mirror of
https://github.com/nillerusr/source-engine.git
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285 lines
7.8 KiB
C++
285 lines
7.8 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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//=============================================================================//
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#ifndef C_DOD_PLAYER_H
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#define C_DOD_PLAYER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "dod_playeranimstate.h"
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#include "c_baseplayer.h"
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#include "dod_shareddefs.h"
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#include "baseparticleentity.h"
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#include "dod_player_shared.h"
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#include "beamdraw.h"
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#include "hintsystem.h"
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#define PRONE_MAX_SWAY 3.0
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#define PRONE_SWAY_AMOUNT 4.0
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#define RECOIL_DURATION 0.1
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class CViewAngleAnimation;
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class C_DODPlayer : public C_BasePlayer
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{
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public:
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friend class CDODPlayerShared;
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DECLARE_CLASS( C_DODPlayer, C_BasePlayer );
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_INTERPOLATION();
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C_DODPlayer();
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~C_DODPlayer();
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static C_DODPlayer* GetLocalDODPlayer();
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virtual const QAngle& GetRenderAngles();
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virtual void UpdateClientSideAnimation();
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virtual void ProcessMuzzleFlashEvent();
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void OnDataChanged( DataUpdateType_t type );
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
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virtual void ClientThink( void );
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virtual void GetToolRecordingState( KeyValues *msg );
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void LocalPlayerRespawn( void );
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// Returns true if we're allowed to show the menus right now.
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bool CanShowTeamMenu() const { return true; }
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bool CanShowClassMenu();
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bool ShouldDraw( void );
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virtual C_BaseAnimating * BecomeRagdollOnClient();
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virtual IRagdoll* GetRepresentativeRagdoll() const;
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virtual void ReceiveMessage( int classID, bf_read &msg );
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void PopHelmet( Vector vecDir, Vector vecForceOffset, int model );
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// Get the ID target entity index. The ID target is the player that is behind our crosshairs, used to
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// display the player's name.
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int GetIDTarget() const
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{
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return m_iIDEntIndex;
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}
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void UpdateIDTarget();
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bool ShouldAutoReload( void );
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bool ShouldAutoRezoom( void );
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void SetSprinting( bool bIsSprinting );
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bool IsSprinting( void );
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void LowerWeapon( void );
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void RaiseWeapon( void );
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bool IsWeaponLowered( void );
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virtual ShadowType_t ShadowCastType( void );
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType );
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virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const;
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virtual int DrawModel( int flags );
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virtual void Simulate();
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virtual float GetMinFOV() const { return 20; }
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virtual bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f );
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virtual void CreateLightEffects( void ) {} //no dimlight effects
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virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
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virtual const QAngle& EyeAngles();
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virtual const Vector& GetRenderOrigin(); // return ragdoll origin if dead
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bool dod_IsInterpolationEnabled( void ) { return IsInterpolationEnabled(); }
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void CreateViewAngleAnimations( void );
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void CheckGrenadeHint( Vector vecGrenadeOrigin );
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void CheckBombTargetPlantHint( void );
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void CheckBombTargetDefuseHint( void );
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Hints
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virtual CHintSystem *Hints( void ) { return &m_Hints; }
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// Player avoidance
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bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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void AvoidPlayers( CUserCmd *pCmd );
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virtual bool ShouldReceiveProjectedTextures( int flags )
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{
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return ( this != C_BasePlayer::GetLocalPlayer() );
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}
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bool IsNemesisOfLocalPlayer();
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bool ShouldShowNemesisIcon();
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virtual void OnAchievementAchieved( int iAchievement );
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int GetActiveAchievementAward( void );
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IMaterial *GetHeadIconMaterial( void );
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protected:
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virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcDODDeathCamView( Vector &eyeOrigin, QAngle& eyeAngles, float& fov );
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void CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
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virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
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// Called by shared code.
