mirror of
https://github.com/nillerusr/source-engine.git
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3003 lines
90 KiB
C++
3003 lines
90 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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#include "cbase.h"
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#include "c_baseplayer.h"
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#include "flashlighteffect.h"
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#include "weapon_selection.h"
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#include "history_resource.h"
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#include "iinput.h"
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#include "input.h"
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#include "view.h"
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#include "iviewrender.h"
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#include "iclientmode.h"
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#include "in_buttons.h"
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#include "engine/IEngineSound.h"
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#include "c_soundscape.h"
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#include "usercmd.h"
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#include "c_playerresource.h"
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#include "iclientvehicle.h"
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#include "view_shared.h"
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#include "movevars_shared.h"
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#include "prediction.h"
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#include "tier0/vprof.h"
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#include "filesystem.h"
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#include "bitbuf.h"
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#include "KeyValues.h"
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#include "particles_simple.h"
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#include "fx_water.h"
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#include "hltvcamera.h"
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#include "toolframework/itoolframework.h"
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#include "toolframework_client.h"
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#include "view_scene.h"
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#include "c_vguiscreen.h"
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#include "datacache/imdlcache.h"
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#include "vgui/ISurface.h"
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#include "voice_status.h"
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#include "fx.h"
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#include "dt_utlvector_recv.h"
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#include "cam_thirdperson.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replaycamera.h"
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#include "replay/ireplaysystem.h"
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#include "replay/ienginereplay.h"
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#endif
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#include "steam/steam_api.h"
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#include "sourcevr/isourcevirtualreality.h"
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#include "client_virtualreality.h"
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#if defined USES_ECON_ITEMS
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#include "econ_wearable.h"
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#endif
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// NVNT haptics system interface
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#include "haptics/ihaptics.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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// Don't alias here
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#if defined( CBasePlayer )
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#undef CBasePlayer
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#endif
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int g_nKillCamMode = OBS_MODE_NONE;
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int g_nKillCamTarget1 = 0;
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int g_nKillCamTarget2 = 0;
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extern ConVar mp_forcecamera; // in gamevars_shared.h
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#define FLASHLIGHT_DISTANCE 1000
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#define MAX_VGUI_INPUT_MODE_SPEED 30
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#define MAX_VGUI_INPUT_MODE_SPEED_SQ (MAX_VGUI_INPUT_MODE_SPEED*MAX_VGUI_INPUT_MODE_SPEED)
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static Vector WALL_MIN(-WALL_OFFSET,-WALL_OFFSET,-WALL_OFFSET);
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static Vector WALL_MAX(WALL_OFFSET,WALL_OFFSET,WALL_OFFSET);
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bool CommentaryModeShouldSwallowInput( C_BasePlayer *pPlayer );
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extern ConVar default_fov;
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#ifndef _XBOX
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extern ConVar sensitivity;
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#endif
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static C_BasePlayer *s_pLocalPlayer = NULL;
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static ConVar cl_customsounds ( "cl_customsounds", "1", 0, "Enable customized player sound playback" );
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static ConVar spec_track ( "spec_track", "0", 0, "Tracks an entity in spec mode" );
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static ConVar cl_smooth ( "cl_smooth", "1", 0, "Smooth view/eye origin after prediction errors" );
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static ConVar cl_smoothtime (
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"cl_smoothtime",
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"0.1",
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0,
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"Smooth client's view after prediction error over this many seconds",
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true, 0.01, // min/max is 0.01/2.0
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true, 2.0
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);
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#ifdef CSTRIKE_DLL
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ConVar spec_freeze_time( "spec_freeze_time", "5.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Time spend frozen in observer freeze cam." );
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ConVar spec_freeze_traveltime( "spec_freeze_traveltime", "0.7", FCVAR_CHEAT | FCVAR_REPLICATED, "Time taken to zoom in to frame a target in observer freeze cam.", true, 0.01, false, 0 );
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ConVar spec_freeze_distance_min( "spec_freeze_distance_min", "80", FCVAR_CHEAT, "Minimum random distance from the target to stop when framing them in observer freeze cam." );
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ConVar spec_freeze_distance_max( "spec_freeze_distance_max", "90", FCVAR_CHEAT, "Maximum random distance from the target to stop when framing them in observer freeze cam." );
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#else
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ConVar spec_freeze_time( "spec_freeze_time", "4.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Time spend frozen in observer freeze cam." );
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ConVar spec_freeze_traveltime( "spec_freeze_traveltime", "0.4", FCVAR_CHEAT | FCVAR_REPLICATED, "Time taken to zoom in to frame a target in observer freeze cam.", true, 0.01, false, 0 );
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ConVar spec_freeze_distance_min( "spec_freeze_distance_min", "96", FCVAR_CHEAT, "Minimum random distance from the target to stop when framing them in observer freeze cam." );
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ConVar spec_freeze_distance_max( "spec_freeze_distance_max", "200", FCVAR_CHEAT, "Maximum random distance from the target to stop when framing them in observer freeze cam." );
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#endif
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static ConVar cl_first_person_uses_world_model ( "cl_first_person_uses_world_model", "0", FCVAR_ARCHIVE, "Causes the third person model to be drawn instead of the view model" );
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ConVar demo_fov_override( "demo_fov_override", "0", FCVAR_CLIENTDLL | FCVAR_DONTRECORD, "If nonzero, this value will be used to override FOV during demo playback." );
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// This only needs to be approximate - it just controls the distance to the pivot-point of the head ("the neck") of the in-game character, not the player's real-world neck length.
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// Ideally we would find this vector by subtracting the neutral-pose difference between the head bone (the pivot point) and the "eyes" attachment point.
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// However, some characters don't have this attachment point, and finding the neutral pose is a pain.
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// This value is found by hand, and a good value depends more on the in-game models than on actual human shapes.
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ConVar cl_meathook_neck_pivot_ingame_up( "cl_meathook_neck_pivot_ingame_up", "7.0" );
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ConVar cl_meathook_neck_pivot_ingame_fwd( "cl_meathook_neck_pivot_ingame_fwd", "3.0" );
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void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut );
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void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut );
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void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
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void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
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void RecvProxy_ObserverMode ( const CRecvProxyData *pData, void *pStruct, void *pOut );
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// -------------------------------------------------------------------------------- //
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// RecvTable for CPlayerState.
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// -------------------------------------------------------------------------------- //
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BEGIN_RECV_TABLE_NOBASE(CPlayerState, DT_PlayerState)
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RecvPropInt (RECVINFO(deadflag)),
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END_RECV_TABLE()
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BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
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RecvPropArray3( RECVINFO_ARRAY(m_chAreaBits), RecvPropInt(RECVINFO(m_chAreaBits[0]))),
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RecvPropArray3( RECVINFO_ARRAY(m_chAreaPortalBits), RecvPropInt(RECVINFO(m_chAreaPortalBits[0]))),
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RecvPropInt(RECVINFO(m_iHideHUD)),
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// View
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RecvPropFloat(RECVINFO(m_flFOVRate)),
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RecvPropInt (RECVINFO(m_bDucked)),
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RecvPropInt (RECVINFO(m_bDucking)),
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RecvPropInt (RECVINFO(m_bInDuckJump)),
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RecvPropFloat (RECVINFO(m_flDucktime)),
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RecvPropFloat (RECVINFO(m_flDuckJumpTime)),
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RecvPropFloat (RECVINFO(m_flJumpTime)),
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RecvPropFloat (RECVINFO(m_flFallVelocity)),
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#if PREDICTION_ERROR_CHECK_LEVEL > 1
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RecvPropFloat (RECVINFO_NAME( m_vecPunchAngle.m_Value[0], m_vecPunchAngle[0])),
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RecvPropFloat (RECVINFO_NAME( m_vecPunchAngle.m_Value[1], m_vecPunchAngle[1])),
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RecvPropFloat (RECVINFO_NAME( m_vecPunchAngle.m_Value[2], m_vecPunchAngle[2] )),
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RecvPropFloat (RECVINFO_NAME( m_vecPunchAngleVel.m_Value[0], m_vecPunchAngleVel[0] )),
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RecvPropFloat (RECVINFO_NAME( m_vecPunchAngleVel.m_Value[1], m_vecPunchAngleVel[1] )),
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RecvPropFloat (RECVINFO_NAME( m_vecPunchAngleVel.m_Value[2], m_vecPunchAngleVel[2] )),
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#else
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RecvPropVector (RECVINFO(m_vecPunchAngle)),
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RecvPropVector (RECVINFO(m_vecPunchAngleVel)),
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#endif
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RecvPropInt (RECVINFO(m_bDrawViewmodel)),
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RecvPropInt (RECVINFO(m_bWearingSuit)),
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RecvPropBool (RECVINFO(m_bPoisoned)),
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RecvPropFloat (RECVINFO(m_flStepSize)),
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RecvPropInt (RECVINFO(m_bAllowAutoMovement)),
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// 3d skybox data
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RecvPropInt(RECVINFO(m_skybox3d.scale)),
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RecvPropVector(RECVINFO(m_skybox3d.origin)),
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RecvPropInt(RECVINFO(m_skybox3d.area)),
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// 3d skybox fog data
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RecvPropInt( RECVINFO( m_skybox3d.fog.enable ) ),
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RecvPropInt( RECVINFO( m_skybox3d.fog.blend ) ),
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RecvPropVector( RECVINFO( m_skybox3d.fog.dirPrimary ) ),
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RecvPropInt( RECVINFO( m_skybox3d.fog.colorPrimary ) ),
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RecvPropInt( RECVINFO( m_skybox3d.fog.colorSecondary ) ),
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RecvPropFloat( RECVINFO( m_skybox3d.fog.start ) ),
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RecvPropFloat( RECVINFO( m_skybox3d.fog.end ) ),
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RecvPropFloat( RECVINFO( m_skybox3d.fog.maxdensity ) ),
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// fog data
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RecvPropEHandle( RECVINFO( m_PlayerFog.m_hCtrl ) ),
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// audio data
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RecvPropVector( RECVINFO( m_audio.localSound[0] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[1] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[2] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[3] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[4] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[5] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[6] ) ),
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RecvPropVector( RECVINFO( m_audio.localSound[7] ) ),
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RecvPropInt( RECVINFO( m_audio.soundscapeIndex ) ),
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RecvPropInt( RECVINFO( m_audio.localBits ) ),
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RecvPropEHandle( RECVINFO( m_audio.ent ) ),
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END_RECV_TABLE()
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// -------------------------------------------------------------------------------- //
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// This data only gets sent to clients that ARE this player entity.
