source-engine/game/client/portal/c_portal_player.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

1654 lines
45 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player for .
//
//===========================================================================//
#include "cbase.h"
#include "vcollide_parse.h"
#include "c_portal_player.h"
#include "view.h"
#include "c_basetempentity.h"
#include "takedamageinfo.h"
#include "in_buttons.h"
#include "iviewrender_beams.h"
#include "r_efx.h"
#include "dlight.h"
#include "PortalRender.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#include "tier1/KeyValues.h"
#include "ScreenSpaceEffects.h"
#include "portal_shareddefs.h"
#include "ivieweffects.h" // for screenshake
#include "prop_portal_shared.h"
// NVNT for fov updates
#include "haptics/ihaptics.h"
// Don't alias here
#if defined( CPortal_Player )
#undef CPortal_Player
#endif
#define REORIENTATION_RATE 120.0f
#define REORIENTATION_ACCELERATION_RATE 400.0f
#define ENABLE_PORTAL_EYE_INTERPOLATION_CODE
#define DEATH_CC_LOOKUP_FILENAME "materials/correction/cc_death.raw"
#define DEATH_CC_FADE_SPEED 0.05f
ConVar cl_reorient_in_air("cl_reorient_in_air", "1", FCVAR_ARCHIVE, "Allows the player to only reorient from being upside down while in the air." );
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class C_TEPlayerAnimEvent : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType )
{
// Create the effect.
C_Portal_Player *pPlayer = dynamic_cast< C_Portal_Player* >( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData );
}
}
public:
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};
IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_iEvent ) ),
RecvPropInt( RECVINFO( m_nData ) )
END_RECV_TABLE()
//=================================================================================
//
// Ragdoll Entity
//
class C_PortalRagdoll : public C_BaseFlex
{
public:
DECLARE_CLASS( C_PortalRagdoll, C_BaseFlex );
DECLARE_CLIENTCLASS();
C_PortalRagdoll();
~C_PortalRagdoll();
virtual void OnDataChanged( DataUpdateType_t type );
int GetPlayerEntIndex() const;
IRagdoll* GetIRagdoll() const;
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
private:
C_PortalRagdoll( const C_PortalRagdoll & ) {}
void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity );
void CreatePortalRagdoll();
private:
EHANDLE m_hPlayer;
CNetworkVector( m_vecRagdollVelocity );
CNetworkVector( m_vecRagdollOrigin );
};
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_PortalRagdoll, DT_PortalRagdoll, CPortalRagdoll )
RecvPropVector( RECVINFO(m_vecRagdollOrigin) ),
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_nModelIndex ) ),
RecvPropInt( RECVINFO(m_nForceBone) ),
RecvPropVector( RECVINFO(m_vecForce) ),
RecvPropVector( RECVINFO( m_vecRagdollVelocity ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
C_PortalRagdoll::C_PortalRagdoll()
{
m_hPlayer = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
C_PortalRagdoll::~C_PortalRagdoll()
{
( this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSourceEntity -
//-----------------------------------------------------------------------------
void C_PortalRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity )
{
if ( !pSourceEntity )
return;
VarMapping_t *pSrc = pSourceEntity->GetVarMapping();
VarMapping_t *pDest = GetVarMapping();
// Find all the VarMapEntry_t's that represent the same variable.
for ( int i = 0; i < pDest->m_Entries.Count(); i++ )
{
VarMapEntry_t *pDestEntry = &pDest->m_Entries[i];
for ( int j=0; j < pSrc->m_Entries.Count(); j++ )
{
VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j];
if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(), pDestEntry->watcher->GetDebugName() ) )
{
pDestEntry->watcher->Copy( pSrcEntry->watcher );
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Setup vertex weights for drawing
//-----------------------------------------------------------------------------
void C_PortalRagdoll::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
{
// While we're dying, we want to mimic the facial animation of the player. Once they're dead, we just stay as we are.
if ( (m_hPlayer && m_hPlayer->IsAlive()) || !m_hPlayer )
{
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
}
else if ( m_hPlayer )
{
m_hPlayer->SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
//-----------------------------------------------------------------------------
void C_PortalRagdoll::CreatePortalRagdoll()
{
// First, initialize all our data. If we have the player's entity on our client,
// then we can make ourselves start out exactly where the player is.
C_Portal_Player *pPlayer = dynamic_cast<C_Portal_Player*>( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
// Move my current model instance to the ragdoll's so decals are preserved.
pPlayer->SnatchModelInstance( this );
VarMapping_t *varMap = GetVarMapping();
// This is the local player, so set them in a default
// pose and slam their velocity, angles and origin
SetAbsOrigin( /* m_vecRagdollOrigin : */ pPlayer->GetRenderOrigin() );
SetAbsAngles( pPlayer->GetRenderAngles() );
SetAbsVelocity( m_vecRagdollVelocity );
// Hack! Find a neutral standing pose or use the idle.
int iSeq = LookupSequence( "ragdoll" );
if ( iSeq == -1 )
{
Assert( false );
iSeq = 0;
}
SetSequence( iSeq );
SetCycle( 0.0 );
Interp_Reset( varMap );
m_nBody = pPlayer->GetBody();
SetModelIndex( m_nModelIndex );
// Make us a ragdoll..