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public:
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void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
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DODPlayerState State_Get() const;
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IDODPlayerAnimState *m_PlayerAnimState;
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QAngle m_angEyeAngles;
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CInterpolatedVar< QAngle > m_iv_angEyeAngles;
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void FireBullets( const FireBulletsInfo_t &info );
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bool CanAttack( void );
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void SetBazookaDeployed( bool bDeployed ) {}
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// the control point index the player is near
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int GetCPIndex( void ) { return m_Shared.GetCPIndex(); }
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//Implemented in shared code
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public:
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virtual void SharedSpawn();
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void CheckProneMoveSound( int groundspeed, bool onground );
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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 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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// Returns true if the player is allowed to move.
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bool CanMove() const;
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float GetStamina( void ) const;
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void SetStamina( float flStamina );
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virtual void SetAnimation( PLAYER_ANIM playerAnim );
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CDODPlayerShared m_Shared;
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float m_flRecoilTimeRemaining;
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float m_flPitchRecoilAccumulator;
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float m_flYawRecoilAccumulator;
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void GetWeaponRecoilAmount( int weaponId, float &flPitchRecoil, float &flYawRecoil );
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void DoRecoil( int iWpnID, float flWpnRecoil );
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void SetRecoilAmount( float flPitchRecoil, float flYawRecoil );
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void GetRecoilToAddThisFrame( float &flPitchRecoil, float &flYawRecoil );
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EHANDLE m_hRagdoll;
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CWeaponDODBase* GetActiveDODWeapon() const;
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Activity TranslateActivity( Activity baseAct, bool *pRequired = NULL );
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Vector m_lastStandingPos; // used by the gamemovement code for finding ladders
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// for stun effect
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float m_flStunEffectTime;
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float m_flStunAlpha;
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CNetworkVar( float, m_flStunMaxAlpha );
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CNetworkVar( float, m_flStunDuration );
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float GetDeathTime( void ) { return m_flDeathTime; }
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// How long the progress bar takes to get to the end. If this is 0, then the progress bar
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// should not be drawn.
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CNetworkVar( int, m_iProgressBarDuration );
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// When the progress bar should start.
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CNetworkVar( float, m_flProgressBarStartTime );
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float m_flLastRespawnTime;
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private:
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C_DODPlayer( const C_DODPlayer & );
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CNetworkVar( DODPlayerState, m_iPlayerState );
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CNetworkVar( float, m_flStamina );
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float m_flProneViewOffset;
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bool m_bProneSwayingRight;
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Vector m_vecRagdollVelocity;
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// ID Target
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int m_iIDEntIndex;
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bool m_bWeaponLowered; // should our weapon be lowered right now
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CNetworkVar( bool, m_bSpawnInterpCounter );
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bool m_bSpawnInterpCounterCache;
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CHintSystem m_Hints;
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void ReleaseFlashlight( void );
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Beam_t *m_pFlashlightBeam;
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float m_flMinNextStepSoundTime;
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float m_fNextThinkPushAway;
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bool m_bPlayingProneMoveSound;
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void StaminaSoundThink( void );
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CSoundPatch *m_pStaminaSound;
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bool m_bPlayingLowStaminaSound;
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// Cold Breath
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bool CreateColdBreathEmitter( void );
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void DestroyColdBreathEmitter( void );
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void UpdateColdBreath( void );
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void EmitColdBreathParticles( void );
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bool m_bColdBreathOn;
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float m_flColdBreathTimeStart;
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float m_flColdBreathTimeEnd;
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CSmartPtr<CSimpleEmitter> m_hColdBreathEmitter;
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PMaterialHandle m_hColdBreathMaterial;
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int m_iHeadAttach;
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float m_flHideHeadIconUntilTime;
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virtual void CalculateIKLocks( float currentTime );
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int m_iAchievementAwardsMask;
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IMaterial *m_pHeadIconMaterial;
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};
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inline C_DODPlayer *ToDODPlayer( CBaseEntity *pEntity )
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{
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if ( !pEntity || !pEntity->IsPlayer() )
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return NULL;
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return dynamic_cast<C_DODPlayer*>( pEntity );
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}
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#endif // C_DOD_PLAYER_H
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