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// -------------------------------------------------------------------------------- //
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BEGIN_RECV_TABLE_NOBASE( C_BasePlayer, DT_LocalPlayerExclusive )
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RecvPropDataTable ( RECVINFO_DT(m_Local),0, &REFERENCE_RECV_TABLE(DT_Local) ),
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RecvPropFloat ( RECVINFO(m_vecViewOffset[0]) ),
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RecvPropFloat ( RECVINFO(m_vecViewOffset[1]) ),
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RecvPropFloat ( RECVINFO(m_vecViewOffset[2]) ),
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RecvPropFloat ( RECVINFO(m_flFriction) ),
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RecvPropArray3 ( RECVINFO_ARRAY(m_iAmmo), RecvPropInt( RECVINFO(m_iAmmo[0])) ),
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RecvPropInt ( RECVINFO(m_fOnTarget) ),
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RecvPropInt ( RECVINFO( m_nTickBase ) ),
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RecvPropInt ( RECVINFO( m_nNextThinkTick ) ),
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RecvPropEHandle ( RECVINFO( m_hLastWeapon ) ),
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RecvPropEHandle ( RECVINFO( m_hGroundEntity ) ),
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RecvPropFloat ( RECVINFO(m_vecVelocity[0]), 0, RecvProxy_LocalVelocityX ),
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RecvPropFloat ( RECVINFO(m_vecVelocity[1]), 0, RecvProxy_LocalVelocityY ),
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RecvPropFloat ( RECVINFO(m_vecVelocity[2]), 0, RecvProxy_LocalVelocityZ ),
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RecvPropVector ( RECVINFO( m_vecBaseVelocity ) ),
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RecvPropEHandle ( RECVINFO( m_hConstraintEntity)),
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RecvPropVector ( RECVINFO( m_vecConstraintCenter) ),
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RecvPropFloat ( RECVINFO( m_flConstraintRadius )),
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RecvPropFloat ( RECVINFO( m_flConstraintWidth )),
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RecvPropFloat ( RECVINFO( m_flConstraintSpeedFactor )),
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RecvPropFloat ( RECVINFO( m_flDeathTime )),
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RecvPropInt ( RECVINFO( m_nWaterLevel ) ),
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RecvPropFloat ( RECVINFO( m_flLaggedMovementValue )),
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END_RECV_TABLE()
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// -------------------------------------------------------------------------------- //
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// DT_BasePlayer datatable.
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// -------------------------------------------------------------------------------- //
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#if defined USES_ECON_ITEMS
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EXTERN_RECV_TABLE(DT_AttributeList);
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#endif
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IMPLEMENT_CLIENTCLASS_DT(C_BasePlayer, DT_BasePlayer, CBasePlayer)
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// We have both the local and nonlocal data in here, but the server proxies
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// only send one.
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RecvPropDataTable( "localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalPlayerExclusive) ),
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#if defined USES_ECON_ITEMS
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RecvPropDataTable(RECVINFO_DT(m_AttributeList),0, &REFERENCE_RECV_TABLE(DT_AttributeList) ),
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#endif
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RecvPropDataTable(RECVINFO_DT(pl), 0, &REFERENCE_RECV_TABLE(DT_PlayerState), DataTableRecvProxy_StaticDataTable),
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RecvPropInt (RECVINFO(m_iFOV)),
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RecvPropInt (RECVINFO(m_iFOVStart)),
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RecvPropFloat (RECVINFO(m_flFOVTime)),
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RecvPropInt (RECVINFO(m_iDefaultFOV)),
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RecvPropEHandle (RECVINFO(m_hZoomOwner)),
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RecvPropEHandle( RECVINFO(m_hVehicle) ),
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RecvPropEHandle( RECVINFO(m_hUseEntity) ),
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RecvPropInt (RECVINFO(m_iHealth)),
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RecvPropInt (RECVINFO(m_lifeState)),
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RecvPropInt (RECVINFO(m_iBonusProgress)),
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RecvPropInt (RECVINFO(m_iBonusChallenge)),
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RecvPropFloat (RECVINFO(m_flMaxspeed)),
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RecvPropInt (RECVINFO(m_fFlags)),
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RecvPropInt (RECVINFO(m_iObserverMode), 0, RecvProxy_ObserverMode ),
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RecvPropEHandle (RECVINFO(m_hObserverTarget), RecvProxy_ObserverTarget ),
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RecvPropArray ( RecvPropEHandle( RECVINFO( m_hViewModel[0] ) ), m_hViewModel ),
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RecvPropString( RECVINFO(m_szLastPlaceName) ),
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#if defined USES_ECON_ITEMS
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RecvPropUtlVector( RECVINFO_UTLVECTOR( m_hMyWearables ), MAX_WEARABLES_SENT_FROM_SERVER, RecvPropEHandle(NULL, 0, 0) ),
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#endif
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA_NO_BASE( CPlayerState )
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DEFINE_PRED_FIELD( deadflag, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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// DEFINE_FIELD( netname, string_t ),
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// DEFINE_FIELD( fixangle, FIELD_INTEGER ),
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// DEFINE_FIELD( anglechange, FIELD_FLOAT ),
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// DEFINE_FIELD( v_angle, FIELD_VECTOR ),
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END_PREDICTION_DATA()
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BEGIN_PREDICTION_DATA_NO_BASE( CPlayerLocalData )
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// DEFINE_PRED_TYPEDESCRIPTION( m_skybox3d, sky3dparams_t ),
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// DEFINE_PRED_TYPEDESCRIPTION( m_fog, fogparams_t ),
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// DEFINE_PRED_TYPEDESCRIPTION( m_audio, audioparams_t ),
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DEFINE_FIELD( m_nStepside, FIELD_INTEGER ),
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DEFINE_PRED_FIELD( m_iHideHUD, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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#if PREDICTION_ERROR_CHECK_LEVEL > 1
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DEFINE_PRED_FIELD( m_vecPunchAngle, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_vecPunchAngleVel, FIELD_VECTOR, FTYPEDESC_INSENDTABLE ),
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#else
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DEFINE_PRED_FIELD_TOL( m_vecPunchAngle, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
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DEFINE_PRED_FIELD_TOL( m_vecPunchAngleVel, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
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#endif
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DEFINE_PRED_FIELD( m_bDrawViewmodel, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bWearingSuit, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bPoisoned, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bAllowAutoMovement, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bDucked, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bDucking, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_bInDuckJump, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flDucktime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flDuckJumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flJumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD_TOL( m_flFallVelocity, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ),
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// DEFINE_PRED_FIELD( m_nOldButtons, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_FIELD( m_nOldButtons, FIELD_INTEGER ),
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DEFINE_PRED_FIELD( m_flStepSize, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
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DEFINE_FIELD( m_flFOVRate, FIELD_FLOAT ),
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END_PREDICTION_DATA()
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BEGIN_PREDICTION_DATA( C_BasePlayer )
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DEFINE_PRED_TYPEDESCRIPTION( m_Local, CPlayerLocalData ),
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DEFINE_PRED_TYPEDESCRIPTION( pl, CPlayerState ),
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DEFINE_PRED_FIELD( m_iFOV, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_hZoomOwner, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_flFOVTime, FIELD_FLOAT, 0 ),
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DEFINE_PRED_FIELD( m_iFOVStart, FIELD_INTEGER, 0 ),
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DEFINE_PRED_FIELD( m_hVehicle, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD_TOL( m_flMaxspeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ),
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DEFINE_PRED_FIELD( m_iHealth, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_iBonusProgress, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_iBonusChallenge, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_fOnTarget, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_lifeState, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
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DEFINE_PRED_FIELD( m_nWaterLevel, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
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|
|
DEFINE_PRED_FIELD_TOL( m_vecBaseVelocity, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.05 ),
|
|
|
|
DEFINE_FIELD( m_nButtons, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flWaterJumpTime, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_nImpulse, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_flStepSoundTime, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_flSwimSoundTime, FIELD_FLOAT ),
|
|
DEFINE_FIELD( m_vecLadderNormal, FIELD_VECTOR ),
|
|
DEFINE_FIELD( m_flPhysics, FIELD_INTEGER ),
|
|
DEFINE_AUTO_ARRAY( m_szAnimExtension, FIELD_CHARACTER ),
|
|
DEFINE_FIELD( m_afButtonLast, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_afButtonPressed, FIELD_INTEGER ),
|
|
DEFINE_FIELD( m_afButtonReleased, FIELD_INTEGER ),
|
|
// DEFINE_FIELD( m_vecOldViewAngles, FIELD_VECTOR ),
|
|
|
|
// DEFINE_ARRAY( m_iOldAmmo, FIELD_INTEGER, MAX_AMMO_TYPES ),
|
|
|
|
//DEFINE_FIELD( m_hOldVehicle, FIELD_EHANDLE ),
|
|
// DEFINE_FIELD( m_pModelLight, dlight_t* ),
|
|
// DEFINE_FIELD( m_pEnvironmentLight, dlight_t* ),
|
|
// DEFINE_FIELD( m_pBrightLight, dlight_t* ),
|
|
DEFINE_PRED_FIELD( m_hLastWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
|
|
|
|
DEFINE_PRED_FIELD( m_nTickBase, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
|
|
|
|
DEFINE_PRED_FIELD( m_hGroundEntity, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
|
|
|
|
DEFINE_PRED_ARRAY( m_hViewModel, FIELD_EHANDLE, MAX_VIEWMODELS, FTYPEDESC_INSENDTABLE ),
|
|
|
|
DEFINE_FIELD( m_surfaceFriction, FIELD_FLOAT ),
|
|
|
|
END_PREDICTION_DATA()
|
|
|
|
LINK_ENTITY_TO_CLASS( player, C_BasePlayer );
|
|
|
|
// -------------------------------------------------------------------------------- //
|
|
// Functions.
