mirror of
https://github.com/nillerusr/source-engine.git
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207 lines
5.0 KiB
C++
207 lines
5.0 KiB
C++
//============ Copyright (c) Valve Corporation, All rights reserved. ============
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#include "cbase.h"
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#include "game_timescale_shared.h"
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#ifdef CLIENT_DLL
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#include "c_user_message_register.h"
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#endif
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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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CGameTimescale g_GameTimescale;
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CGameTimescale* GameTimescale() { return &g_GameTimescale; }
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CGameTimescale::CGameTimescale( void ) : CAutoGameSystemPerFrame( "CGameTimescale" )
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{
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m_flStartBlendRealtime = 0.0f;
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}
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CGameTimescale::~CGameTimescale()
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{
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}
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bool CGameTimescale::Init()
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{
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ResetTimescale();
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return true;
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}
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void CGameTimescale::Shutdown()
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{
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ResetTimescale();
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}
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#ifdef CLIENT_DLL
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void CGameTimescale::Update( float frametime )
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{
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UpdateTimescale();
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}
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#else
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void CGameTimescale::FrameUpdatePostEntityThink()
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{
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UpdateTimescale();
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}
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#endif
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void CGameTimescale::LevelInitPostEntity()
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{
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ResetTimescale();
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}
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void CGameTimescale::LevelShutdownPostEntity()
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{
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ResetTimescale();
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}
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void CGameTimescale::SetCurrentTimescale( float flTimescale )
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{
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if ( m_flCurrentTimescale == flTimescale && m_flCurrentTimescale == engine->GetTimescale() )
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return;
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// No ramp in/out, just set it!
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m_flDesiredTimescale = flTimescale;
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m_flCurrentTimescale = m_flDesiredTimescale;
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m_flDurationRealTimeSeconds = 0.0f;
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m_nInterpolatorType = INTERPOLATOR_LINEAR;
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m_flStartBlendTime = 0.0f;
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m_flStartBlendRealtime = 0.0f;
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#ifndef CLIENT_DLL
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engine->SetTimescale( m_flCurrentTimescale );
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// Pass the change info to the client so it can do prediction
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CReliableBroadcastRecipientFilter filter;
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UserMessageBegin( filter, "CurrentTimescale" );
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WRITE_FLOAT( m_flCurrentTimescale );
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MessageEnd();
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#endif
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}
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void CGameTimescale::SetDesiredTimescaleAtTime( float flDesiredTimescale, float flDurationRealTimeSeconds /*= 0.0f*/, Interpolators_e nInterpolatorType /*= INTERPOLATOR_LINEAR*/, float flStartBlendTime /*= 0.0f*/ )
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{
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SetDesiredTimescale( flDesiredTimescale, flDurationRealTimeSeconds, nInterpolatorType, MAX( 0.0f, flStartBlendTime - gpGlobals->curtime ) );
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}
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void CGameTimescale::SetDesiredTimescale( float flDesiredTimescale, float flDurationRealTimeSeconds /*= 0.0f*/, Interpolators_e nInterpolatorType /*= INTERPOLATOR_LINEAR*/, float flDelayRealtime /*= 0.0f*/ )
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{
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if ( m_flDesiredTimescale == flDesiredTimescale )
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return;
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m_flDesiredTimescale = flDesiredTimescale;
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m_flDurationRealTimeSeconds = flDurationRealTimeSeconds;
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m_nInterpolatorType = nInterpolatorType;
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m_flStartBlendTime = gpGlobals->curtime + flDelayRealtime * m_flCurrentTimescale;
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if ( gpGlobals->curtime >= m_flStartBlendTime )
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{
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m_flStartBlendRealtime = gpGlobals->realtime;
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}
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else
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{
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m_flStartBlendRealtime = 0.0f;
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}
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m_flStartTimescale = m_flCurrentTimescale;
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#ifndef CLIENT_DLL
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// Pass the change info to the client so it can do prediction
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CReliableBroadcastRecipientFilter filter;
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UserMessageBegin( filter, "DesiredTimescale" );
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WRITE_FLOAT( m_flDesiredTimescale );
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WRITE_FLOAT( m_flDurationRealTimeSeconds );
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WRITE_BYTE( m_nInterpolatorType );
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WRITE_FLOAT( m_flStartBlendTime );
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MessageEnd();
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#endif
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}
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void CGameTimescale::UpdateTimescale( void )
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{
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if ( engine->IsPaused() )
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return;
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if ( m_flCurrentTimescale != m_flDesiredTimescale )
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{
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if ( gpGlobals->curtime >= m_flStartBlendTime )
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{
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if ( m_flStartBlendRealtime == 0.0f )
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{
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m_flStartBlendRealtime = gpGlobals->realtime;
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}
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float flInterp = 1.0f;
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if ( m_flDurationRealTimeSeconds > 0.0f )
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{
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flInterp = MIN( 1.0f, ( gpGlobals->realtime - m_flStartBlendRealtime ) / m_flDurationRealTimeSeconds );
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}
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switch ( m_nInterpolatorType )
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{
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case INTERPOLATOR_ACCEL:
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flInterp = Bias( flInterp, 0.25f );
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break;
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case INTERPOLATOR_DEACCEL:
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flInterp = Bias( flInterp, 0.75f );
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break;
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case INTERPOLATOR_EASE_IN_OUT:
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flInterp = Gain( flInterp, 0.75f );
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break;
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}
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m_flCurrentTimescale = m_flStartTimescale * ( 1.0f - flInterp ) + m_flDesiredTimescale * flInterp;
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}
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}
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if ( m_flCurrentTimescale != engine->GetTimescale() )
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{
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engine->SetTimescale( m_flCurrentTimescale );
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}
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}
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void CGameTimescale::ResetTimescale( void )
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{
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m_flDesiredTimescale = 1.0f;
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m_flCurrentTimescale = 1.0f;
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m_flDurationRealTimeSeconds = 0.0f;
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m_nInterpolatorType = INTERPOLATOR_LINEAR;
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m_flStartBlendTime = 0.0f;
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m_flStartBlendRealtime = 0.0f;
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engine->SetTimescale( 1.0f );
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}
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#ifdef CLIENT_DLL
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void __MsgFunc_CurrentTimescale( bf_read &msg )
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{
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GameTimescale()->SetCurrentTimescale( msg.ReadFloat() );
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}
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USER_MESSAGE_REGISTER( CurrentTimescale );
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void __MsgFunc_DesiredTimescale( bf_read &msg )
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{
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float flDesiredTimescale = msg.ReadFloat();
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float flDurationRealTimeSeconds = msg.ReadFloat();
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CGameTimescale::Interpolators_e nInterpolatorType = static_cast< CGameTimescale::Interpolators_e >( msg.ReadByte() );
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float flStartBlendTime = msg.ReadFloat();
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GameTimescale()->SetDesiredTimescaleAtTime( flDesiredTimescale, flDurationRealTimeSeconds, nInterpolatorType, flStartBlendTime );
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}
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USER_MESSAGE_REGISTER( DesiredTimescale );
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#endif //#ifdef CLIENT_DLL
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