mirror of
https://github.com/nillerusr/source-engine.git
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699 lines
22 KiB
C++
699 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client-side CBasePlayer.
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//
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// - Manages the player's flashlight effect.
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//
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//=============================================================================//
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#ifndef C_BASEPLAYER_H
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#define C_BASEPLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_playerlocaldata.h"
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#include "c_basecombatcharacter.h"
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#include "PlayerState.h"
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#include "usercmd.h"
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#include "shareddefs.h"
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#include "timedevent.h"
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#include "smartptr.h"
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#include "fx_water.h"
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#include "hintsystem.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "c_env_fog_controller.h"
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#include "igameevents.h"
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#include "GameEventListener.h"
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#if defined USES_ECON_ITEMS
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#include "econ_item.h"
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#include "game_item_schema.h"
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#include "econ_item_view.h"
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#endif
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class C_BaseCombatWeapon;
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class C_BaseViewModel;
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class C_FuncLadder;
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class CFlashlightEffect;
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class C_EconWearable;
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extern int g_nKillCamMode;
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extern int g_nKillCamTarget1;
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extern int g_nKillCamTarget2;
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class C_CommandContext
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{
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public:
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bool needsprocessing;
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CUserCmd cmd;
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int command_number;
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};
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class C_PredictionError
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{
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public:
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float time;
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Vector error;
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};
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#define CHASE_CAM_DISTANCE_MIN 16.0f
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#define CHASE_CAM_DISTANCE_MAX 96.0f
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#define WALL_OFFSET 6.0f
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bool IsInFreezeCam( void );
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//-----------------------------------------------------------------------------
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// Purpose: Base Player class
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//-----------------------------------------------------------------------------
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class C_BasePlayer : public C_BaseCombatCharacter, public CGameEventListener
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{
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public:
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DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_BasePlayer();
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virtual ~C_BasePlayer();
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virtual void Spawn( void );
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virtual void SharedSpawn(); // Shared between client and server.
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virtual bool GetSteamID( CSteamID *pID );
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// IClientEntity overrides.
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void ReceiveMessage( int classID, bf_read &msg );
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virtual void OnRestore();
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virtual void AddEntity( void );
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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virtual void GetToolRecordingState( KeyValues *msg );
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virtual float GetPlayerMaxSpeed();
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void SetAnimationExtension( const char *pExtension );
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C_BaseViewModel *GetViewModel( int viewmodelindex = 0, bool bObserverOK=true );
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C_BaseCombatWeapon *GetActiveWeapon( void ) const;
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const char *GetTracerType( void );
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// View model prediction setup
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virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
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virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
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// Handle view smoothing when going up stairs
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void SmoothViewOnStairs( Vector& eyeOrigin );
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virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
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void CalcViewRoll( QAngle& eyeAngles );
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void CreateWaterEffects( void );
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virtual void SetPlayerUnderwater( bool state );
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void UpdateUnderwaterState( void );
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bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
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virtual Vector Weapon_ShootPosition();
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virtual void Weapon_DropPrimary( void ) {}
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virtual Vector GetAutoaimVector( float flScale );
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void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
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// Input handling
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
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virtual void AvoidPhysicsProps( CUserCmd *pCmd );
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virtual void PlayerUse( void );
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CBaseEntity *FindUseEntity( void );
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virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
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// Data handlers
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virtual bool IsPlayer( void ) const { return true; }
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virtual int GetHealth() const { return m_iHealth; }
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int GetBonusProgress() const { return m_iBonusProgress; }
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int GetBonusChallenge() const { return m_iBonusChallenge; }
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// observer mode
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virtual int GetObserverMode() const;
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void SetObserverMode ( int iNewMode );
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virtual CBaseEntity *GetObserverTarget() const;
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void SetObserverTarget( EHANDLE hObserverTarget );
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bool AudioStateIsUnderwater( Vector vecMainViewOrigin );
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bool IsObserver() const;
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bool IsHLTV() const;
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bool IsReplay() const;
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void ResetObserverMode();
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bool IsBot( void ) const { return false; }
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// Eye position..
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virtual Vector EyePosition();
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virtual const QAngle &EyeAngles(); // Direction of eyes
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void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
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virtual const QAngle &LocalEyeAngles(); // Direction of eyes
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// This can be overridden to return something other than m_pRagdoll if the mod uses separate
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// entities for ragdolls.
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virtual IRagdoll* GetRepresentativeRagdoll() const;
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// override the initial bone position for ragdolls
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virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
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// Returns eye vectors
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void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
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void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle
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bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; };
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// Team handlers
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virtual void TeamChange( int iNewTeam );
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// Flashlight
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void Flashlight( void );
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void UpdateFlashlight( void );
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// Weapon selection code
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virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
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virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void );
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// Returns the view model if this is the local player. If you're in third person or
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// this is a remote player, it returns the active weapon
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// (and its appropriate left/right weapon if this is TF2).
