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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include <stdarg.h>
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#include "gamerules.h"
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#include "player.h"
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#include "model_types.h"
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#include "movehelper_server.h"
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#include "shake.h" // For screen fade constants
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#include "engine/IEngineSound.h"
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//=============================================================================
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// HPE_BEGIN
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// [dwenger] Necessary for stats tracking
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//=============================================================================
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#ifdef CSTRIKE_DLL
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#include "cs_gamestats.h"
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#include "cs_achievement_constants.h"
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#endif
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//=============================================================================
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// HPE_END
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//=============================================================================
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern IPhysicsCollision *physcollision;
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//-----------------------------------------------------------------------------
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// Implementation of the movehelper on the server
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//-----------------------------------------------------------------------------
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class CMoveHelperServer : public IMoveHelperServer
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{
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public:
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CMoveHelperServer( void );
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virtual ~CMoveHelperServer();
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// Methods associated with a particular entity
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virtual char const* GetName( EntityHandle_t handle ) const;
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// Touch list...
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virtual void ResetTouchList( void );
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virtual bool AddToTouched( const trace_t &tr, const Vector& impactvelocity );
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virtual void ProcessImpacts( void );
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virtual bool PlayerFallingDamage( void );
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virtual void PlayerSetAnimation( PLAYER_ANIM eAnim );
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// Numbered line printf
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virtual void Con_NPrintf( int idx, char const* fmt, ... );
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// These have separate server vs client impementations
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virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch );
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virtual void StartSound( const Vector& origin, const char *soundname );
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virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
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virtual IPhysicsSurfaceProps *GetSurfaceProps( void );
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void SetHost( CBasePlayer *host );
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virtual bool IsWorldEntity( const CBaseHandle &handle );
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private:
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CBasePlayer* m_pHostPlayer;
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// results, tallied on client and server, but only used by server to run SV_Impact.
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// we store off our velocity in the trace_t structure so that we can determine results
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// of shoving boxes etc. around.
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struct touchlist_t
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{
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Vector deltavelocity;
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trace_t trace;
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};
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CUtlVector<touchlist_t> m_TouchList;
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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IMPLEMENT_MOVEHELPER();
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IMoveHelperServer* MoveHelperServer()
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{
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static CMoveHelperServer s_MoveHelperServer;
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return &s_MoveHelperServer;
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}
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//-----------------------------------------------------------------------------
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// Converts the entity handle into a edict_t
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//-----------------------------------------------------------------------------
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static inline edict_t* GetEdict( EntityHandle_t handle )
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{
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return gEntList.GetEdict( handle );
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CMoveHelperServer::CMoveHelperServer( void ) : m_TouchList( 0, 128 )
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{
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m_pHostPlayer = 0;
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SetSingleton( this );
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}
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CMoveHelperServer::~CMoveHelperServer( void )
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{
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SetSingleton( 0 );
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}
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//-----------------------------------------------------------------------------
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// Indicates which player we're going to move
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::SetHost( CBasePlayer *host )
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{
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m_pHostPlayer = host;
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// In case any stuff is ever left over, sigh...
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ResetTouchList();
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}
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//-----------------------------------------------------------------------------
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// Returns the name for debugging purposes
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//-----------------------------------------------------------------------------
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char const* CMoveHelperServer::GetName( EntityHandle_t handle ) const
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{
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// This ain't pertickulerly fast, but it's for debugging anyways
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edict_t* pEdict = GetEdict(handle);
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CBaseEntity *ent = CBaseEntity::Instance( pEdict );
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// Is it the world?
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if (ENTINDEX(pEdict) == 0)
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return STRING(gpGlobals->mapname);
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// Is it a model?
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if ( ent && ent->GetModelName() != NULL_STRING )
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return STRING( ent->GetModelName() );
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if ( ent->GetClassname() != NULL )
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{
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return ent->GetClassname();
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}
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return "?";
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}
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//-----------------------------------------------------------------------------
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// When we do a collision test, we report everything we hit..
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::ResetTouchList( void )
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{
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m_TouchList.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// When a collision occurs, we add it to the touched list
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//-----------------------------------------------------------------------------
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bool CMoveHelperServer::AddToTouched( const trace_t &tr, const Vector& impactvelocity )
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{
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Assert( m_pHostPlayer );
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// Trace missed
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if ( !tr.m_pEnt )
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return false;
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if ( tr.m_pEnt == m_pHostPlayer )
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{
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Assert( !"CMoveHelperServer::AddToTouched: Tried to add self to touchlist!!!" );
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return false;
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}
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// Check for duplicate entities
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for ( int j = m_TouchList.Size(); --j >= 0; )
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{
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if ( m_TouchList[j].trace.m_pEnt == tr.m_pEnt )
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{
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return false;
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}
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}
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int i = m_TouchList.AddToTail();
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m_TouchList[i].trace = tr;
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VectorCopy( impactvelocity, m_TouchList[i].deltavelocity );
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return true;
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}
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//-----------------------------------------------------------------------------
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// After we built the touch list, deal with all the impacts...
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::ProcessImpacts( void )
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{
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Assert( m_pHostPlayer );
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// Relink in order to build absorigin and absmin/max to reflect any changes
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// from prediction. Relink will early out on SOLID_NOT
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m_pHostPlayer->PhysicsTouchTriggers();
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// Don't bother if the player ain't solid
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if ( m_pHostPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
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return;
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// Save off the velocity, cause we need to temporarily reset it
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Vector vel = m_pHostPlayer->GetAbsVelocity();
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// Touch other objects that were intersected during the movement.