|
|
// -------------------------------------------------------------------------------- //
|
|
C_BasePlayer::C_BasePlayer() : m_iv_vecViewOffset( "C_BasePlayer::m_iv_vecViewOffset" )
|
|
{
|
|
AddVar( &m_vecViewOffset, &m_iv_vecViewOffset, LATCH_SIMULATION_VAR );
|
|
|
|
#ifdef _DEBUG
|
|
m_vecLadderNormal.Init();
|
|
m_vecOldViewAngles.Init();
|
|
#endif
|
|
|
|
m_pFlashlight = NULL;
|
|
|
|
m_pCurrentVguiScreen = NULL;
|
|
m_pCurrentCommand = NULL;
|
|
|
|
m_flPredictionErrorTime = -100;
|
|
m_StuckLast = 0;
|
|
m_bWasFrozen = false;
|
|
|
|
m_bResampleWaterSurface = true;
|
|
|
|
ResetObserverMode();
|
|
|
|
m_vecPredictionError.Init();
|
|
m_flPredictionErrorTime = 0;
|
|
|
|
m_surfaceProps = 0;
|
|
m_pSurfaceData = NULL;
|
|
m_surfaceFriction = 1.0f;
|
|
m_chTextureType = 0;
|
|
|
|
m_flNextAchievementAnnounceTime = 0;
|
|
|
|
m_bFiredWeapon = false;
|
|
|
|
m_nForceVisionFilterFlags = 0;
|
|
|
|
ListenForGameEvent( "base_player_teleported" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_BasePlayer::~C_BasePlayer()
|
|
{
|
|
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
|
|
if ( this == s_pLocalPlayer )
|
|
{
|
|
s_pLocalPlayer = NULL;
|
|
}
|
|
|
|
delete m_pFlashlight;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::Spawn( void )
|
|
{
|
|
// Clear all flags except for FL_FULLEDICT
|
|
ClearFlags();
|
|
AddFlag( FL_CLIENT );
|
|
|
|
int effects = GetEffects() & EF_NOSHADOW;
|
|
SetEffects( effects );
|
|
|
|
m_iFOV = 0; // init field of view.
|
|
|
|
SetModel( "models/player.mdl" );
|
|
|
|
Precache();
|
|
|
|
SetThink(NULL);
|
|
|
|
SharedSpawn();
|
|
|
|
m_bWasFreezeFraming = false;
|
|
|
|
m_bFiredWeapon = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::AudioStateIsUnderwater( Vector vecMainViewOrigin )
|
|
{
|
|
if ( IsObserver() )
|
|
{
|
|
// Just check the view position
|
|
int cont = enginetrace->GetPointContents ( vecMainViewOrigin );
|
|
return (cont & MASK_WATER);
|
|
}
|
|
|
|
return ( GetWaterLevel() >= WL_Eyes );
|
|
}
|
|
|
|
bool C_BasePlayer::IsHLTV() const
|
|
{
|
|
return ( IsLocalPlayer() && engine->IsHLTV() );
|
|
}
|
|
|
|
bool C_BasePlayer::IsReplay() const
|
|
{
|
|
#if defined( REPLAY_ENABLED )
|
|
return ( IsLocalPlayer() && g_pEngineClientReplay->IsPlayingReplayDemo() );
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
CBaseEntity *C_BasePlayer::GetObserverTarget() const // returns players target or NULL
|
|
{
|
|
#ifndef _XBOX
|
|
if ( IsHLTV() )
|
|
{
|
|
return HLTVCamera()->GetPrimaryTarget();
|
|
}
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( IsReplay() )
|
|
{
|
|
return ReplayCamera()->GetPrimaryTarget();
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
if ( GetObserverMode() == OBS_MODE_ROAMING )
|
|
{
|
|
return NULL; // no target in roaming mode
|
|
}
|
|
else
|
|
{
|
|
if ( IsLocalPlayer() && UseVR() )
|
|
{
|
|
// In VR mode, certain views cause disorientation and nausea. So let's not.
|
|
switch ( m_iObserverMode )
|
|
{
|
|
case OBS_MODE_NONE: // not in spectator mode
|
|
case OBS_MODE_FIXED: // view from a fixed camera position
|
|
case OBS_MODE_IN_EYE: // follow a player in first person view
|
|
case OBS_MODE_CHASE: // follow a player in third person view
|
|
case OBS_MODE_ROAMING: // free roaming
|
|
return m_hObserverTarget;
|
|
break;
|
|
case OBS_MODE_DEATHCAM: // special mode for death cam animation
|
|
case OBS_MODE_FREEZECAM: // zooms to a target, and freeze-frames on them
|
|
// These are both terrible - they get overriden to chase, but here we change it to "chase" your own body (which will be ragdolled).
|
|
return (const_cast<C_BasePlayer*>(this))->GetBaseEntity();
|
|
break;
|
|
default:
|
|
assert ( false );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return m_hObserverTarget;
|
|
}
|
|
}
|
|
|
|
// Called from Recv Proxy, mainly to reset tone map scale
|
|
void C_BasePlayer::SetObserverTarget( EHANDLE hObserverTarget )
|
|
{
|
|
// If the observer target is changing to an entity that the client doesn't know about yet,
|
|
// it can resolve to NULL. If the client didn't have an observer target before, then
|
|
// comparing EHANDLEs directly will see them as equal, since it uses Get(), and compares
|
|
// NULL to NULL. To combat this, we need to check against GetEntryIndex() and
|
|
// GetSerialNumber().
|
|
if ( hObserverTarget.GetEntryIndex() != m_hObserverTarget.GetEntryIndex() ||
|
|
hObserverTarget.GetSerialNumber() != m_hObserverTarget.GetSerialNumber())
|
|
{
|
|
// Init based on the new handle's entry index and serial number, so that it's Get()
|
|
// has a chance to become non-NULL even if it currently resolves to NULL.
|
|
m_hObserverTarget.Init( hObserverTarget.GetEntryIndex(), hObserverTarget.GetSerialNumber() );
|
|
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "spec_target_updated" );
|
|
if ( event )
|
|
{
|
|
gameeventmanager->FireEventClientSide( event );
|
|
}
|
|
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
ResetToneMapping(1.0);
|
|
}
|
|
// NVNT notify haptics of changed player
|
|
if ( haptics )
|
|
haptics->OnPlayerChanged();
|
|
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
// On a change of viewing mode or target, we may want to reset both head and torso to point at the new target.
|
|
g_ClientVirtualReality.AlignTorsoAndViewToWeapon();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void C_BasePlayer::SetObserverMode ( int iNewMode )
|
|
{
|
|
if ( m_iObserverMode != iNewMode )
|
|
{
|
|
m_iObserverMode = iNewMode;
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
// On a change of viewing mode or target, we may want to reset both head and torso to point at the new target.
|
|
g_ClientVirtualReality.AlignTorsoAndViewToWeapon();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int C_BasePlayer::GetObserverMode() const
|
|
{
|
|
#ifndef _XBOX
|
|
if ( IsHLTV() )
|
|
{
|
|
return HLTVCamera()->GetMode();
|
|
}
|
|
#if defined( REPLAY_ENABLED )
|
|
if ( IsReplay() )
|
|
{
|
|
return ReplayCamera()->GetMode();
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
if ( IsLocalPlayer() && UseVR() )
|
|
{
|
|
// IN VR mode, certain views cause disorientation and nausea. So let's not.
|
|
switch ( m_iObserverMode )
|
|
{
|
|
case OBS_MODE_NONE: // not in spectator mode
|
|
case OBS_MODE_FIXED: // view from a fixed camera position
|
|
case OBS_MODE_IN_EYE: // follow a player in first person view
|
|
case OBS_MODE_CHASE: // follow a player in third person view
|
|
case OBS_MODE_ROAMING: // free roaming
|
|
return m_iObserverMode;
|
|
break;
|
|
case OBS_MODE_DEATHCAM: // special mode for death cam animation
|
|
case OBS_MODE_FREEZECAM: // zooms to a target, and freeze-frames on them
|
|
// These are both terrible - just do chase of your ragdoll.