m_nRenderFX = kRenderFxRagdoll;
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
matrix3x4_t currentBones[MAXSTUDIOBONES];
const float boneDt = 0.05f;
pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : IRagdoll*
//-----------------------------------------------------------------------------
IRagdoll* C_PortalRagdoll::GetIRagdoll() const
{
return m_pRagdoll;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : type -
//-----------------------------------------------------------------------------
void C_PortalRagdoll::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
CreatePortalRagdoll();
}
}
LINK_ENTITY_TO_CLASS( player, C_Portal_Player );
IMPLEMENT_CLIENTCLASS_DT(C_Portal_Player, DT_Portal_Player, CPortal_Player)
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
RecvPropInt( RECVINFO( m_iSpawnInterpCounter ) ),
RecvPropInt( RECVINFO( m_iPlayerSoundType ) ),
RecvPropBool( RECVINFO( m_bHeldObjectOnOppositeSideOfPortal ) ),
RecvPropEHandle( RECVINFO( m_pHeldObjectPortal ) ),
RecvPropBool( RECVINFO( m_bPitchReorientation ) ),
RecvPropEHandle( RECVINFO( m_hPortalEnvironment ) ),
RecvPropEHandle( RECVINFO( m_hSurroundingLiquidPortal ) ),
RecvPropBool( RECVINFO( m_bSuppressingCrosshair ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_Portal_Player )
END_PREDICTION_DATA()
#define _WALK_SPEED 150
#define _NORM_SPEED 190
#define _SPRINT_SPEED 320
static ConVar cl_playermodel( "cl_playermodel", "none", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE, "Default Player Model");
extern bool g_bUpsideDown;
//EHANDLE g_eKillTarget1;
//EHANDLE g_eKillTarget2;
void SpawnBlood (Vector vecSpot, const Vector &vecDir, int bloodColor, float flDamage);
C_Portal_Player::C_Portal_Player()
: m_iv_angEyeAngles( "C_Portal_Player::m_iv_angEyeAngles" )
{
m_PlayerAnimState = CreatePortalPlayerAnimState( this );
m_iIDEntIndex = 0;
m_iSpawnInterpCounterCache = 0;
m_flDeathCCWeight = 0.0f;
m_hRagdoll.Set( NULL );
m_flStartLookTime = 0.0f;
m_bHeldObjectOnOppositeSideOfPortal = false;
m_pHeldObjectPortal = 0;
m_bPitchReorientation = false;
m_fReorientationRate = 0.0f;
m_angEyeAngles.Init();
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
m_blinkTimer.Invalidate();
m_CCDeathHandle = INVALID_CLIENT_CCHANDLE;
}
C_Portal_Player::~C_Portal_Player( void )
{
if ( m_PlayerAnimState )
{
m_PlayerAnimState->Release();
}
g_pColorCorrectionMgr->RemoveColorCorrection( m_CCDeathHandle );
}
int C_Portal_Player::GetIDTarget() const
{
return m_iIDEntIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Update this client's target entity
//-----------------------------------------------------------------------------
void C_Portal_Player::UpdateIDTarget()
{
if ( !IsLocalPlayer() )
return;
// Clear old target and find a new one
m_iIDEntIndex = 0;
// don't show IDs in chase spec mode
if ( GetObserverMode() == OBS_MODE_CHASE ||
GetObserverMode() == OBS_MODE_DEATHCAM )
return;
trace_t tr;
Vector vecStart, vecEnd;
VectorMA( MainViewOrigin(), 1500, MainViewForward(), vecEnd );
VectorMA( MainViewOrigin(), 10, MainViewForward(), vecStart );
UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
if ( !tr.startsolid && tr.DidHitNonWorldEntity() )
{
C_BaseEntity *pEntity = tr.m_pEnt;
if ( pEntity && (pEntity != this) )
{
m_iIDEntIndex = pEntity->entindex();
}
}
}
void C_Portal_Player::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
Vector vecOrigin = ptr->endpos - vecDir * 4;
float flDistance = 0.0f;
if ( info.GetAttacker() )
{
flDistance = (ptr->endpos - info.GetAttacker()->GetAbsOrigin()).Length();
}
if ( m_takedamage )
{
AddMultiDamage( info, this );
int blood = BloodColor();
if ( blood != DONT_BLEED )
{
SpawnBlood( vecOrigin, vecDir, blood, flDistance );// a little surface blood.
TraceBleed( flDistance, vecDir, ptr, info.GetDamageType() );
}
}
}
void C_Portal_Player::Initialize( void )
{
m_headYawPoseParam = LookupPoseParameter( "head_yaw" );
GetPoseParameterRange( m_headYawPoseParam, m_headYawMin, m_headYawMax );
m_headPitchPoseParam = LookupPoseParameter( "head_pitch" );
GetPoseParameterRange( m_headPitchPoseParam, m_headPitchMin, m_headPitchMax );
CStudioHdr *hdr = GetModelPtr();
for ( int i = 0; i < hdr->GetNumPoseParameters() ; i++ )
{
SetPoseParameter( hdr, i, 0.0 );
}
}
CStudioHdr *C_Portal_Player::OnNewModel( void )
{
CStudioHdr *hdr = BaseClass::OnNewModel();
Initialize( );
return hdr;
}
//-----------------------------------------------------------------------------
/**
* Orient head and eyes towards m_lookAt.
*/
void C_Portal_Player::UpdateLookAt( void )
{
// head yaw
if (m_headYawPoseParam < 0 || m_headPitchPoseParam < 0)
return;
// This is buggy with dt 0, just skip since there is no work to do.
if ( gpGlobals->frametime <= 0.0f )
return;
// Player looks at themselves through portals. Pick the portal we're turned towards.
const int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
float *fPortalDot = (float *)stackalloc( sizeof( float ) * iPortalCount );
float flLowDot = 1.0f;
int iUsePortal = -1;
// defaults if no portals are around
Vector vPlayerForward;
GetVectors( &vPlayerForward, NULL, NULL );
Vector vCurLookTarget = EyePosition();
if ( !IsAlive() )
{
m_viewtarget = EyePosition() + vPlayerForward*10.0f;
return;
}
bool bNewTarget = false;
if ( UTIL_IntersectEntityExtentsWithPortal( this ) != NULL )
{
// player is in a portal
vCurLookTarget = EyePosition() + vPlayerForward*10.0f;
}
else if ( pPortals && pPortals[0] )
{
// Test through any active portals: This may be a shorter distance to the target
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
if( pTempPortal && pTempPortal->m_bActivated && pTempPortal->m_hLinkedPortal.Get() )
{
Vector vEyeForward, vPortalForward;
EyeVectors( &vEyeForward );
pTempPortal->GetVectors( &vPortalForward, NULL, NULL );
fPortalDot[i] = vEyeForward.Dot( vPortalForward );
if ( fPortalDot[i] < flLowDot )
{
flLowDot = fPortalDot[i];
iUsePortal = i;
}
}
}
if ( iUsePortal >= 0 )
{
C_Prop_Portal* pPortal = pPortals[iUsePortal];
if ( pPortal )
{
vCurLookTarget = pPortal->MatrixThisToLinked()*vCurLookTarget;
if ( vCurLookTarget != m_vLookAtTarget )
{
bNewTarget = true;
}
}
}
}
else
{
// No other look targets, look straight ahead
vCurLookTarget += vPlayerForward*10.0f;
}
// Figure out where we want to look in world space.