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virtual C_BaseAnimating* GetRenderedWeaponModel();
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virtual bool IsOverridingViewmodel( void ) { return false; };
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virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
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virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
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void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; }
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float MaxSpeed() const { return m_flMaxspeed; }
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return false;
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}
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bool IsLocalPlayer( void ) const;
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// Global/static methods
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virtual void ThirdPersonSwitch( bool bThirdperson );
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static bool LocalPlayerInFirstPersonView();
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static bool ShouldDrawLocalPlayer();
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static C_BasePlayer *GetLocalPlayer( void );
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int GetUserID( void );
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virtual bool CanSetSoundMixer( void );
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virtual int GetVisionFilterFlags( bool bWeaponsCheck = false ) { return 0x00; }
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bool HasVisionFilterFlags( int nFlags, bool bWeaponsCheck = false ) { return ( GetVisionFilterFlags( bWeaponsCheck ) & nFlags ) == nFlags; }
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virtual void CalculateVisionUsingCurrentFlags( void ) {}
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void BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName );
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// Specific queries about this player.
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bool InFirstPersonView();
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bool ShouldDrawThisPlayer();
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// Called by the view model if its rendering is being overridden.
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virtual bool ViewModel_IsTransparent( void );
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virtual bool ViewModel_IsUsingFBTexture( void );
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#if !defined( NO_ENTITY_PREDICTION )
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void AddToPlayerSimulationList( C_BaseEntity *other );
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void SimulatePlayerSimulatedEntities( void );
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void RemoveFromPlayerSimulationList( C_BaseEntity *ent );
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void ClearPlayerSimulationList( void );
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#endif
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virtual void PhysicsSimulate( void );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
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// Prediction stuff
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virtual bool ShouldPredict( void );
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virtual void PreThink( void );
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virtual void PostThink( void );
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virtual void ItemPreFrame( void );
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virtual void ItemPostFrame( void );
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virtual void AbortReload( void );
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virtual void SelectLastItem(void);
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virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon );
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virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; }
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virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon );
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virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
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virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); }
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void ResetAutoaim( void );
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virtual void SelectItem( const char *pstr, int iSubType = 0 );
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virtual void UpdateClientData( void );
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virtual float GetFOV( void );
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int GetDefaultFOV( void ) const;
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virtual bool IsZoomed( void ) { return false; }
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bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0 );
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void ClearZoomOwner( void );
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float GetFOVDistanceAdjustFactor();
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virtual void ViewPunch( const QAngle &angleOffset );
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void ViewPunchReset( float tolerance = 0 );
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void UpdateButtonState( int nUserCmdButtonMask );
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int GetImpulse( void ) const;
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virtual void Simulate();
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virtual bool ShouldInterpolate();
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virtual bool ShouldDraw();
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virtual int DrawModel( int flags );
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// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
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virtual void OverrideView( CViewSetup *pSetup );
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// returns the player name
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const char * GetPlayerName();
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virtual const Vector GetPlayerMins( void ) const; // uses local player
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virtual const Vector GetPlayerMaxs( void ) const; // uses local player
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// Is the player dead?
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bool IsPlayerDead();
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bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
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C_BaseEntity *GetUseEntity();
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// Vehicles...
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IClientVehicle *GetVehicle();
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bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
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virtual void SetVehicleRole( int nRole );
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void LeaveVehicle( void );
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bool UsingStandardWeaponsInVehicle( void );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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float GetTimeBase( void ) const;
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float GetFinalPredictedTime() const;
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bool IsInVGuiInputMode() const;
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bool IsInViewModelVGuiInputMode() const;
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C_CommandContext *GetCommandContext();
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// Get the command number associated with the current usercmd we're running (if in predicted code).
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int CurrentCommandNumber() const;
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const CUserCmd *GetCurrentUserCommand() const;
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const QAngle& GetPunchAngle();
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void SetPunchAngle( const QAngle &angle );
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float GetWaterJumpTime() const;
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void SetWaterJumpTime( float flWaterJumpTime );
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float GetSwimSoundTime( void ) const;
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void SetSwimSoundTime( float flSwimSoundTime );
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float GetDeathTime( void ) { return m_flDeathTime; }
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void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin );
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const Vector &GetPreviouslyPredictedOrigin() const;
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// CS wants to allow small FOVs for zoomed-in AWPs.
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virtual float GetMinFOV() const;
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virtual void DoMuzzleFlash();
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virtual void PlayPlayerJingle();
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virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
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virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
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virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
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virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
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virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
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virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName ) { return pszBaseStepSoundName; }
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virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume ) {}
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// Called by prediction when it detects a prediction correction.