|
|
return OBS_MODE_CHASE;
|
|
break;
|
|
default:
|
|
assert ( false );
|
|
break;
|
|
}
|
|
}
|
|
|
|
return m_iObserverMode;
|
|
}
|
|
|
|
bool C_BasePlayer::ViewModel_IsTransparent( void )
|
|
{
|
|
return IsTransparent();
|
|
}
|
|
|
|
bool C_BasePlayer::ViewModel_IsUsingFBTexture( void )
|
|
{
|
|
return UsesPowerOfTwoFrameBufferTexture();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used by prediction, sets the view angles for the player
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::SetLocalViewAngles( const QAngle &viewAngles )
|
|
{
|
|
pl.v_angle = viewAngles;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : ang -
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::SetViewAngles( const QAngle& ang )
|
|
{
|
|
SetLocalAngles( ang );
|
|
SetNetworkAngles( ang );
|
|
}
|
|
|
|
|
|
surfacedata_t* C_BasePlayer::GetGroundSurface()
|
|
{
|
|
//
|
|
// Find the name of the material that lies beneath the player.
|
|
//
|
|
Vector start, end;
|
|
VectorCopy( GetAbsOrigin(), start );
|
|
VectorCopy( start, end );
|
|
|
|
// Straight down
|
|
end.z -= 64;
|
|
|
|
// Fill in default values, just in case.
|
|
|
|
Ray_t ray;
|
|
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
|
|
|
|
trace_t trace;
|
|
UTIL_TraceRay( ray, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
|
|
|
|
if ( trace.fraction == 1.0f )
|
|
return NULL; // no ground
|
|
|
|
return physprops->GetSurfaceData( trace.surface.surfaceProps );
|
|
}
|
|
|
|
void C_BasePlayer::FireGameEvent( IGameEvent *event )
|
|
{
|
|
if ( FStrEq( event->GetName(), "base_player_teleported" ) )
|
|
{
|
|
const int index = event->GetInt( "entindex" );
|
|
if ( index == entindex() && IsLocalPlayer() )
|
|
{
|
|
// In VR, we want to make sure our head and body
|
|
// are aligned after we teleport.
|
|
g_ClientVirtualReality.AlignTorsoAndViewToWeapon();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns the player name
|
|
//-----------------------------------------------------------------------------
|
|
const char * C_BasePlayer::GetPlayerName()
|
|
{
|
|
return g_PR ? g_PR->GetPlayerName( entindex() ) : "";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is the player dead?
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::IsPlayerDead()
|
|
{
|
|
return pl.deadflag == true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::SetVehicleRole( int nRole )
|
|
{
|
|
if ( !IsInAVehicle() )
|
|
return;
|
|
|
|
// HL2 has only a player in a vehicle.
|
|
if ( nRole > VEHICLE_ROLE_DRIVER )
|
|
return;
|
|
|
|
char szCmd[64];
|
|
Q_snprintf( szCmd, sizeof( szCmd ), "vehicleRole %i\n", nRole );
|
|
engine->ServerCmd( szCmd );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Store original ammo data to see what has changed
|
|
// Input : bnewentity -
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::OnPreDataChanged( DataUpdateType_t updateType )
|
|
{
|
|
for (int i = 0; i < MAX_AMMO_TYPES; ++i)
|
|
{
|
|
m_iOldAmmo[i] = GetAmmoCount(i);
|
|
}
|
|
|
|
m_bWasFreezeFraming = (GetObserverMode() == OBS_MODE_FREEZECAM);
|
|
m_hOldFogController = m_Local.m_PlayerFog.m_hCtrl;
|
|
|
|
BaseClass::OnPreDataChanged( updateType );
|
|
}
|
|
|
|
void C_BasePlayer::PreDataUpdate( DataUpdateType_t updateType )
|
|
{
|
|
BaseClass::PreDataUpdate( updateType );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : updateType -
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::PostDataUpdate( DataUpdateType_t updateType )
|
|
{
|
|
// This has to occur here as opposed to OnDataChanged so that EHandles to the player created
|
|
// on this same frame are not stomped because prediction thinks there
|
|
// isn't a local player yet!!!
|
|
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
{
|
|
// Make sure s_pLocalPlayer is correct
|
|
|
|
int iLocalPlayerIndex = engine->GetLocalPlayer();
|
|
|
|
if ( g_nKillCamMode )
|
|
iLocalPlayerIndex = g_nKillCamTarget1;
|
|
|
|
if ( iLocalPlayerIndex == index )
|
|
{
|
|
Assert( s_pLocalPlayer == NULL );
|
|
s_pLocalPlayer = this;
|
|
|
|
// Reset our sound mixed in case we were in a freeze cam when we
|
|
// changed level, which would cause the snd_soundmixer to be left modified.
|
|
ConVar *pVar = (ConVar *)cvar->FindVar( "snd_soundmixer" );
|
|
pVar->Revert();
|
|
}
|
|
}
|
|
|
|
bool bForceEFNoInterp = IsNoInterpolationFrame();
|
|
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
SetSimulatedEveryTick( true );
|
|
}
|
|
else
|
|
{
|
|
SetSimulatedEveryTick( false );
|
|
|
|
// estimate velocity for non local players
|
|
float flTimeDelta = m_flSimulationTime - m_flOldSimulationTime;
|
|
if ( flTimeDelta > 0 && !( IsNoInterpolationFrame() || bForceEFNoInterp ) )
|
|
{
|
|
Vector newVelo = (GetNetworkOrigin() - GetOldOrigin() ) / flTimeDelta;
|
|
SetAbsVelocity( newVelo);
|
|
}
|
|
}
|
|
|
|
BaseClass::PostDataUpdate( updateType );
|
|
|
|
// Only care about this for local player
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
QAngle angles;
|
|
engine->GetViewAngles( angles );
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
{
|
|
SetLocalViewAngles( angles );
|
|
m_flOldPlayerZ = GetLocalOrigin().z;
|
|
// NVNT the local player has just been created.
|
|
// set in the "on_foot" navigation.
|
|
if ( haptics )
|
|
{
|
|
haptics->LocalPlayerReset();
|
|
haptics->SetNavigationClass("on_foot");
|
|
haptics->ProcessHapticEvent(2,"Movement","BasePlayer");
|
|
}
|
|
|
|
}
|
|
SetLocalAngles( angles );
|
|
|
|
if ( !m_bWasFreezeFraming && GetObserverMode() == OBS_MODE_FREEZECAM )
|
|
{
|
|
m_vecFreezeFrameStart = MainViewOrigin();
|
|
m_flFreezeFrameStartTime = gpGlobals->curtime;
|
|
m_flFreezeFrameDistance = RandomFloat( spec_freeze_distance_min.GetFloat(), spec_freeze_distance_max.GetFloat() );
|
|
m_flFreezeZOffset = RandomFloat( -30, 20 );
|
|
m_bSentFreezeFrame = false;
|
|
m_nForceVisionFilterFlags = 0;
|
|
|
|
C_BaseEntity *target = GetObserverTarget();
|
|
if ( target && target->IsPlayer() )
|
|
{
|
|
C_BasePlayer *player = ToBasePlayer( target );
|
|
if ( player )
|
|
{
|
|
m_nForceVisionFilterFlags = player->GetVisionFilterFlags();
|
|
CalculateVisionUsingCurrentFlags();
|
|
}
|
|
}
|
|
|
|
IGameEvent *pEvent = gameeventmanager->CreateEvent( "show_freezepanel" );
|
|
if ( pEvent )
|
|
{
|
|
pEvent->SetInt( "killer", target ? target->entindex() : 0 );
|
|
gameeventmanager->FireEventClientSide( pEvent );
|
|
}
|
|
|
|
// Force the sound mixer to the freezecam mixer
|
|
ConVar *pVar = (ConVar *)cvar->FindVar( "snd_soundmixer" );
|
|
pVar->SetValue( "FreezeCam_Only" );
|
|
}
|
|
else if ( m_bWasFreezeFraming && GetObserverMode() != OBS_MODE_FREEZECAM )
|
|
{
|
|
IGameEvent *pEvent = gameeventmanager->CreateEvent( "hide_freezepanel" );
|
|
if ( pEvent )
|
|
{
|
|
gameeventmanager->FireEventClientSide( pEvent );
|
|
}
|
|
|
|
view->FreezeFrame(0);
|
|
|
|
ConVar *pVar = (ConVar *)cvar->FindVar( "snd_soundmixer" );
|
|
pVar->Revert();
|
|
|
|
m_nForceVisionFilterFlags = 0;
|
|
CalculateVisionUsingCurrentFlags();
|
|
}
|
|
}
|
|
|
|
// If we are updated while paused, allow the player origin to be snapped by the
|
|
// server if we receive a packet from the server
|
|
if ( engine->IsPaused() || bForceEFNoInterp )
|
|
{
|
|
ResetLatched();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::CanSetSoundMixer( void )
|
|
{
|
|
// Can't set sound mixers when we're in freezecam mode, since it has a code-enforced mixer
|
|
return (GetObserverMode() != OBS_MODE_FREEZECAM);
|
|
}
|
|
|
|
void C_BasePlayer::ReceiveMessage( int classID, bf_read &msg )
|
|
{
|
|
if ( classID != GetClientClass()->m_ClassID )
|
|
{
|
|
// message is for subclass
|
|
BaseClass::ReceiveMessage( classID, msg );
|
|
return;
|
|
}
|
|
|
|
int messageType = msg.ReadByte();
|
|
|
|
switch( messageType )
|
|
{
|
|
case PLAY_PLAYER_JINGLE:
|
|
PlayPlayerJingle();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void C_BasePlayer::OnRestore()
|
|
{
|
|
BaseClass::OnRestore();
|
|
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
// debounce the attack key, for if it was used for restore
|
|
input->ClearInputButton( IN_ATTACK | IN_ATTACK2 );
|
|
// GetButtonBits() has to be called for the above to take effect
|
|
input->GetButtonBits( 0 );
|
|
}
|
|
|
|
// For ammo history icons to current value so they don't flash on level transtions
|
|
for ( int i = 0; i < MAX_AMMO_TYPES; i++ )
|
|
{
|
|
m_iOldAmmo[i] = GetAmmoCount(i);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Process incoming data
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::OnDataChanged( DataUpdateType_t updateType )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
SetPredictionEligible( true );
|
|
}
|
|
#endif
|
|
|
|
BaseClass::OnDataChanged( updateType );
|
|
|
|
// Only care about this for local player
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
// Reset engine areabits pointer
|
|
render->SetAreaState( m_Local.m_chAreaBits, m_Local.m_chAreaPortalBits );
|
|
|
|
// Check for Ammo pickups.
