ( eyeOrigin , eyeAngles , fov ) ;
break ;
}
# else
// on server just copy target postions, final view positions will be calculated on client
VectorCopy ( EyePosition ( ) , eyeOrigin ) ;
VectorCopy ( EyeAngles ( ) , eyeAngles ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose: Compute roll angle for a particular lateral velocity
// Input : angles -
// velocity -
// rollangle -
// rollspeed -
// Output : float CViewRender::CalcRoll
//-----------------------------------------------------------------------------
float CBasePlayer : : CalcRoll ( const QAngle & angles , const Vector & velocity , float rollangle , float rollspeed )
{
float sign ;
float side ;
float value ;
Vector forward , right , up ;
AngleVectors ( angles , & forward , & right , & up ) ;
// Get amount of lateral movement
side = DotProduct ( velocity , right ) ;
// Right or left side?
sign = side < 0 ? - 1 : 1 ;
side = fabs ( side ) ;
value = rollangle ;
// Hit 100% of rollangle at rollspeed. Below that get linear approx.
if ( side < rollspeed )
{
side = side * value / rollspeed ;
}
else
{
side = value ;
}
// Scale by right/left sign
return side * sign ;
}
//-----------------------------------------------------------------------------
// Purpose: Determine view roll, including data kick
//-----------------------------------------------------------------------------
void CBasePlayer : : CalcViewRoll ( QAngle & eyeAngles )
{
if ( GetMoveType ( ) = = MOVETYPE_NOCLIP )
return ;
float side = CalcRoll ( GetAbsAngles ( ) , GetAbsVelocity ( ) , sv_rollangle . GetFloat ( ) , sv_rollspeed . GetFloat ( ) ) ;
eyeAngles [ ROLL ] + = side ;
}
void CBasePlayer : : DoMuzzleFlash ( )
{
for ( int i = 0 ; i < MAX_VIEWMODELS ; i + + )
{
CBaseViewModel * vm = GetViewModel ( i ) ;
if ( ! vm )
continue ;
vm - > DoMuzzleFlash ( ) ;
}
BaseClass : : DoMuzzleFlash ( ) ;
}
float CBasePlayer : : GetFOVDistanceAdjustFactor ( )
{
float defaultFOV = ( float ) GetDefaultFOV ( ) ;
float localFOV = ( float ) GetFOV ( ) ;
if ( localFOV = = defaultFOV | | defaultFOV < 0.001f )
{
return 1.0f ;
}
// If FOV is lower, then we're "zoomed" in and this will give a factor < 1 so apparent LOD distances can be
// shorted accordingly
return localFOV / defaultFOV ;
2022-03-01 20:00:42 +00:00
2020-04-22 16:56:21 +00:00
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecTracerSrc -
// &tr -
// iTracerType -
//-----------------------------------------------------------------------------
void CBasePlayer : : MakeTracer ( const Vector & vecTracerSrc , const trace_t & tr , int iTracerType )
{
if ( GetActiveWeapon ( ) )
{
GetActiveWeapon ( ) - > MakeTracer ( vecTracerSrc , tr , iTracerType ) ;
return ;
}
BaseClass : : MakeTracer ( vecTracerSrc , tr , iTracerType ) ;
}
void CBasePlayer : : SharedSpawn ( )
{
SetMoveType ( MOVETYPE_WALK ) ;
SetSolid ( SOLID_BBOX ) ;
AddSolidFlags ( FSOLID_NOT_STANDABLE ) ;
SetFriction ( 1.0f ) ;
pl . deadflag = false ;
m_lifeState = LIFE_ALIVE ;
m_iHealth = 100 ;
m_takedamage = DAMAGE_YES ;
m_Local . m_bDrawViewmodel = true ;
m_Local . m_flStepSize = sv_stepsize . GetFloat ( ) ;
m_Local . m_bAllowAutoMovement = true ;
m_nRenderFX = kRenderFxNone ;
m_flNextAttack = gpGlobals - > curtime ;
m_flMaxspeed = 0.0f ;
MDLCACHE_CRITICAL_SECTION ( ) ;
SetSequence ( SelectWeightedSequence ( ACT_IDLE ) ) ;
if ( GetFlags ( ) & FL_DUCKING )
SetCollisionBounds ( VEC_DUCK_HULL_MIN , VEC_DUCK_HULL_MAX ) ;
else
SetCollisionBounds ( VEC_HULL_MIN , VEC_HULL_MAX ) ;
// dont let uninitialized value here hurt the player
m_Local . m_flFallVelocity = 0 ;
SetBloodColor ( BLOOD_COLOR_RED ) ;
// NVNT inform haptic dll we have just spawned local player
# ifdef CLIENT_DLL
if ( IsLocalPlayer ( ) & & haptics )
haptics - > LocalPlayerReset ( ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayer : : GetDefaultFOV ( void ) const
{
# if defined( CLIENT_DLL )
if ( GetObserverMode ( ) = = OBS_MODE_IN_EYE )
{
C_BasePlayer * pTargetPlayer = dynamic_cast < C_BasePlayer * > ( GetObserverTarget ( ) ) ;
if ( pTargetPlayer & & ! pTargetPlayer - > IsObserver ( ) )
{
return pTargetPlayer - > GetDefaultFOV ( ) ;
}
}
# endif
int iFOV = ( m_iDefaultFOV = = 0 ) ? g_pGameRules - > DefaultFOV ( ) : m_iDefaultFOV ;
if ( iFOV > MAX_FOV )
iFOV = MAX_FOV ;
return iFOV ;
}
void CBasePlayer : : AvoidPhysicsProps ( CUserCmd * pCmd )