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// vDelta is the line from where the client had predicted the player to at the usercmd in question,
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// to where the server says the client should be at said usercmd.
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void NotePredictionError( const Vector &vDelta );
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// Called by the renderer to apply the prediction error smoothing.
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void GetPredictionErrorSmoothingVector( Vector &vOffset );
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virtual void ExitLadder() {}
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surfacedata_t *GetLadderSurface( const Vector &origin );
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surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; }
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void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
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// Hints
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virtual CHintSystem *Hints( void ) { return NULL; }
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bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; }
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bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; }
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void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); }
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virtual IMaterial *GetHeadLabelMaterial( void );
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// Fog
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fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
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void FogControllerChanged( bool bSnap );
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void UpdateFogController( void );
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void UpdateFogBlend( void );
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float GetFOVTime( void ){ return m_flFOVTime; }
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virtual void OnAchievementAchieved( int iAchievement ) {}
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bool ShouldAnnounceAchievement( void ){ return m_flNextAchievementAnnounceTime < gpGlobals->curtime; }
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void SetNextAchievementAnnounceTime( float flTime ){ m_flNextAchievementAnnounceTime = flTime; }
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#if defined USES_ECON_ITEMS
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// Wearables
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void UpdateWearables();
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C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; }
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int GetNumWearables( void ) { return m_hMyWearables.Count(); }
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#endif
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bool HasFiredWeapon( void ) { return m_bFiredWeapon; }
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void SetFiredWeapon( bool bFlag ) { m_bFiredWeapon = bFlag; }
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virtual bool CanUseFirstPersonCommand( void ){ return true; }
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protected:
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fogparams_t m_CurrentFog;
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EHANDLE m_hOldFogController;
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public:
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int m_StuckLast;
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// Data for only the local player
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CNetworkVarEmbedded( CPlayerLocalData, m_Local );
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#if defined USES_ECON_ITEMS
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CNetworkVarEmbedded( CAttributeList, m_AttributeList );
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#endif
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// Data common to all other players, too
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CPlayerState pl;
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// Player FOV values
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int m_iFOV; // field of view
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int m_iFOVStart; // starting value of the FOV changing over time (client only)
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float m_flFOVTime; // starting time of the FOV zoom
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int m_iDefaultFOV; // default FOV if no other zooms are occurring
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EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom
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// Only this entity can change the zoom state once it has ownership
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// For weapon prediction
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bool m_fOnTarget; //Is the crosshair on a target?
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char m_szAnimExtension[32];
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int m_afButtonLast;
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int m_afButtonPressed;
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int m_afButtonReleased;
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int m_nButtons;
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CUserCmd *m_pCurrentCommand;
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// Movement constraints
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EHANDLE m_hConstraintEntity;
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Vector m_vecConstraintCenter;
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float m_flConstraintRadius;
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float m_flConstraintWidth;
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float m_flConstraintSpeedFactor;
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protected:
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void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
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float& zNear, float& zFar, float& fov );
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virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
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void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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virtual float GetDeathCamInterpolationTime();
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virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
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virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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// Check to see if we're in vgui input mode...
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void DetermineVguiInputMode( CUserCmd *pCmd );
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// Used by prediction, sets the view angles for the player
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virtual void SetLocalViewAngles( const QAngle &viewAngles );
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virtual void SetViewAngles( const QAngle& ang );
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// used by client side player footsteps
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surfacedata_t* GetGroundSurface();
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virtual void FireGameEvent( IGameEvent *event );
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protected:
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// Did we just enter a vehicle this frame?
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bool JustEnteredVehicle();
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// DATA
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int m_iObserverMode; // if in spectator mode != 0
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EHANDLE m_hObserverTarget; // current observer target
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float m_flObserverChaseDistance; // last distance to observer traget
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Vector m_vecFreezeFrameStart;
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float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode
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float m_flFreezeFrameDistance;
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bool m_bWasFreezeFraming;
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float m_flDeathTime; // last time player died
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float m_flStepSoundTime;
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bool m_IsFootprintOnLeft;
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private:
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// Make sure no one calls this...
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C_BasePlayer& operator=( const C_BasePlayer& src );
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C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible
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// Vehicle stuff.