|
|
for ( int i = 0; i < MAX_AMMO_TYPES; i++ )
|
|
{
|
|
if ( GetAmmoCount(i) > m_iOldAmmo[i] )
|
|
{
|
|
// Don't add to ammo pickup if the ammo doesn't do it
|
|
const FileWeaponInfo_t *pWeaponData = gWR.GetWeaponFromAmmo(i);
|
|
|
|
if ( !pWeaponData || !( pWeaponData->iFlags & ITEM_FLAG_NOAMMOPICKUPS ) )
|
|
{
|
|
// We got more ammo for this ammo index. Add it to the ammo history
|
|
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
|
|
if( pHudHR )
|
|
{
|
|
pHudHR->AddToHistory( HISTSLOT_AMMO, i, abs(GetAmmoCount(i) - m_iOldAmmo[i]) );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Soundscape_Update( m_Local.m_audio );
|
|
|
|
if ( m_hOldFogController != m_Local.m_PlayerFog.m_hCtrl )
|
|
{
|
|
FogControllerChanged( updateType == DATA_UPDATE_CREATED );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Did we just enter a vehicle this frame?
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::JustEnteredVehicle()
|
|
{
|
|
if ( !IsInAVehicle() )
|
|
return false;
|
|
|
|
return ( m_hOldVehicle == m_hVehicle );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we in VGUI input mode?.
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::IsInVGuiInputMode() const
|
|
{
|
|
return (m_pCurrentVguiScreen.Get() != NULL);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we inputing to a view model vgui screen
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::IsInViewModelVGuiInputMode() const
|
|
{
|
|
C_BaseEntity *pScreenEnt = m_pCurrentVguiScreen.Get();
|
|
|
|
if ( !pScreenEnt )
|
|
return false;
|
|
|
|
Assert( dynamic_cast<C_VGuiScreen*>(pScreenEnt) );
|
|
C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pScreenEnt);
|
|
|
|
return ( pVguiScreen->IsAttachedToViewModel() && pVguiScreen->AcceptsInput() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Check to see if we're in vgui input mode...
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd )
|
|
{
|
|
// If we're dead, close down and abort!
|
|
if ( !IsAlive() )
|
|
{
|
|
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
|
|
m_pCurrentVguiScreen.Set( NULL );
|
|
return;
|
|
}
|
|
|
|
// If we're in vgui mode *and* we're holding down mouse buttons,
|
|
// stay in vgui mode even if we're outside the screen bounds
|
|
if (m_pCurrentVguiScreen.Get() && (pCmd->buttons & (IN_ATTACK | IN_ATTACK2)) )
|
|
{
|
|
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
|
|
|
|
// Kill all attack inputs if we're in vgui screen mode
|
|
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
|
|
return;
|
|
}
|
|
|
|
// We're not in vgui input mode if we're moving, or have hit a key
|
|
// that will make us move...
|
|
|
|
// Not in vgui mode if we're moving too quickly
|
|
// ROBIN: Disabled movement preventing VGUI screen usage
|
|
//if (GetVelocity().LengthSqr() > MAX_VGUI_INPUT_MODE_SPEED_SQ)
|
|
if ( 0 )
|
|
{
|
|
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
|
|
m_pCurrentVguiScreen.Set( NULL );
|
|
return;
|
|
}
|
|
|
|
// Don't enter vgui mode if we've got combat buttons held down
|
|
bool bAttacking = false;
|
|
if ( ((pCmd->buttons & IN_ATTACK) || (pCmd->buttons & IN_ATTACK2)) && !m_pCurrentVguiScreen.Get() )
|
|
{
|
|
bAttacking = true;
|
|
}
|
|
|
|
// Not in vgui mode if we're pushing any movement key at all
|
|
// Not in vgui mode if we're in a vehicle...
|
|
// ROBIN: Disabled movement preventing VGUI screen usage
|
|
//if ((pCmd->forwardmove > MAX_VGUI_INPUT_MODE_SPEED) ||
|
|
// (pCmd->sidemove > MAX_VGUI_INPUT_MODE_SPEED) ||
|
|
// (pCmd->upmove > MAX_VGUI_INPUT_MODE_SPEED) ||
|
|
// (pCmd->buttons & IN_JUMP) ||
|
|
// (bAttacking) )
|
|
if ( bAttacking || IsInAVehicle() )
|
|
{
|
|
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
|
|
m_pCurrentVguiScreen.Set( NULL );
|
|
return;
|
|
}
|
|
|
|
// Don't interact with world screens when we're in a menu
|
|
if ( vgui::surface()->IsCursorVisible() )
|
|
{
|
|
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
|
|
m_pCurrentVguiScreen.Set( NULL );
|
|
return;
|
|
}
|
|
|
|
// Not in vgui mode if there are no nearby screens
|
|
C_BaseEntity *pOldScreen = m_pCurrentVguiScreen.Get();
|
|
|
|
m_pCurrentVguiScreen = FindNearbyVguiScreen( EyePosition(), pCmd->viewangles, GetTeamNumber() );
|
|
|
|
if (pOldScreen != m_pCurrentVguiScreen)
|
|
{
|
|
DeactivateVguiScreen( pOldScreen );
|
|
ActivateVguiScreen( m_pCurrentVguiScreen.Get() );
|
|
}
|
|
|
|
if (m_pCurrentVguiScreen.Get())
|
|
{
|
|
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
|
|
|
|
// Kill all attack inputs if we're in vgui screen mode
|
|
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Input handling
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd )
|
|
{
|
|
// Allow the vehicle to clamp the view angles
|
|
if ( IsInAVehicle() )
|
|
{
|
|
IClientVehicle *pVehicle = m_hVehicle.Get()->GetClientVehicle();
|
|
if ( pVehicle )
|
|
{
|
|
pVehicle->UpdateViewAngles( this, pCmd );
|
|
engine->SetViewAngles( pCmd->viewangles );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifndef _X360
|
|
if ( joy_autosprint.GetBool() )
|
|
#endif
|
|
{
|
|
if ( input->KeyState( &in_joyspeed ) != 0.0f )
|
|
{
|
|
pCmd->buttons |= IN_SPEED;
|
|
}
|
|
}
|
|
|
|
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
|
|
if ( pWeapon )
|
|
{
|
|
pWeapon->CreateMove( flInputSampleTime, pCmd, m_vecOldViewAngles );
|
|
}
|
|
}
|
|
|
|
// If the frozen flag is set, prevent view movement (server prevents the rest of the movement)
|
|
if ( GetFlags() & FL_FROZEN )
|
|
{
|
|
// Don't stomp the first time we get frozen
|
|
if ( m_bWasFrozen )
|
|
{
|
|
// Stomp the new viewangles with old ones
|
|
pCmd->viewangles = m_vecOldViewAngles;
|
|
engine->SetViewAngles( pCmd->viewangles );
|
|
}
|
|
else
|
|
{
|
|
m_bWasFrozen = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_bWasFrozen = false;
|
|
}
|
|
|
|
m_vecOldViewAngles = pCmd->viewangles;
|
|
|
|
// Check to see if we're in vgui input mode...
|
|
DetermineVguiInputMode( pCmd );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player has changed to a new team
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::TeamChange( int iNewTeam )
|
|
{
|
|
// Base class does nothing
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates, destroys, and updates the flashlight effect as needed.