QAngle desiredAngles;
Vector to = vCurLookTarget - EyePosition();
VectorAngles( to, desiredAngles );
QAngle aheadAngles;
VectorAngles( vCurLookTarget, aheadAngles );
// Figure out where our body is facing in world space.
QAngle bodyAngles( 0, 0, 0 );
bodyAngles[YAW] = GetLocalAngles()[YAW];
m_flLastBodyYaw = bodyAngles[YAW];
// Set the head's yaw.
float desiredYaw = AngleNormalize( desiredAngles[YAW] - bodyAngles[YAW] );
desiredYaw = clamp( desiredYaw, m_headYawMin, m_headYawMax );
float desiredPitch = AngleNormalize( desiredAngles[PITCH] );
desiredPitch = clamp( desiredPitch, m_headPitchMin, m_headPitchMax );
if ( bNewTarget )
{
m_flStartLookTime = gpGlobals->curtime;
}
float dt = (gpGlobals->frametime);
float flSpeed = 1.0f - ExponentialDecay( 0.7f, 0.033f, dt );
m_flCurrentHeadYaw = m_flCurrentHeadYaw + flSpeed * ( desiredYaw - m_flCurrentHeadYaw );
m_flCurrentHeadYaw = AngleNormalize( m_flCurrentHeadYaw );
SetPoseParameter( m_headYawPoseParam, m_flCurrentHeadYaw );
m_flCurrentHeadPitch = m_flCurrentHeadPitch + flSpeed * ( desiredPitch - m_flCurrentHeadPitch );
m_flCurrentHeadPitch = AngleNormalize( m_flCurrentHeadPitch );
SetPoseParameter( m_headPitchPoseParam, m_flCurrentHeadPitch );
// This orients the eyes
m_viewtarget = m_vLookAtTarget = vCurLookTarget;
}
void C_Portal_Player::ClientThink( void )
{
//PortalEyeInterpolation.m_bNeedToUpdateEyePosition = true;
Vector vForward;
AngleVectors( GetLocalAngles(), &vForward );
// Allow sprinting
HandleSpeedChanges();
FixTeleportationRoll();
//QAngle vAbsAngles = EyeAngles();
// Look at the thing that killed you
//if ( !IsAlive() )
//{
// C_BaseEntity *pEntity1 = g_eKillTarget1.Get();
// C_BaseEntity *pEntity2 = g_eKillTarget2.Get();
// if ( pEntity2 && pEntity1 )
// {
// //engine->GetViewAngles( vAbsAngles );
// Vector vLook = pEntity1->GetAbsOrigin() - pEntity2->GetAbsOrigin();
// VectorNormalize( vLook );
// QAngle qLook;
// VectorAngles( vLook, qLook );
// if ( qLook[PITCH] > 180.0f )
// {
// qLook[PITCH] -= 360.0f;
// }
// if ( vAbsAngles[YAW] < 0.0f )
// {
// vAbsAngles[YAW] += 360.0f;
// }
// if ( vAbsAngles[PITCH] < qLook[PITCH] )
// {
// vAbsAngles[PITCH] += gpGlobals->frametime * 120.0f;
// if ( vAbsAngles[PITCH] > qLook[PITCH] )
// vAbsAngles[PITCH] = qLook[PITCH];
// }
// else if ( vAbsAngles[PITCH] > qLook[PITCH] )
// {
// vAbsAngles[PITCH] -= gpGlobals->frametime * 120.0f;
// if ( vAbsAngles[PITCH] < qLook[PITCH] )
// vAbsAngles[PITCH] = qLook[PITCH];
// }
// if ( vAbsAngles[YAW] < qLook[YAW] )
// {
// vAbsAngles[YAW] += gpGlobals->frametime * 240.0f;
// if ( vAbsAngles[YAW] > qLook[YAW] )
// vAbsAngles[YAW] = qLook[YAW];
// }
// else if ( vAbsAngles[YAW] > qLook[YAW] )
// {
// vAbsAngles[YAW] -= gpGlobals->frametime * 240.0f;
// if ( vAbsAngles[YAW] < qLook[YAW] )
// vAbsAngles[YAW] = qLook[YAW];
// }
// if ( vAbsAngles[YAW] > 180.0f )
// {
// vAbsAngles[YAW] -= 360.0f;
// }
// engine->SetViewAngles( vAbsAngles );
// }
//}
// If dead, fade in death CC lookup
if ( m_CCDeathHandle != INVALID_CLIENT_CCHANDLE )
{
if ( m_lifeState != LIFE_ALIVE )
{
if ( m_flDeathCCWeight < 1.0f )
{
m_flDeathCCWeight += DEATH_CC_FADE_SPEED;
clamp( m_flDeathCCWeight, 0.0f, 1.0f );
}
}
else
{
m_flDeathCCWeight = 0.0f;
}
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCDeathHandle, m_flDeathCCWeight );
}
UpdateIDTarget();
}
void C_Portal_Player::FixTeleportationRoll( void )
{
if( IsInAVehicle() ) //HL2 compatibility fix. do absolutely nothing to the view in vehicles
return;
if( !IsLocalPlayer() )
return;
// Normalize roll from odd portal transitions
QAngle vAbsAngles = EyeAngles();
Vector vCurrentForward, vCurrentRight, vCurrentUp;
AngleVectors( vAbsAngles, &vCurrentForward, &vCurrentRight, &vCurrentUp );
if ( vAbsAngles[ROLL] == 0.0f )
{
m_fReorientationRate = 0.0f;
g_bUpsideDown = ( vCurrentUp.z < 0.0f );
return;
}
bool bForcePitchReorient = ( vAbsAngles[ROLL] > 175.0f && vCurrentForward.z > 0.99f );
bool bOnGround = ( GetGroundEntity() != NULL );
if ( bForcePitchReorient )
{
m_fReorientationRate = REORIENTATION_RATE * ( ( bOnGround ) ? ( 2.0f ) : ( 1.0f ) );
}
else
{
// Don't reorient in air if they don't want to
if ( !cl_reorient_in_air.GetBool() && !bOnGround )
{
g_bUpsideDown = ( vCurrentUp.z < 0.0f );
return;
}
}
if ( vCurrentUp.z < 0.75f )
{
m_fReorientationRate += gpGlobals->frametime * REORIENTATION_ACCELERATION_RATE;
// Upright faster if on the ground
float fMaxReorientationRate = REORIENTATION_RATE * ( ( bOnGround ) ? ( 2.0f ) : ( 1.0f ) );
if ( m_fReorientationRate > fMaxReorientationRate )
m_fReorientationRate = fMaxReorientationRate;
}
else
{
if ( m_fReorientationRate > REORIENTATION_RATE * 0.5f )
{
m_fReorientationRate -= gpGlobals->frametime * REORIENTATION_ACCELERATION_RATE;