{
# ifndef _XBOX
// Don't avoid if noclipping or in movetype none
switch ( GetMoveType ( ) )
{
case MOVETYPE_NOCLIP :
case MOVETYPE_NONE :
case MOVETYPE_OBSERVER :
return ;
default :
break ;
}
if ( GetObserverMode ( ) ! = OBS_MODE_NONE | | ! IsAlive ( ) )
return ;
AvoidPushawayProps ( this , pCmd ) ;
# endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char * CBasePlayer : : GetTracerType ( void )
{
if ( GetActiveWeapon ( ) )
{
return GetActiveWeapon ( ) - > GetTracerType ( ) ;
}
return BaseClass : : GetTracerType ( ) ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : ClearZoomOwner ( void )
{
m_hZoomOwner = NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the FOV of the client, doing interpolation between old and new if requested
// Input : FOV - New FOV
// zoomRate - Amount of time (in seconds) to move between old and new FOV
//-----------------------------------------------------------------------------
bool CBasePlayer : : SetFOV ( CBaseEntity * pRequester , int FOV , float zoomRate , int iZoomStart /* = 0 */ )
{
//NOTENOTE: You MUST specify who is requesting the zoom change
assert ( pRequester ! = NULL ) ;
if ( pRequester = = NULL )
return false ;
// If we already have an owner, we only allow requests from that owner
if ( ( m_hZoomOwner . Get ( ) ! = NULL ) & & ( m_hZoomOwner . Get ( ) ! = pRequester ) )
{
# ifdef GAME_DLL
if ( CanOverrideEnvZoomOwner ( m_hZoomOwner . Get ( ) ) = = false )
# endif
return false ;
}
else
{
//FIXME: Maybe do this is as an accessor instead
if ( FOV = = 0 )
{
m_hZoomOwner = NULL ;
}
else
{
m_hZoomOwner = pRequester ;
}
}
// Setup our FOV and our scaling time
if ( iZoomStart > 0 )
{
m_iFOVStart = iZoomStart ;
}
else
{
m_iFOVStart = GetFOV ( ) ;
}
m_flFOVTime = gpGlobals - > curtime ;
m_iFOV = FOV ;
m_Local . m_flFOVRate = zoomRate ;
return true ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer : : UpdateUnderwaterState ( void )
{
if ( GetWaterLevel ( ) = = WL_Eyes )
{
if ( IsPlayerUnderwater ( ) = = false )
{
SetPlayerUnderwater ( true ) ;
}
return ;
}
if ( IsPlayerUnderwater ( ) )
{
SetPlayerUnderwater ( false ) ;
}
if ( GetWaterLevel ( ) = = 0 )
{
if ( GetFlags ( ) & FL_INWATER )
{
# ifndef CLIENT_DLL
if ( m_iHealth > 0 & & IsAlive ( ) )
{
EmitSound ( " Player.Wade " ) ;
}
# endif
RemoveFlag ( FL_INWATER ) ;
}
}
else if ( ! ( GetFlags ( ) & FL_INWATER ) )
{
# ifndef CLIENT_DLL
// player enter water sound
if ( GetWaterType ( ) = = CONTENTS_WATER )
{
EmitSound ( " Player.Wade " ) ;
}
# endif
AddFlag ( FL_INWATER ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
// ensure that for every emitsound there is a matching stopsound
//-----------------------------------------------------------------------------
void CBasePlayer : : SetPlayerUnderwater ( bool state )
{
if ( m_bPlayerUnderwater ! = state )
{
# if defined( WIN32 ) && !defined( _X360 )
// NVNT turn on haptic drag when underwater
if ( state )
HapticSetDrag ( this , 1 ) ;
else
HapticSetDrag ( this , 0 ) ;
# endif
m_bPlayerUnderwater = state ;
# ifdef CLIENT_DLL
if ( state )
EmitSound ( " Player.AmbientUnderWater " ) ;
else
StopSound ( " Player.AmbientUnderWater " ) ;
# endif
}
}
void CBasePlayer : : SetPreviouslyPredictedOrigin ( const Vector & vecAbsOrigin )
{
m_vecPreviouslyPredictedOrigin = vecAbsOrigin ;
}
const Vector & CBasePlayer : : GetPreviouslyPredictedOrigin ( ) const
{
return m_vecPreviouslyPredictedOrigin ;
}
bool fogparams_t : : operator ! = ( const fogparams_t & other ) const
{
if ( this - > enable ! = other . enable | |
this - > blend ! = other . blend | |
! VectorsAreEqual ( this - > dirPrimary , other . dirPrimary , 0.01f ) | |
this - > colorPrimary . Get ( ) ! = other . colorPrimary . Get ( ) | |
this - > colorSecondary . Get ( ) ! = other . colorSecondary . Get ( ) | |
this - > start ! = other . start | |
this - > end ! = other . end | |
this - > farz ! = other . farz | |
this - > maxdensity ! = other . maxdensity | |
this - > colorPrimaryLerpTo . Get ( ) ! = other . colorPrimaryLerpTo . Get ( ) | |
this - > colorSecondaryLerpTo . Get ( ) ! = other . colorSecondaryLerpTo . Get ( ) | |
this - > startLerpTo ! = other . startLerpTo | |
this - > endLerpTo ! = other . endLerpTo | |
this - > lerptime ! = other . lerptime | |
this - > duration ! = other . duration )
return true ;
return false ;
}