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::UpdateFlashlight()
|
|
{
|
|
// The dim light is the flashlight.
|
|
if ( IsEffectActive( EF_DIMLIGHT ) )
|
|
{
|
|
if (!m_pFlashlight)
|
|
{
|
|
// Turned on the headlight; create it.
|
|
m_pFlashlight = new CFlashlightEffect(index);
|
|
|
|
if (!m_pFlashlight)
|
|
return;
|
|
|
|
m_pFlashlight->TurnOn();
|
|
}
|
|
|
|
Vector vecForward, vecRight, vecUp;
|
|
EyeVectors( &vecForward, &vecRight, &vecUp );
|
|
|
|
// Update the light with the new position and direction.
|
|
m_pFlashlight->UpdateLight( EyePosition(), vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE );
|
|
}
|
|
else if (m_pFlashlight)
|
|
{
|
|
// Turned off the flashlight; delete it.
|
|
delete m_pFlashlight;
|
|
m_pFlashlight = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Creates player flashlight if it's ative
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::Flashlight( void )
|
|
{
|
|
UpdateFlashlight();
|
|
|
|
// Check for muzzle flash and apply to view model
|
|
C_BaseAnimating *ve = this;
|
|
if ( GetObserverMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
ve = dynamic_cast< C_BaseAnimating* >( GetObserverTarget() );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Engine is asking whether to add this player to the visible entities list
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::AddEntity( void )
|
|
{
|
|
// FIXME/UNDONE: Should the local player say yes to adding itself now
|
|
// and then, when it ges time to render and it shouldn't still do the render with
|
|
// STUDIO_EVENTS set so that its attachment points will get updated even if not
|
|
// in third person?
|
|
|
|
// Add in water effects
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
CreateWaterEffects();
|
|
}
|
|
|
|
// If set to invisible, skip. Do this before resetting the entity pointer so it has
|
|
// valid data to decide whether it's visible.
|
|
if ( !IsVisible() || !g_pClientMode->ShouldDrawLocalPlayer( this ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Server says don't interpolate this frame, so set previous info to new info.
|
|
if ( IsNoInterpolationFrame() || Teleported() )
|
|
{
|
|
ResetLatched();
|
|
}
|
|
|
|
// Add in lighting effects
|
|
CreateLightEffects();
|
|
}
|
|
|
|
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::CreateWaterEffects( void )
|
|
{
|
|
// Must be completely submerged to bother
|
|
if ( GetWaterLevel() < 3 )
|
|
{
|
|
m_bResampleWaterSurface = true;
|
|
return;
|
|
}
|
|
|
|
// Do special setup if this is our first time back underwater
|
|
if ( m_bResampleWaterSurface )
|
|
{
|
|
// Reset our particle timer
|
|
m_tWaterParticleTimer.Init( 32 );
|
|
|
|
// Find the surface of the water to clip against
|
|
m_flWaterSurfaceZ = UTIL_WaterLevel( WorldSpaceCenter(), WorldSpaceCenter().z, WorldSpaceCenter().z + 256 );
|
|
m_bResampleWaterSurface = false;
|
|
}
|
|
|
|
// Make sure the emitter is setup
|
|
if ( m_pWaterEmitter == NULL )
|
|
{
|
|
if ( ( m_pWaterEmitter = WaterDebrisEffect::Create( "splish" ) ) == NULL )
|
|
return;
|
|
}
|
|
|
|
Vector vecVelocity;
|
|
GetVectors( &vecVelocity, NULL, NULL );
|
|
|
|
Vector offset = WorldSpaceCenter();
|
|
|
|
m_pWaterEmitter->SetSortOrigin( offset );
|
|
|
|
SimpleParticle *pParticle;
|
|
|
|
float curTime = gpGlobals->frametime;
|
|
|
|
// Add as many particles as we need
|
|
while ( m_tWaterParticleTimer.NextEvent( curTime ) )
|
|
{
|
|
offset = WorldSpaceCenter() + ( vecVelocity * 128.0f ) + RandomVector( -128, 128 );
|
|
|
|
// Make sure we don't start out of the water!
|
|
if ( offset.z > m_flWaterSurfaceZ )
|
|
{
|
|
offset.z = ( m_flWaterSurfaceZ - 8.0f );
|
|
}
|
|
|
|
pParticle = (SimpleParticle *) m_pWaterEmitter->AddParticle( sizeof(SimpleParticle), g_Mat_Fleck_Cement[random->RandomInt(0,1)], offset );
|
|
|
|
if (pParticle == NULL)
|
|
continue;
|
|
|
|
pParticle->m_flLifetime = 0.0f;
|
|
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 4.0f );
|
|
|
|
pParticle->m_vecVelocity = RandomVector( -2.0f, 2.0f );
|
|
|
|
//FIXME: We should tint these based on the water's fog value!
|
|
float color = random->RandomInt( 32, 128 );
|
|
pParticle->m_uchColor[0] = color;
|
|
pParticle->m_uchColor[1] = color;
|
|
pParticle->m_uchColor[2] = color;
|
|
|
|
pParticle->m_uchStartSize = 1;
|
|
pParticle->m_uchEndSize = 1;
|
|
|
|
pParticle->m_uchStartAlpha = 255;
|
|
pParticle->m_uchEndAlpha = 0;
|
|
|
|
pParticle->m_flRoll = random->RandomInt( 0, 360 );
|
|
pParticle->m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::OverrideView( CViewSetup *pSetup )
|
|
{
|
|
}
|
|
|
|
bool C_BasePlayer::ShouldInterpolate()
|
|
{
|
|
// always interpolate myself
|
|
if ( IsLocalPlayer() )
|
|
return true;
|
|
#ifndef _XBOX
|
|
// always interpolate entity if followed by HLTV
|
|
if ( HLTVCamera()->GetCameraMan() == this )
|
|
return true;
|
|
#endif
|
|
return BaseClass::ShouldInterpolate();
|
|
}
|
|
|
|
|
|
bool C_BasePlayer::ShouldDraw()
|
|
{
|
|
return ShouldDrawThisPlayer() && BaseClass::ShouldDraw();
|
|
}
|
|
|
|
int C_BasePlayer::DrawModel( int flags )
|
|
{
|
|
#ifndef PORTAL
|
|
// In Portal this check is already performed as part of
|
|
// C_Portal_Player::DrawModel()
|
|
if ( !ShouldDrawThisPlayer() )
|
|
{
|
|
return 0;
|
|
}
|
|
#endif
|
|
return BaseClass::DrawModel( flags );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
Vector C_BasePlayer::GetChaseCamViewOffset( CBaseEntity *target )
|
|
{
|
|
C_BasePlayer *player = ToBasePlayer( target );
|
|
|
|
if ( player )
|
|
{
|
|
if ( player->IsAlive() )
|
|
{
|
|
if ( player->GetFlags() & FL_DUCKING )
|
|
{
|
|
return VEC_DUCK_VIEW_SCALED( player );
|
|
}
|
|
|
|
return VEC_VIEW_SCALED( player );
|
|
}
|
|
else
|
|
{
|
|
// assume it's the players ragdoll
|
|
return VEC_DEAD_VIEWHEIGHT_SCALED( player );
|
|
}
|
|
}
|
|
|
|
// assume it's the players ragdoll
|
|
return VEC_DEAD_VIEWHEIGHT;
|
|
}
|
|
|
|
void C_BasePlayer::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
|
|
{
|
|
C_BaseEntity *target = GetObserverTarget();
|
|
|
|
if ( !target )
|
|
{
|
|
// just copy a save in-map position
|
|
VectorCopy( EyePosition(), eyeOrigin );
|
|
VectorCopy( EyeAngles(), eyeAngles );
|
|
return;
|
|
};
|
|
|
|
// If our target isn't visible, we're at a camera point of some kind.
|
|
// Instead of letting the player rotate around an invisible point, treat
|
|
// the point as a fixed camera.
|
|
if ( !target->GetBaseAnimating() && !target->GetModel() )
|
|
{
|
|
CalcRoamingView( eyeOrigin, eyeAngles, fov );
|
|
return;
|
|
}
|
|
|
|
// QAngle tmpangles;
|
|
|
|
Vector forward, viewpoint;
|
|
|
|
// GetObserverCamOrigin() returns ragdoll pos if player is ragdolled
|
|
Vector origin = target->GetObserverCamOrigin();
|
|
|
|
VectorAdd( origin, GetChaseCamViewOffset( target ), origin );
|
|
|
|
QAngle viewangles;
|
|
|
|
if ( GetObserverMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
viewangles = eyeAngles;
|
|
}
|
|
else if ( IsLocalPlayer() )
|
|
{
|
|
engine->GetViewAngles( viewangles );
|
|
if ( UseVR() )
|
|
{
|
|
// Don't let people play with the pitch - they drive it into the ground or into the air and
|
|
// it's distracting at best, nauseating at worst (e.g. when it clips through the ground plane).
|
|
viewangles[PITCH] = 20.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewangles = EyeAngles();
|
|
}
|
|
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [Forrest] Fix for (at least one potential case of) CSB-194. Spectating someone
|
|
// who is headshotted by a teammate and then switching to chase cam leaves
|
|
// you with a permanent roll to the camera that doesn't decay and is not reset
|
|
// even when switching to different players or at the start of the next round
|
|
// if you are still a spectator. (If you spawn as a player, the view is reset.
|
|
// if you switch spectator modes, the view is reset.)
|
|
//=============================================================================
|
|
#ifdef CSTRIKE_DLL
|
|
// The chase camera adopts the yaw and pitch of the previous camera, but the camera
|
|
// should not roll.