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EHANDLE m_hVehicle;
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EHANDLE m_hOldVehicle;
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EHANDLE m_hUseEntity;
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float m_flMaxspeed;
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int m_iBonusProgress;
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int m_iBonusChallenge;
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CInterpolatedVar< Vector > m_iv_vecViewOffset;
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// Not replicated
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Vector m_vecWaterJumpVel;
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float m_flWaterJumpTime; // used to be called teleport_time
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int m_nImpulse;
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float m_flSwimSoundTime;
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Vector m_vecLadderNormal;
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QAngle m_vecOldViewAngles;
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bool m_bWasFrozen;
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int m_flPhysics;
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int m_nTickBase;
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int m_nFinalPredictedTick;
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EHANDLE m_pCurrentVguiScreen;
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bool m_bFiredWeapon;
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// Player flashlight dynamic light pointers
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CFlashlightEffect *m_pFlashlight;
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typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
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CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
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#if !defined( NO_ENTITY_PREDICTION )
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CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer;
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#endif
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// players own view models, left & right hand
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CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
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float m_flOldPlayerZ;
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float m_flOldPlayerViewOffsetZ;
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Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the player while riding in a vehicle
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QAngle m_vecVehicleViewAngles; // Vehicle angles
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float m_flVehicleViewFOV;
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int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for
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// For UI purposes...
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int m_iOldAmmo[ MAX_AMMO_TYPES ];
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C_CommandContext m_CommandContext;
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// For underwater effects
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float m_flWaterSurfaceZ;
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bool m_bResampleWaterSurface;
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TimedEvent m_tWaterParticleTimer;
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CSmartPtr<WaterDebrisEffect> m_pWaterEmitter;
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bool m_bPlayerUnderwater;
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friend class CPrediction;
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// HACK FOR TF2 Prediction
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friend class CTFGameMovementRecon;
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friend class CGameMovement;
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friend class CTFGameMovement;
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friend class CHL1GameMovement;
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friend class CCSGameMovement;
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friend class CHL2GameMovement;
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friend class CDODGameMovement;
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friend class CPortalGameMovement;
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// Accessors for gamemovement
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float GetStepSize( void ) const { return m_Local.m_flStepSize; }
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float m_flNextAvoidanceTime;
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float m_flAvoidanceRight;
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float m_flAvoidanceForward;
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float m_flAvoidanceDotForward;
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float m_flAvoidanceDotRight;
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protected:
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virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
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virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
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virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
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void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
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float m_flLaggedMovementValue;
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// These are used to smooth out prediction corrections. They're most useful when colliding with
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// vphysics objects. The server will be sending constant prediction corrections, and these can help
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// the errors not be so jerky.
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Vector m_vecPredictionError;
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float m_flPredictionErrorTime;
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Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin
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char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server
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// Texture names and surface data, used by CGameMovement
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int m_surfaceProps;
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surfacedata_t* m_pSurfaceData;
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float m_surfaceFriction;
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char m_chTextureType;
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bool m_bSentFreezeFrame;
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float m_flFreezeZOffset;
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float m_flNextAchievementAnnounceTime;
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int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting
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#if defined USES_ECON_ITEMS
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// Wearables
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CUtlVector<CHandle<C_EconWearable > > m_hMyWearables;
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#endif
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private:
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struct StepSoundCache_t
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|
{
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|
StepSoundCache_t() : m_usSoundNameIndex( 0 ) {}
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CSoundParameters m_SoundParameters;
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|
unsigned short m_usSoundNameIndex;
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};
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// One for left and one for right side of step
|
|
StepSoundCache_t m_StepSoundCache[ 2 ];
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public:
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const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied
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float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; }
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bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name.
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void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
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};
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EXTERN_RECV_TABLE(DT_BasePlayer);
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//-----------------------------------------------------------------------------
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// Inline methods
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|
//-----------------------------------------------------------------------------
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inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity )
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|
{
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|
if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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#if _DEBUG
|
|
Assert( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL );
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|
#endif
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|
|
return static_cast<C_BasePlayer *>( pEntity );
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|
}
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|
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inline C_BaseEntity *C_BasePlayer::GetUseEntity()
|
|
{
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|
return m_hUseEntity;
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|
}
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inline IClientVehicle *C_BasePlayer::GetVehicle()
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|
{
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|
C_BaseEntity *pVehicleEnt = m_hVehicle.Get();
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|
return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL;
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|
}
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inline bool C_BasePlayer::IsObserver() const
|
|
{
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|
return (GetObserverMode() != OBS_MODE_NONE);
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|
}
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inline int C_BasePlayer::GetImpulse( void ) const
|
|
{
|
|
return m_nImpulse;
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|
}
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inline C_CommandContext* C_BasePlayer::GetCommandContext()
|
|
{
|
|
return &m_CommandContext;
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|
}
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|
|
|
inline int CBasePlayer::CurrentCommandNumber() const
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
return m_pCurrentCommand->command_number;
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|
}
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|
|
|
inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
return m_pCurrentCommand;
|
|
}
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|
#endif // C_BASEPLAYER_H
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