if ( m_fReorientationRate < REORIENTATION_RATE * 0.5f )
m_fReorientationRate = REORIENTATION_RATE * 0.5f;
}
else if ( m_fReorientationRate < REORIENTATION_RATE * 0.5f )
{
m_fReorientationRate += gpGlobals->frametime * REORIENTATION_ACCELERATION_RATE;
if ( m_fReorientationRate > REORIENTATION_RATE * 0.5f )
m_fReorientationRate = REORIENTATION_RATE * 0.5f;
}
}
if ( !m_bPitchReorientation && !bForcePitchReorient )
{
// Randomize which way we roll if we're completely upside down
if ( vAbsAngles[ROLL] == 180.0f && RandomInt( 0, 1 ) == 1 )
{
vAbsAngles[ROLL] = -180.0f;
}
if ( vAbsAngles[ROLL] < 0.0f )
{
vAbsAngles[ROLL] += gpGlobals->frametime * m_fReorientationRate;
if ( vAbsAngles[ROLL] > 0.0f )
vAbsAngles[ROLL] = 0.0f;
engine->SetViewAngles( vAbsAngles );
}
else if ( vAbsAngles[ROLL] > 0.0f )
{
vAbsAngles[ROLL] -= gpGlobals->frametime * m_fReorientationRate;
if ( vAbsAngles[ROLL] < 0.0f )
vAbsAngles[ROLL] = 0.0f;
engine->SetViewAngles( vAbsAngles );
m_angEyeAngles = vAbsAngles;
m_iv_angEyeAngles.Reset();
}
}
else
{
if ( vAbsAngles[ROLL] != 0.0f )
{
if ( vCurrentUp.z < 0.2f )
{
float fDegrees = gpGlobals->frametime * m_fReorientationRate;
if ( vCurrentForward.z > 0.0f )
{
fDegrees = -fDegrees;
}
// Rotate around the right axis
VMatrix mAxisAngleRot = SetupMatrixAxisRot( vCurrentRight, fDegrees );
vCurrentUp = mAxisAngleRot.VMul3x3( vCurrentUp );
vCurrentForward = mAxisAngleRot.VMul3x3( vCurrentForward );
VectorAngles( vCurrentForward, vCurrentUp, vAbsAngles );
engine->SetViewAngles( vAbsAngles );
m_angEyeAngles = vAbsAngles;
m_iv_angEyeAngles.Reset();
}
else
{
if ( vAbsAngles[ROLL] < 0.0f )
{
vAbsAngles[ROLL] += gpGlobals->frametime * m_fReorientationRate;
if ( vAbsAngles[ROLL] > 0.0f )
vAbsAngles[ROLL] = 0.0f;
engine->SetViewAngles( vAbsAngles );
m_angEyeAngles = vAbsAngles;
m_iv_angEyeAngles.Reset();
}
else if ( vAbsAngles[ROLL] > 0.0f )
{
vAbsAngles[ROLL] -= gpGlobals->frametime * m_fReorientationRate;
if ( vAbsAngles[ROLL] < 0.0f )
vAbsAngles[ROLL] = 0.0f;
engine->SetViewAngles( vAbsAngles );
m_angEyeAngles = vAbsAngles;
m_iv_angEyeAngles.Reset();
}
}
}
}
// Keep track of if we're upside down for look control
vAbsAngles = EyeAngles();
AngleVectors( vAbsAngles, NULL, NULL, &vCurrentUp );
if ( bForcePitchReorient )
g_bUpsideDown = ( vCurrentUp.z < 0.0f );
else
g_bUpsideDown = false;
}
const QAngle& C_Portal_Player::GetRenderAngles()
{
if ( IsRagdoll() )
{
return vec3_angle;
}
else
{
return m_PlayerAnimState->GetRenderAngles();
}
}
void C_Portal_Player::UpdateClientSideAnimation( void )
{
UpdateLookAt();
// Update the animation data. It does the local check here so this works when using
// a third-person camera (and we don't have valid player angles).
if ( this == C_Portal_Player::GetLocalPortalPlayer() )
m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
else
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
BaseClass::UpdateClientSideAnimation();
}
void C_Portal_Player::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_Portal_Player::DrawModel( int flags )
{
if ( !m_bReadyToDraw )
return 0;
if( IsLocalPlayer() )
{
if ( !C_BasePlayer::ShouldDrawThisPlayer() )
{
if ( !g_pPortalRender->IsRenderingPortal() )
return 0;
if( (g_pPortalRender->GetViewRecursionLevel() == 1) && (m_iForceNoDrawInPortalSurface != -1) ) //CPortalRender::s_iRenderingPortalView )
return 0;
}
}
return BaseClass::DrawModel(flags);
}
//-----------------------------------------------------------------------------
// Should this object receive shadows?
//-----------------------------------------------------------------------------
bool C_Portal_Player::ShouldReceiveProjectedTextures( int flags )
{
Assert( flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK );
if ( IsEffectActive( EF_NODRAW ) )
return false;
if( flags & SHADOW_FLAGS_FLASHLIGHT )
{
return true;
}
return BaseClass::ShouldReceiveProjectedTextures( flags );
}
void C_Portal_Player::DoImpactEffect( trace_t &tr, int nDamageType )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->DoImpactEffect( tr, nDamageType );
return;
}
BaseClass::DoImpactEffect( tr, nDamageType );
}
void C_Portal_Player::PreThink( void )
{
QAngle vTempAngles = GetLocalAngles();
if ( IsLocalPlayer() )
{
vTempAngles[PITCH] = EyeAngles()[PITCH];
}
else
{
vTempAngles[PITCH] = m_angEyeAngles[PITCH];
}
if ( vTempAngles[YAW] < 0.0f )
{
vTempAngles[YAW] += 360.0f;
}
SetLocalAngles( vTempAngles );
BaseClass::PreThink();
HandleSpeedChanges();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Portal_Player::AddEntity( void )
{
BaseClass::AddEntity();
QAngle vTempAngles = GetLocalAngles();
vTempAngles[PITCH] = m_angEyeAngles[PITCH];
SetLocalAngles( vTempAngles );
// Zero out model pitch, blending takes care of all of it.