|
|
viewangles.z = 0;
|
|
#endif
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
m_flObserverChaseDistance += gpGlobals->frametime*48.0f;
|
|
|
|
float flMinDistance = CHASE_CAM_DISTANCE_MIN;
|
|
float flMaxDistance = CHASE_CAM_DISTANCE_MAX;
|
|
|
|
if ( target && target->IsBaseTrain() )
|
|
{
|
|
// if this is a train, we want to be back a little further so we can see more of it
|
|
flMaxDistance *= 2.5f;
|
|
}
|
|
|
|
if ( target )
|
|
{
|
|
C_BaseAnimating *pTargetAnimating = target->GetBaseAnimating();
|
|
if ( pTargetAnimating )
|
|
{
|
|
float flScaleSquared = pTargetAnimating->GetModelScale() * pTargetAnimating->GetModelScale();
|
|
flMinDistance *= flScaleSquared;
|
|
flMaxDistance *= flScaleSquared;
|
|
m_flObserverChaseDistance = flMaxDistance;
|
|
}
|
|
}
|
|
|
|
if ( target && !target->IsPlayer() && target->IsNextBot() )
|
|
{
|
|
// if this is a boss, we want to be back a little further so we can see more of it
|
|
flMaxDistance *= 2.5f;
|
|
m_flObserverChaseDistance = flMaxDistance;
|
|
}
|
|
|
|
m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, flMinDistance, flMaxDistance );
|
|
|
|
AngleVectors( viewangles, &forward );
|
|
|
|
VectorNormalize( forward );
|
|
|
|
VectorMA(origin, -m_flObserverChaseDistance, forward, viewpoint );
|
|
|
|
trace_t trace;
|
|
CTraceFilterNoNPCsOrPlayer filter( target, COLLISION_GROUP_NONE );
|
|
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
|
|
UTIL_TraceHull( origin, viewpoint, WALL_MIN, WALL_MAX, MASK_SOLID, &filter, &trace );
|
|
C_BaseEntity::PopEnableAbsRecomputations();
|
|
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
viewpoint = trace.endpos;
|
|
m_flObserverChaseDistance = VectorLength(origin - eyeOrigin);
|
|
}
|
|
|
|
VectorCopy( viewangles, eyeAngles );
|
|
VectorCopy( viewpoint, eyeOrigin );
|
|
|
|
fov = GetFOV();
|
|
}
|
|
|
|
void C_BasePlayer::CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
|
|
{
|
|
C_BaseEntity *target = GetObserverTarget();
|
|
|
|
if ( !target )
|
|
{
|
|
target = this;
|
|
}
|
|
|
|
m_flObserverChaseDistance = 0.0;
|
|
|
|
eyeOrigin = target->EyePosition();
|
|
eyeAngles = target->EyeAngles();
|
|
|
|
if ( spec_track.GetInt() > 0 )
|
|
{
|
|
C_BaseEntity *target = ClientEntityList().GetBaseEntity( spec_track.GetInt() );
|
|
|
|
if ( target )
|
|
{
|
|
Vector v = target->GetAbsOrigin(); v.z += 54;
|
|
QAngle a; VectorAngles( v - eyeOrigin, a );
|
|
|
|
NormalizeAngles( a );
|
|
eyeAngles = a;
|
|
engine->SetViewAngles( a );
|
|
}
|
|
}
|
|
|
|
// Apply a smoothing offset to smooth out prediction errors.
|
|
Vector vSmoothOffset;
|
|
GetPredictionErrorSmoothingVector( vSmoothOffset );
|
|
eyeOrigin += vSmoothOffset;
|
|
|
|
fov = GetFOV();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Calculate the view for the player while he's in freeze frame observer mode
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
|
|
{
|
|
C_BaseEntity *pTarget = GetObserverTarget();
|
|
if ( !pTarget )
|
|
{
|
|
CalcDeathCamView( eyeOrigin, eyeAngles, fov );
|
|
return;
|
|
}
|
|
|
|
// Zoom towards our target
|
|
float flCurTime = (gpGlobals->curtime - m_flFreezeFrameStartTime);
|
|
float flBlendPerc = clamp( flCurTime / spec_freeze_traveltime.GetFloat(), 0.f, 1.f );
|
|
flBlendPerc = SimpleSpline( flBlendPerc );
|
|
|
|
Vector vecCamDesired = pTarget->GetObserverCamOrigin(); // Returns ragdoll origin if they're ragdolled
|
|
VectorAdd( vecCamDesired, GetChaseCamViewOffset( pTarget ), vecCamDesired );
|
|
Vector vecCamTarget = vecCamDesired;
|
|
if ( pTarget->IsAlive() )
|
|
{
|
|
// Look at their chest, not their head
|
|
Vector maxs = pTarget->GetBaseAnimating() ? VEC_HULL_MAX_SCALED( pTarget->GetBaseAnimating() ) : VEC_HULL_MAX;
|
|
vecCamTarget.z -= (maxs.z * 0.5);
|
|
}
|
|
else
|
|
{
|
|
vecCamTarget.z += pTarget->GetBaseAnimating() ? VEC_DEAD_VIEWHEIGHT_SCALED( pTarget->GetBaseAnimating() ).z : VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
|
|
}
|
|
|
|
// Figure out a view position in front of the target
|
|
Vector vecEyeOnPlane = eyeOrigin;
|
|
vecEyeOnPlane.z = vecCamTarget.z;
|
|
Vector vecTargetPos = vecCamTarget;
|
|
Vector vecToTarget = vecTargetPos - vecEyeOnPlane;
|
|
VectorNormalize( vecToTarget );
|
|
|
|
// Stop a few units away from the target, and shift up to be at the same height
|
|
vecTargetPos = vecCamTarget - (vecToTarget * m_flFreezeFrameDistance);
|
|
float flEyePosZ = pTarget->EyePosition().z;
|
|
vecTargetPos.z = flEyePosZ + m_flFreezeZOffset;
|
|
|
|
// Now trace out from the target, so that we're put in front of any walls
|
|
trace_t trace;
|
|
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
|
|
UTIL_TraceHull( vecCamTarget, vecTargetPos, WALL_MIN, WALL_MAX, MASK_SOLID, pTarget, COLLISION_GROUP_NONE, &trace );
|
|
C_BaseEntity::PopEnableAbsRecomputations();
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
// The camera's going to be really close to the target. So we don't end up
|
|
// looking at someone's chest, aim close freezecams at the target's eyes.
|
|
vecTargetPos = trace.endpos;
|
|
vecCamTarget = vecCamDesired;
|
|
|
|
// To stop all close in views looking up at character's chins, move the view up.
|
|
vecTargetPos.z += fabs(vecCamTarget.z - vecTargetPos.z) * 0.85;
|
|
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
|
|
UTIL_TraceHull( vecCamTarget, vecTargetPos, WALL_MIN, WALL_MAX, MASK_SOLID, pTarget, COLLISION_GROUP_NONE, &trace );
|
|
C_BaseEntity::PopEnableAbsRecomputations();
|
|
vecTargetPos = trace.endpos;
|
|
}
|
|
|
|
// Look directly at the target
|
|
vecToTarget = vecCamTarget - vecTargetPos;
|
|
VectorNormalize( vecToTarget );
|
|
VectorAngles( vecToTarget, eyeAngles );
|
|
|
|
VectorLerp( m_vecFreezeFrameStart, vecTargetPos, flBlendPerc, eyeOrigin );
|
|
|
|
if ( flCurTime >= spec_freeze_traveltime.GetFloat() && !m_bSentFreezeFrame )
|
|
{
|
|
IGameEvent *pEvent = gameeventmanager->CreateEvent( "freezecam_started" );
|
|
if ( pEvent )
|
|
{
|
|
gameeventmanager->FireEventClientSide( pEvent );
|
|
}
|
|
|
|
m_bSentFreezeFrame = true;
|
|
view->FreezeFrame( spec_freeze_time.GetFloat() );
|
|
}
|
|
}
|
|
|
|
void C_BasePlayer::CalcInEyeCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
|
|
{
|
|
C_BaseEntity *target = GetObserverTarget();
|
|
|
|
if ( !target )
|
|
{
|
|
// just copy a save in-map position
|
|
VectorCopy( EyePosition(), eyeOrigin );
|
|
VectorCopy( EyeAngles(), eyeAngles );
|
|
return;
|
|
};
|
|
|
|
if ( !target->IsAlive() )
|
|
{
|
|
// if dead, show from 3rd person
|
|
CalcChaseCamView( eyeOrigin, eyeAngles, fov );
|
|
return;
|
|
}
|
|
|
|
fov = GetFOV(); // TODO use tragets FOV
|
|
|
|
m_flObserverChaseDistance = 0.0;
|
|
|
|
eyeAngles = target->EyeAngles();
|
|
eyeOrigin = target->GetAbsOrigin();
|
|
|
|
// Apply punch angle
|
|
VectorAdd( eyeAngles, GetPunchAngle(), eyeAngles );
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
if( engine->IsHLTV() || g_pEngineClientReplay->IsPlayingReplayDemo() )
|
|
#else
|
|
if( engine->IsHLTV() )
|
|
#endif
|
|
{
|
|
C_BaseAnimating *pTargetAnimating = target->GetBaseAnimating();
|
|
if ( target->GetFlags() & FL_DUCKING )
|
|
{
|
|
eyeOrigin += pTargetAnimating ? VEC_DUCK_VIEW_SCALED( pTargetAnimating ) : VEC_DUCK_VIEW;
|
|
}
|
|
else
|
|
{
|
|
eyeOrigin += pTargetAnimating ? VEC_VIEW_SCALED( pTargetAnimating ) : VEC_VIEW;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Vector offset = GetViewOffset();
|
|
#ifdef HL2MP
|
|
offset = target->GetViewOffset();
|
|
#endif
|
|
eyeOrigin += offset; // hack hack
|
|
}
|
|
|
|
engine->SetViewAngles( eyeAngles );
|
|
}
|
|
|
|
float C_BasePlayer::GetDeathCamInterpolationTime()
|
|
{
|
|
return DEATH_ANIMATION_TIME;
|
|
}
|
|
|
|
|
|
void C_BasePlayer::CalcDeathCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
|
|
{
|
|
CBaseEntity * pKiller = NULL;
|
|
|
|
if ( mp_forcecamera.GetInt() == OBS_ALLOW_ALL )
|
|
{
|
|
// if mp_forcecamera is off let user see killer or look around
|