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for (int i = 0 ; i < m_TouchList.Size(); i++)
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{
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CBaseHandle entindex = m_TouchList[i].trace.m_pEnt->GetRefEHandle();
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// We should have culled negative indices by now
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Assert( entindex.IsValid() );
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edict_t* ent = GetEdict( entindex );
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if (!ent)
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continue;
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// Run the impact function as if we had run it during movement.
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CBaseEntity *entity = GetContainingEntity( ent );
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if ( !entity )
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continue;
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Assert( entity != m_pHostPlayer );
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// Don't ever collide with self!!!!
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if ( entity == m_pHostPlayer )
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continue;
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// Reconstruct trace results.
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m_TouchList[i].trace.m_pEnt = CBaseEntity::Instance( ent );
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// Use the velocity we had when we collided, so boxes will move, etc.
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m_pHostPlayer->SetAbsVelocity( m_TouchList[i].deltavelocity );
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entity->PhysicsImpact( m_pHostPlayer, m_TouchList[i].trace );
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}
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// Restore the velocity
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m_pHostPlayer->SetAbsVelocity( vel );
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// So no stuff is ever left over, sigh...
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ResetTouchList();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : origin -
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// *soundname -
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::StartSound( const Vector& origin, const char *soundname )
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{
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//MDB - Changing this to send to PAS, as the overloaded function below has done.
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//Also removed the UsePredictionRules, client does not yet play the equivalent sound
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CRecipientFilter filter;
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filter.AddRecipientsByPAS( origin );
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CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), soundname );
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}
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//-----------------------------------------------------------------------------
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// plays a sound
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::StartSound( const Vector& origin, int channel, char const* sample,
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float volume, soundlevel_t soundlevel, int fFlags, int pitch )
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{
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CRecipientFilter filter;
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filter.AddRecipientsByPAS( origin );
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// FIXME, these sounds should not go to the host entity ( SND_NOTHOST )
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if ( gpGlobals->maxClients == 1 )
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{
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// Always send sounds down in SP
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EmitSound_t ep;
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ep.m_nChannel = channel;
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ep.m_pSoundName = sample;
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ep.m_flVolume = volume;
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ep.m_SoundLevel = soundlevel;
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ep.m_nFlags = fFlags;
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ep.m_nPitch = pitch;
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ep.m_pOrigin = &origin;
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CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep );
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}
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else
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{
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filter.UsePredictionRules();
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EmitSound_t ep;
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ep.m_nChannel = channel;
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ep.m_pSoundName = sample;
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ep.m_flVolume = volume;
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ep.m_SoundLevel = soundlevel;
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ep.m_nFlags = fFlags;
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ep.m_nPitch = pitch;
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ep.m_pOrigin = &origin;
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CBaseEntity::EmitSound( filter, m_pHostPlayer->entindex(), ep );
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}
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}
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//-----------------------------------------------------------------------------
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// Umm...
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
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{
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// FIXME, Redo with new event system parameter stuff
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}
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IPhysicsSurfaceProps *CMoveHelperServer::GetSurfaceProps( void )
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{
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extern IPhysicsSurfaceProps *physprops;
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return physprops;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Note that this only works on a listen server (since it requires graphical output)
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// *pFormat -
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// ... -
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::Con_NPrintf( int idx, char const* pFormat, ...)
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{
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va_list marker;
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char msg[8192];
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va_start(marker, pFormat);
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Q_vsnprintf(msg, sizeof( msg ), pFormat, marker);
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va_end(marker);
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engine->Con_NPrintf( idx, msg );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when the player falls onto a surface fast enough to take
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// damage, according to the rules in CGameMovement::CheckFalling.
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// Output : Returns true if the player survived the fall, false if they died.
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//-----------------------------------------------------------------------------
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bool CMoveHelperServer::PlayerFallingDamage( void )
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{
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float flFallDamage = g_pGameRules->FlPlayerFallDamage( m_pHostPlayer );
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if ( flFallDamage > 0 )
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{
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m_pHostPlayer->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), flFallDamage, DMG_FALL ) );
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StartSound( m_pHostPlayer->GetAbsOrigin(), "Player.FallDamage" );
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Needed for fun-fact implementation
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//=============================================================================
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#ifdef CSTRIKE_DLL
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// Increment the stat for fall damage
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CCSPlayer* pPlayer = ToCSPlayer(m_pHostPlayer);
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if ( pPlayer )
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{
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CCS_GameStats.IncrementStat( pPlayer, CSSTAT_FALL_DAMAGE, (int)flFallDamage );
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}
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#endif
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//=============================================================================
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// HPE_END
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//=============================================================================
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}
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if ( m_pHostPlayer->m_iHealth <= 0 )
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{
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if ( g_pGameRules->FlPlayerFallDeathDoesScreenFade( m_pHostPlayer ) )
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{
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color32 black = {0, 0, 0, 255};
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UTIL_ScreenFade( m_pHostPlayer, black, 0, 9999, FFADE_OUT | FFADE_STAYOUT );
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}
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return(false);
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}
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return(true);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets an animation in the player.
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// Input : eAnim - Animation to set.
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//-----------------------------------------------------------------------------
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void CMoveHelperServer::PlayerSetAnimation( PLAYER_ANIM eAnim )
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{
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m_pHostPlayer->SetAnimation( eAnim );
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}
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bool CMoveHelperServer::IsWorldEntity( const CBaseHandle &handle )
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{
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return handle == CBaseEntity::Instance( 0 );
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}
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