SetLocalAnglesDim( X_INDEX, 0 );
if( this != C_BasePlayer::GetLocalPlayer() )
{
if ( IsEffectActive( EF_DIMLIGHT ) )
{
int iAttachment = LookupAttachment( "anim_attachment_RH" );
if ( iAttachment < 0 )
return;
Vector vecOrigin;
QAngle eyeAngles = m_angEyeAngles;
GetAttachment( iAttachment, vecOrigin, eyeAngles );
Vector vForward;
AngleVectors( eyeAngles, &vForward );
trace_t tr;
UTIL_TraceLine( vecOrigin, vecOrigin + (vForward * 200), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
}
}
}
ShadowType_t C_Portal_Player::ShadowCastType( void )
{
// Drawing player shadows looks bad in first person when they get close to walls
// It doesn't make sense to have shadows in the portal view, but not in the main view
// So no shadows for the player
return SHADOWS_NONE;
}
bool C_Portal_Player::ShouldDraw( void )
{
if ( !IsAlive() )
return false;
//return true;
// if( GetTeamNumber() == TEAM_SPECTATOR )
// return false;
if( IsLocalPlayer() && IsRagdoll() )
return true;
if ( IsRagdoll() )
return false;
return true;
return BaseClass::ShouldDraw();
}
const QAngle& C_Portal_Player::EyeAngles()
{
if ( IsLocalPlayer() && g_nKillCamMode == OBS_MODE_NONE )
{
return BaseClass::EyeAngles();
}
else
{
//C_BaseEntity *pEntity1 = g_eKillTarget1.Get();
//C_BaseEntity *pEntity2 = g_eKillTarget2.Get();
//Vector vLook = Vector( 0.0f, 0.0f, 0.0f );
//if ( pEntity2 )
//{
// vLook = pEntity1->GetAbsOrigin() - pEntity2->GetAbsOrigin();
// VectorNormalize( vLook );
//}
//else if ( pEntity1 )
//{
// return BaseClass::EyeAngles();
// //vLook = - pEntity1->GetAbsOrigin();
//}
//if ( vLook != Vector( 0.0f, 0.0f, 0.0f ) )
//{
// VectorAngles( vLook, m_angEyeAngles );
//}
return m_angEyeAngles;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : -
// Output : IRagdoll*
//-----------------------------------------------------------------------------
IRagdoll* C_Portal_Player::GetRepresentativeRagdoll() const
{
if ( m_hRagdoll.Get() )
{
C_PortalRagdoll *pRagdoll = static_cast<C_PortalRagdoll*>( m_hRagdoll.Get() );
if ( !pRagdoll )
return NULL;
return pRagdoll->GetIRagdoll();
}
else
{
return NULL;
}
}
void C_Portal_Player::PlayerPortalled( C_Prop_Portal *pEnteredPortal )
{
if( pEnteredPortal )
{
m_bPortalledMessagePending = true;
m_PendingPortalMatrix = pEnteredPortal->MatrixThisToLinked();
if( IsLocalPlayer() )
g_pPortalRender->EnteredPortal( pEnteredPortal );
}
}
void C_Portal_Player::OnPreDataChanged( DataUpdateType_t type )
{
Assert( m_pPortalEnvironment_LastCalcView == m_hPortalEnvironment.Get() );
PreDataChanged_Backup.m_hPortalEnvironment = m_hPortalEnvironment;
PreDataChanged_Backup.m_hSurroundingLiquidPortal = m_hSurroundingLiquidPortal;
PreDataChanged_Backup.m_qEyeAngles = m_iv_angEyeAngles.GetCurrent();
BaseClass::OnPreDataChanged( type );
}
void C_Portal_Player::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if( m_hSurroundingLiquidPortal != PreDataChanged_Backup.m_hSurroundingLiquidPortal )
{
CLiquidPortal_InnerLiquidEffect *pLiquidEffect = (CLiquidPortal_InnerLiquidEffect *)g_pScreenSpaceEffects->GetScreenSpaceEffect( "LiquidPortal_InnerLiquid" );
if( pLiquidEffect )
{
C_Func_LiquidPortal *pSurroundingPortal = m_hSurroundingLiquidPortal.Get();
if( pSurroundingPortal != NULL )
{
C_Func_LiquidPortal *pOldSurroundingPortal = PreDataChanged_Backup.m_hSurroundingLiquidPortal.Get();
if( pOldSurroundingPortal != pSurroundingPortal->m_hLinkedPortal.Get() )
{
pLiquidEffect->m_pImmersionPortal = pSurroundingPortal;
pLiquidEffect->m_bFadeBackToReality = false;
}
else
{
pLiquidEffect->m_bFadeBackToReality = true;
pLiquidEffect->m_fFadeBackTimeLeft = pLiquidEffect->s_fFadeBackEffectTime;
}
}
else
{
pLiquidEffect->m_pImmersionPortal = NULL;
pLiquidEffect->m_bFadeBackToReality = false;
}
}
}
DetectAndHandlePortalTeleportation();
if ( type == DATA_UPDATE_CREATED )
{
// Load color correction lookup for the death effect
m_CCDeathHandle = g_pColorCorrectionMgr->AddColorCorrection( DEATH_CC_LOOKUP_FILENAME );
if ( m_CCDeathHandle != INVALID_CLIENT_CCHANDLE )
{
g_pColorCorrectionMgr->SetColorCorrectionWeight( m_CCDeathHandle, 0.0f );
}
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
UpdateVisibility();
}
//CalcView() gets called between OnPreDataChanged() and OnDataChanged(), and these changes need to be known about in both before CalcView() gets called, and if CalcView() doesn't get called
bool C_Portal_Player::DetectAndHandlePortalTeleportation( void )
{
if( m_bPortalledMessagePending )
{
m_bPortalledMessagePending = false;
//C_Prop_Portal *pOldPortal = PreDataChanged_Backup.m_hPortalEnvironment.Get();
//Assert( pOldPortal );
