mirror of
https://github.com/nillerusr/source-engine.git
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179 lines
4.3 KiB
C++
179 lines
4.3 KiB
C++
//========= 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 "player_command.h"
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#include "player.h"
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#include "igamemovement.h"
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#include "hl_movedata.h"
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#include "ipredictionsystem.h"
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#include "iservervehicle.h"
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#include "hl2_player.h"
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#include "vehicle_base.h"
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#include "gamestats.h"
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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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class CHLPlayerMove : public CPlayerMove
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{
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DECLARE_CLASS( CHLPlayerMove, CPlayerMove );
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public:
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CHLPlayerMove() :
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m_bWasInVehicle( false ),
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m_bVehicleFlipped( false ),
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m_bInGodMode( false ),
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m_bInNoClip( false )
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{
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m_vecSaveOrigin.Init();
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}
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void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
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private:
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Vector m_vecSaveOrigin;
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bool m_bWasInVehicle;
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bool m_bVehicleFlipped;
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bool m_bInGodMode;
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bool m_bInNoClip;
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};
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//
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//
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// PlayerMove Interface
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static CHLPlayerMove g_PlayerMove;
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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CPlayerMove *PlayerMove()
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{
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return &g_PlayerMove;
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}
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//
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static CHLMoveData g_HLMoveData;
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CMoveData *g_pMoveData = &g_HLMoveData;
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IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
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void CHLPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move )
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{
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// Call the default SetupMove code.
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BaseClass::SetupMove( player, ucmd, pHelper, move );
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// Convert to HL2 data.
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CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>( player );
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Assert( pHLPlayer );
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CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move );
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Assert( pHLMove );
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player->m_flForwardMove = ucmd->forwardmove;
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player->m_flSideMove = ucmd->sidemove;
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pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();
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if ( gpGlobals->frametime != 0 )
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{
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IServerVehicle *pVehicle = player->GetVehicle();
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if ( pVehicle )
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{
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pVehicle->SetupMove( player, ucmd, pHelper, move );
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if ( !m_bWasInVehicle )
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{
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m_bWasInVehicle = true;
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m_vecSaveOrigin.Init();
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}
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}
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else
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{
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m_vecSaveOrigin = player->GetAbsOrigin();
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if ( m_bWasInVehicle )
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{
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m_bWasInVehicle = false;
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}
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}
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}
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}
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void CHLPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move )
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{
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// Call the default FinishMove code.
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BaseClass::FinishMove( player, ucmd, move );
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if ( gpGlobals->frametime != 0 )
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{
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float distance = 0.0f;
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IServerVehicle *pVehicle = player->GetVehicle();
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if ( pVehicle )
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{
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pVehicle->FinishMove( player, ucmd, move );
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IPhysicsObject *obj = player->GetVehicleEntity()->VPhysicsGetObject();
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if ( obj )
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{
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Vector newPos;
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obj->GetPosition( &newPos, NULL );
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distance = VectorLength( newPos - m_vecSaveOrigin );
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if ( m_vecSaveOrigin == vec3_origin || distance > 100.0f )
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distance = 0.0f;
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m_vecSaveOrigin = newPos;
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}
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CPropVehicleDriveable *driveable = dynamic_cast< CPropVehicleDriveable * >( player->GetVehicleEntity() );
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if ( driveable )
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{
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// Overturned and at rest (if still moving it can fix itself)
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bool bFlipped = driveable->IsOverturned() && ( distance < 0.5f );
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if ( m_bVehicleFlipped != bFlipped )
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{
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if ( bFlipped )
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{
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gamestats->Event_FlippedVehicle( player, driveable );
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}
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m_bVehicleFlipped = bFlipped;
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}
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}
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else
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{
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m_bVehicleFlipped = false;
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}
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}
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else
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{
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m_bVehicleFlipped = false;
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distance = VectorLength( player->GetAbsOrigin() - m_vecSaveOrigin );
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}
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if ( distance > 0 )
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{
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gamestats->Event_PlayerTraveled( player, distance, pVehicle ? true : false, !pVehicle && static_cast< CHL2_Player * >( player )->IsSprinting() );
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}
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}
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bool bGodMode = ( player->GetFlags() & FL_GODMODE ) ? true : false;
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if ( m_bInGodMode != bGodMode )
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{
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m_bInGodMode = bGodMode;
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if ( bGodMode )
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{
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gamestats->Event_PlayerEnteredGodMode( player );
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}
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}
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bool bNoClip = ( player->GetMoveType() == MOVETYPE_NOCLIP );
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if ( m_bInNoClip != bNoClip )
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{
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m_bInNoClip = bNoClip;
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if ( bNoClip )
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{
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gamestats->Event_PlayerEnteredNoClip( player );
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}
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}
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}
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