//if( pOldPortal )
{
Vector ptNewPosition = GetNetworkOrigin();
UTIL_Portal_PointTransform( m_PendingPortalMatrix, PortalEyeInterpolation.m_vEyePosition_Interpolated, PortalEyeInterpolation.m_vEyePosition_Interpolated );
UTIL_Portal_PointTransform( m_PendingPortalMatrix, PortalEyeInterpolation.m_vEyePosition_Uninterpolated, PortalEyeInterpolation.m_vEyePosition_Uninterpolated );
PortalEyeInterpolation.m_bEyePositionIsInterpolating = true;
UTIL_Portal_AngleTransform( m_PendingPortalMatrix, m_qEyeAngles_LastCalcView, m_angEyeAngles );
m_angEyeAngles.x = AngleNormalize( m_angEyeAngles.x );
m_angEyeAngles.y = AngleNormalize( m_angEyeAngles.y );
m_angEyeAngles.z = AngleNormalize( m_angEyeAngles.z );
m_iv_angEyeAngles.Reset(); //copies from m_angEyeAngles
if( engine->IsPlayingDemo() )
{
pl.v_angle = m_angEyeAngles;
engine->SetViewAngles( pl.v_angle );
}
engine->ResetDemoInterpolation();
if( IsLocalPlayer() )
{
//DevMsg( "FPT: %.2f %.2f %.2f\n", m_angEyeAngles.x, m_angEyeAngles.y, m_angEyeAngles.z );
SetLocalAngles( m_angEyeAngles );
}
m_PlayerAnimState->Teleport ( &ptNewPosition, &GetNetworkAngles(), this );
// Reorient last facing direction to fix pops in view model lag
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
UTIL_Portal_VectorTransform( m_PendingPortalMatrix, vm->m_vecLastFacing, vm->m_vecLastFacing );
}
}
m_bPortalledMessagePending = false;
}
return false;
}
/*bool C_Portal_Player::ShouldInterpolate( void )
{
if( !IsInterpolationEnabled() )
return false;
return BaseClass::ShouldInterpolate();
}*/
void C_Portal_Player::PostDataUpdate( DataUpdateType_t updateType )
{
// C_BaseEntity assumes we're networking the entity's angles, so pretend that it
// networked the same value we already have.
SetNetworkAngles( GetLocalAngles() );
if ( m_iSpawnInterpCounter != m_iSpawnInterpCounterCache )
{
MoveToLastReceivedPosition( true );
ResetLatched();
m_iSpawnInterpCounterCache = m_iSpawnInterpCounter;
}
BaseClass::PostDataUpdate( updateType );
}
float C_Portal_Player::GetFOV( void )
{
//Find our FOV with offset zoom value
float flFOVOffset = C_BasePlayer::GetFOV() + GetZoom();
// Clamp FOV in MP
int min_fov = GetMinFOV();
// Don't let it go too low
flFOVOffset = MAX( min_fov, flFOVOffset );
return flFOVOffset;
}
//=========================================================
// Autoaim
// set crosshair position to point to enemey
//=========================================================
Vector C_Portal_Player::GetAutoaimVector( float flDelta )
{
// Never autoaim a predicted weapon (for now)
Vector forward;
AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle, &forward );
return forward;
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we are allowed to sprint now.
//-----------------------------------------------------------------------------
bool C_Portal_Player::CanSprint( void )
{
return ( (!m_Local.m_bDucked && !m_Local.m_bDucking) && (GetWaterLevel() != 3) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void C_Portal_Player::StartSprinting( void )
{
//if( m_HL2Local.m_flSuitPower < 10 )
//{
// // Don't sprint unless there's a reasonable
// // amount of suit power.
// CPASAttenuationFilter filter( this );
// filter.UsePredictionRules();
// EmitSound( filter, entindex(), "Player.SprintNoPower" );
// return;
//}
CPASAttenuationFilter filter( this );
filter.UsePredictionRules();
EmitSound( filter, entindex(), "Player.SprintStart" );
SetMaxSpeed( _SPRINT_SPEED );
m_fIsSprinting = true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void C_Portal_Player::StopSprinting( void )
{
SetMaxSpeed( _NORM_SPEED );
m_fIsSprinting = false;
}
void C_Portal_Player::HandleSpeedChanges( void )
{
int buttonsChanged = m_afButtonPressed | m_afButtonReleased;
if( buttonsChanged & IN_SPEED )
{
if ( !(m_afButtonPressed & IN_SPEED) && IsSprinting() )
{
StopSprinting();
}
else if ( (m_afButtonPressed & IN_SPEED) && !IsSprinting() )
{
if ( CanSprint() )
{
StartSprinting();
}
else
{
// Reset key, so it will be activated post whatever is suppressing it.
m_nButtons &= ~IN_SPEED;
}
}
}
}
void C_Portal_Player::ItemPreFrame( void )
{
if ( GetFlags() & FL_FROZEN )
return;
// Disallow shooting while zooming
if ( m_nButtons & IN_ZOOM )
{
//FIXME: Held weapons like the grenade get sad when this happens
m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
}
BaseClass::ItemPreFrame();
}
void C_Portal_Player::ItemPostFrame( void )
{
if ( GetFlags() & FL_FROZEN )
return;
BaseClass::ItemPostFrame();
}
C_BaseAnimating *C_Portal_Player::BecomeRagdollOnClient()
{
// Let the C_CSRagdoll entity do this.
// m_builtRagdoll = true;
return NULL;
}
void C_Portal_Player::UpdatePortalEyeInterpolation( void )
{
#ifdef ENABLE_PORTAL_EYE_INTERPOLATION_CODE
//PortalEyeInterpolation.m_bEyePositionIsInterpolating = false;
if( PortalEyeInterpolation.m_bUpdatePosition_FreeMove )
{
PortalEyeInterpolation.m_bUpdatePosition_FreeMove = false;
C_Prop_Portal *pOldPortal = PreDataChanged_Backup.m_hPortalEnvironment.Get();
if( pOldPortal )
{
UTIL_Portal_PointTransform( pOldPortal->MatrixThisToLinked(), PortalEyeInterpolation.m_vEyePosition_Interpolated, PortalEyeInterpolation.m_vEyePosition_Interpolated );
//PortalEyeInterpolation.m_vEyePosition_Interpolated = pOldPortal->m_matrixThisToLinked * PortalEyeInterpolation.m_vEyePosition_Interpolated;
//Vector vForward;
//m_hPortalEnvironment.Get()->GetVectors( &vForward, NULL, NULL );
PortalEyeInterpolation.m_vEyePosition_Interpolated = EyeFootPosition();
PortalEyeInterpolation.m_bEyePositionIsInterpolating = true;
}
}
if( IsInAVehicle() )
PortalEyeInterpolation.m_bEyePositionIsInterpolating = false;
if( !PortalEyeInterpolation.m_bEyePositionIsInterpolating )
{
PortalEyeInterpolation.m_vEyePosition_Uninterpolated = EyeFootPosition();
PortalEyeInterpolation.m_vEyePosition_Interpolated = PortalEyeInterpolation.m_vEyePosition_Uninterpolated;
return;
}
Vector vThisFrameUninterpolatedPosition = EyeFootPosition();
//find offset between this and last frame's uninterpolated movement, and apply this as freebie movement to the interpolated position
PortalEyeInterpolation.m_vEyePosition_Interpolated += (vThisFrameUninterpolatedPosition - PortalEyeInterpolation.m_vEyePosition_Uninterpolated);
PortalEyeInterpolation.m_vEyePosition_Uninterpolated = vThisFrameUninterpolatedPosition;
Vector vDiff = vThisFrameUninterpolatedPosition - PortalEyeInterpolation.m_vEyePosition_Interpolated;
float fLength = vDiff.Length();
float fFollowSpeed = gpGlobals->frametime * 100.0f;
const float fMaxDiff = 150.0f;
if( fLength > fMaxDiff )
{
//camera lagging too far behind, give it a speed boost to bring it within maximum range
fFollowSpeed = fLength - fMaxDiff;
}
else if( fLength < fFollowSpeed )
{
//final move
PortalEyeInterpolation.m_bEyePositionIsInterpolating = false;
PortalEyeInterpolation.m_vEyePosition_Interpolated = vThisFrameUninterpolatedPosition;
return;
}
if ( fLength > 0.001f )
{
vDiff *= (fFollowSpeed/fLength);
PortalEyeInterpolation.m_vEyePosition_Interpolated += vDiff;
}
else
{
PortalEyeInterpolation.m_vEyePosition_Interpolated = vThisFrameUninterpolatedPosition;
}
#else
PortalEyeInterpolation.m_vEyePosition_Interpolated = BaseClass::EyePosition();
#endif
}
Vector C_Portal_Player::EyePosition()
{
return PortalEyeInterpolation.m_vEyePosition_Interpolated;
}
Vector C_Portal_Player::EyeFootPosition( const QAngle &qEyeAngles )
{
#if 0
static int iPrintCounter = 0;
++iPrintCounter;
if( iPrintCounter == 50 )
{
QAngle vAbsAngles = qEyeAngles;
DevMsg( "Eye Angles: %f %f %f\n", vAbsAngles.x, vAbsAngles.y, vAbsAngles.z );
iPrintCounter = 0;
}
#endif
//interpolate between feet and normal eye position based on view roll (gets us wall/ceiling & ceiling/ceiling teleportations without an eye position pop)
float fFootInterp = fabs(qEyeAngles[ROLL]) * ((1.0f/180.0f) * 0.75f); //0 when facing straight up, 0.75 when facing straight down
return (BaseClass::EyePosition() - (fFootInterp * m_vecViewOffset)); //TODO: Find a good Up vector for this rolled player and interpolate along actual eye/foot axis
}
void C_Portal_Player::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
DetectAndHandlePortalTeleportation();
//if( DetectAndHandlePortalTeleportation() )
// DevMsg( "Teleported within OnDataChanged\n" );
m_iForceNoDrawInPortalSurface = -1;
bool bEyeTransform_Backup = m_bEyePositionIsTransformedByPortal;
m_bEyePositionIsTransformedByPortal = false; //assume it's not transformed until it provably is
UpdatePortalEyeInterpolation();
QAngle qEyeAngleBackup = EyeAngles();
Vector ptEyePositionBackup = EyePosition();
C_Prop_Portal *pPortalBackup = m_hPortalEnvironment.Get();
if ( m_lifeState != LIFE_ALIVE )
{
if ( g_nKillCamMode != 0 )
{
return;
}
Vector origin = EyePosition();
C_BaseEntity* pRagdoll = m_hRagdoll.Get();
if ( pRagdoll )
{
origin = pRagdoll->GetAbsOrigin();
#if !PORTAL_HIDE_PLAYER_RAGDOLL
origin.z += VEC_DEAD_VIEWHEIGHT_SCALED( this ).z; // look over ragdoll, not through
#endif //PORTAL_HIDE_PLAYER_RAGDOLL
}
BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
eyeOrigin = origin;
Vector vForward;
AngleVectors( eyeAngles, &vForward );
VectorNormalize( vForward );
#if !PORTAL_HIDE_PLAYER_RAGDOLL
VectorMA( origin, -CHASE_CAM_DISTANCE_MAX, vForward, eyeOrigin );
#endif //PORTAL_HIDE_PLAYER_RAGDOLL
Vector WALL_MIN( -WALL_OFFSET, -WALL_OFFSET, -WALL_OFFSET );
Vector WALL_MAX( WALL_OFFSET, WALL_OFFSET, WALL_OFFSET );
trace_t trace; // clip against world
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0)
{
eyeOrigin = trace.endpos;
}
}
else
{
IClientVehicle *pVehicle;
pVehicle = GetVehicle();
if ( !pVehicle )
{
if ( IsObserver() )
{
CalcObserverView( eyeOrigin, eyeAngles, fov );
}
else
{
CalcPlayerView( eyeOrigin, eyeAngles, fov );
if( m_hPortalEnvironment.Get() != NULL )
{
//time for hax
m_bEyePositionIsTransformedByPortal = bEyeTransform_Backup;
CalcPortalView( eyeOrigin, eyeAngles );
}
}
}
else
{
CalcVehicleView( pVehicle, eyeOrigin, eyeAngles, zNear, zFar, fov );
}
}
m_qEyeAngles_LastCalcView = qEyeAngleBackup;
m_ptEyePosition_LastCalcView = ptEyePositionBackup;
m_pPortalEnvironment_LastCalcView = pPortalBackup;
#ifdef WIN32
// NVNT Inform haptics module of fov
if(IsLocalPlayer())
haptics->UpdatePlayerFOV(fov);
#endif
}
void C_Portal_Player::SetLocalViewAngles( const QAngle &viewAngles )
{
// Nothing
if ( engine->IsPlayingDemo() )
return;
BaseClass::SetLocalViewAngles( viewAngles );
}
void C_Portal_Player::SetViewAngles( const QAngle& ang )
{
BaseClass::SetViewAngles( ang );
if ( engine->IsPlayingDemo() )
{
pl.v_angle = ang;
}
}
void C_Portal_Player::CalcPortalView( Vector &eyeOrigin, QAngle &eyeAngles )
{
//although we already ran CalcPlayerView which already did these copies, they also fudge these numbers in ways we don't like, so recopy
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
//Re-apply the screenshake (we just stomped it)
vieweffects->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
C_Prop_Portal *pPortal = m_hPortalEnvironment.Get();
assert( pPortal );
C_Prop_Portal *pRemotePortal = pPortal->m_hLinkedPortal;
if( !pRemotePortal )
{
return; //no hacks possible/necessary
}
Vector ptPortalCenter;
Vector vPortalForward;
ptPortalCenter = pPortal->GetNetworkOrigin();
pPortal->GetVectors( &vPortalForward, NULL, NULL );
float fPortalPlaneDist = vPortalForward.Dot( ptPortalCenter );
bool bOverrideSpecialEffects = false; //sometimes to get the best effect we need to kill other effects that are simply for cleanliness
float fEyeDist = vPortalForward.Dot( eyeOrigin ) - fPortalPlaneDist;
bool bTransformEye = false;
if( fEyeDist < 0.0f ) //eye behind portal
{
if( pPortal->m_PortalSimulator.EntityIsInPortalHole( this ) ) //player standing in portal
{
bTransformEye = true;
}
else if( vPortalForward.z < -0.01f ) //there's a weird case where the player is ducking below a ceiling portal. As they unduck their eye moves beyond the portal before the code detects that they're in the portal hole.
{
Vector ptPlayerOrigin = GetAbsOrigin();
float fOriginDist = vPortalForward.Dot( ptPlayerOrigin ) - fPortalPlaneDist;
if( fOriginDist > 0.0f )
{
float fInvTotalDist = 1.0f / (fOriginDist - fEyeDist); //fEyeDist is negative
Vector ptPlaneIntersection = (eyeOrigin * fOriginDist * fInvTotalDist) - (ptPlayerOrigin * fEyeDist * fInvTotalDist);
Assert( fabs( vPortalForward.Dot( ptPlaneIntersection ) - fPortalPlaneDist ) < 0.01f );
Vector vIntersectionTest = ptPlaneIntersection - ptPortalCenter;
Vector vPortalRight, vPortalUp;
pPortal->GetVectors( NULL, &vPortalRight, &vPortalUp );
if( (vIntersectionTest.Dot( vPortalRight ) <= PORTAL_HALF_WIDTH) &&
(vIntersectionTest.Dot( vPortalUp ) <= PORTAL_HALF_HEIGHT) )
{
bTransformEye = true;
}
}
}
}
if( bTransformEye )
{
m_bEyePositionIsTransformedByPortal = true;
//DevMsg( 2, "transforming portal view from <%f %f %f> <%f %f %f>\n", eyeOrigin.x, eyeOrigin.y, eyeOrigin.z, eyeAngles.x, eyeAngles.y, eyeAngles.z );
VMatrix matThisToLinked = pPortal->MatrixThisToLinked();
UTIL_Portal_PointTransform( matThisToLinked, eyeOrigin, eyeOrigin );
UTIL_Portal_AngleTransform( matThisToLinked, eyeAngles, eyeAngles );
//DevMsg( 2, "transforming portal view to <%f %f %f> <%f %f %f>\n", eyeOrigin.x, eyeOrigin.y, eyeOrigin.z, eyeAngles.x, eyeAngles.y, eyeAngles.z );
if ( IsToolRecording() )
{
static EntityTeleportedRecordingState_t state;
KeyValues *msg = new KeyValues( "entity_teleported" );
msg->SetPtr( "state", &state );
state.m_bTeleported = false;
state.m_bViewOverride = true;
state.m_vecTo = eyeOrigin;
state.m_qaTo = eyeAngles;
MatrixInvert( matThisToLinked.As3x4(), state.m_teleportMatrix );
// Post a message back to all IToolSystems
Assert( (int)GetToolHandle() != 0 );
ToolFramework_PostToolMessage( GetToolHandle(), msg );
msg->deleteThis();
}
bOverrideSpecialEffects = true;
}
else
{
m_bEyePositionIsTransformedByPortal = false;
}
if( bOverrideSpecialEffects )
{
m_iForceNoDrawInPortalSurface = ((pRemotePortal->m_bIsPortal2)?(2):(1));
pRemotePortal->m_fStaticAmount = 0.0f;
}
}
extern float g_fMaxViewModelLag;
void C_Portal_Player::CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles)
{
// HACK: Manually adjusting the eye position that view model looking up and down are similar
// (solves view model "pop" on floor to floor transitions)
Vector vInterpEyeOrigin = eyeOrigin;
Vector vForward;
Vector vRight;
Vector vUp;
AngleVectors( eyeAngles, &vForward, &vRight, &vUp );
if ( vForward.z < 0.0f )
{
float fT = vForward.z * vForward.z;
vInterpEyeOrigin += vRight * ( fT * 4.7f ) + vForward * ( fT * 5.0f ) + vUp * ( fT * 4.0f );
}
if ( UTIL_IntersectEntityExtentsWithPortal( this ) )
g_fMaxViewModelLag = 0.0f;
else
g_fMaxViewModelLag = 1.5f;
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
vm->CalcViewModelView( this, vInterpEyeOrigin, eyeAngles );
}
}
bool LocalPlayerIsCloseToPortal( void )
{
return C_Portal_Player::GetLocalPlayer()->IsCloseToPortal();
}