|
pKiller = GetObserverTarget();
|
|
eyeAngles = EyeAngles();
|
|
}
|
|
|
|
float interpolation = ( gpGlobals->curtime - m_flDeathTime ) / GetDeathCamInterpolationTime();
|
|
interpolation = clamp( interpolation, 0.0f, 1.0f );
|
|
|
|
m_flObserverChaseDistance += gpGlobals->frametime*48.0f;
|
|
m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, ( CHASE_CAM_DISTANCE_MIN * 2 ), CHASE_CAM_DISTANCE_MAX );
|
|
|
|
QAngle aForward = eyeAngles;
|
|
Vector origin = EyePosition();
|
|
|
|
// NOTE: This will create the ragdoll in CSS if m_hRagdoll is set, but m_pRagdoll is not yet presetn
|
|
IRagdoll *pRagdoll = GetRepresentativeRagdoll();
|
|
if ( pRagdoll )
|
|
{
|
|
origin = pRagdoll->GetRagdollOrigin();
|
|
origin.z += VEC_DEAD_VIEWHEIGHT_SCALED( this ).z;
|
|
}
|
|
|
|
if ( pKiller && pKiller->IsPlayer() && (pKiller != this) )
|
|
{
|
|
Vector vKiller = pKiller->EyePosition() - origin;
|
|
QAngle aKiller; VectorAngles( vKiller, aKiller );
|
|
InterpolateAngles( aForward, aKiller, eyeAngles, interpolation );
|
|
};
|
|
|
|
Vector vForward; AngleVectors( eyeAngles, &vForward );
|
|
|
|
VectorNormalize( vForward );
|
|
|
|
VectorMA( origin, -m_flObserverChaseDistance, vForward, eyeOrigin );
|
|
|
|
trace_t trace; // clip against world
|
|
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
|
|
UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
|
|
C_BaseEntity::PopEnableAbsRecomputations();
|
|
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
eyeOrigin = trace.endpos;
|
|
m_flObserverChaseDistance = VectorLength(origin - eyeOrigin);
|
|
}
|
|
|
|
fov = GetFOV();
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return the weapon to have open the weapon selection on, based upon our currently active weapon
|
|
// Base class just uses the weapon that's currently active.
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *C_BasePlayer::GetActiveWeaponForSelection( void )
|
|
{
|
|
return GetActiveWeapon();
|
|
}
|
|
|
|
C_BaseAnimating* C_BasePlayer::GetRenderedWeaponModel()
|
|
{
|
|
// Attach to either their weapon model or their view model.
|
|
if ( ShouldDrawLocalPlayer() || !IsLocalPlayer() )
|
|
{
|
|
return GetActiveWeapon();
|
|
}
|
|
else
|
|
{
|
|
return GetViewModel();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets a pointer to the local player, if it exists yet.
|
|
// Output : C_BasePlayer
|
|
//-----------------------------------------------------------------------------
|
|
C_BasePlayer *C_BasePlayer::GetLocalPlayer( void )
|
|
{
|
|
return s_pLocalPlayer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : bThirdperson -
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::ThirdPersonSwitch( bool bThirdperson )
|
|
{
|
|
// We've switch from first to third, or vice versa.
|
|
UpdateVisibility();
|
|
|
|
// Update the visibility of anything bone attached to us.
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
bool bShouldDrawLocalPlayer = ShouldDrawLocalPlayer();
|
|
for ( int i=0; i<GetNumBoneAttachments(); ++i )
|
|
{
|
|
C_BaseAnimating* pBoneAttachment = GetBoneAttachment( i );
|
|
if ( pBoneAttachment )
|
|
{
|
|
if ( bShouldDrawLocalPlayer )
|
|
{
|
|
pBoneAttachment->RemoveEffects( EF_NODRAW );
|
|
}
|
|
else
|
|
{
|
|
pBoneAttachment->AddEffects( EF_NODRAW );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: single place to decide whether the camera is in the first-person position
|
|
// NOTE - ShouldDrawLocalPlayer() can be true even if the camera is in the first-person position, e.g. in VR.
|
|
//-----------------------------------------------------------------------------
|
|
/*static*/ bool C_BasePlayer::LocalPlayerInFirstPersonView()
|
|
{
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocalPlayer == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
int ObserverMode = pLocalPlayer->GetObserverMode();
|
|
if ( ( ObserverMode == OBS_MODE_NONE ) || ( ObserverMode == OBS_MODE_IN_EYE ) )
|
|
{
|
|
return !input->CAM_IsThirdPerson() && ( !ToolsEnabled() || !ToolFramework_IsThirdPersonCamera() );
|
|
}
|
|
|
|
// Not looking at the local player, e.g. in a replay in third person mode or freelook.
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: single place to decide whether the local player should draw
|
|
//-----------------------------------------------------------------------------
|
|
/*static*/ bool C_BasePlayer::ShouldDrawLocalPlayer()
|
|
{
|
|
if ( !UseVR() )
|
|
{
|
|
return !LocalPlayerInFirstPersonView() || cl_first_person_uses_world_model.GetBool();
|
|
}
|
|
|
|
static ConVarRef vr_first_person_uses_world_model( "vr_first_person_uses_world_model" );
|
|
return !LocalPlayerInFirstPersonView() || vr_first_person_uses_world_model.GetBool();
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: single place to decide whether the camera is in the first-person position
|
|
// NOTE - ShouldDrawLocalPlayer() can be true even if the camera is in the first-person position, e.g. in VR.
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::InFirstPersonView()
|
|
{
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
return LocalPlayerInFirstPersonView();
|
|
}
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pLocalPlayer == NULL )
|
|
{
|
|
return false;
|
|
}
|
|
// If this is who we're observing in first person, it's counted as the "local" player.
|
|
if ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE && pLocalPlayer->GetObserverTarget() == ToBasePlayer(this) )
|
|
{
|
|
return LocalPlayerInFirstPersonView();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: single place to decide whether the player is being drawn with the standard model (i.e. not the viewmodel)
|
|
// NOTE - ShouldDrawLocalPlayer() can be true even if the camera is in the first-person position, e.g. in VR.
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::ShouldDrawThisPlayer()
|
|
{
|
|
if ( !InFirstPersonView() )
|
|
{
|
|
return true;
|
|
}
|
|
if ( !UseVR() && cl_first_person_uses_world_model.GetBool() )
|
|
{
|
|
return true;
|
|
}
|
|
if ( UseVR() )
|
|
{
|
|
static ConVarRef vr_first_person_uses_world_model( "vr_first_person_uses_world_model" );
|
|
if ( vr_first_person_uses_world_model.GetBool() )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::IsLocalPlayer( void ) const
|
|
{
|
|
return ( GetLocalPlayer() == this );
|
|
}
|
|
|
|
int C_BasePlayer::GetUserID( void )
|
|
{
|
|
player_info_t pi;
|
|
|
|
if ( !engine->GetPlayerInfo( entindex(), &pi ) )
|
|
return -1;
|
|
|
|
return pi.userID;
|
|
}
|
|
|
|
|
|
// For weapon prediction
|
|
void C_BasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
|
|
{
|
|
// FIXME
|
|
}
|
|
|
|
void C_BasePlayer::UpdateClientData( void )
|
|
{
|
|
// Update all the items
|
|
for ( int i = 0; i < WeaponCount(); i++ )
|
|
{
|
|
if ( GetWeapon(i) ) // each item updates it's successors
|
|
GetWeapon(i)->UpdateClientData( this );
|
|
}
|
|
}
|
|
|
|
// Prediction stuff
|
|
void C_BasePlayer::PreThink( void )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
ItemPreFrame();
|
|
|
|
UpdateClientData();
|
|
|
|
UpdateUnderwaterState();
|
|
|
|
// Update the player's fog data if necessary.
|
|
UpdateFogController();
|
|
|
|
if (m_lifeState >= LIFE_DYING)
|
|
return;
|
|
|
|
//
|
|
// If we're not on the ground, we're falling. Update our falling velocity.
|
|
//
|
|
if ( !( GetFlags() & FL_ONGROUND ) )
|
|
{
|
|
m_Local.m_flFallVelocity = -GetAbsVelocity().z;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void C_BasePlayer::PostThink( void )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
if ( IsAlive())
|
|
{
|
|
// Need to do this on the client to avoid prediction errors
|
|
if ( GetFlags() & FL_DUCKING )
|
|
{
|
|
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
|
|
}
|
|
else
|
|
{
|
|
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
|
|
}
|
|
|
|
if ( !CommentaryModeShouldSwallowInput( this ) )
|
|
{
|
|
// do weapon stuff
|
|
ItemPostFrame();
|
|
}
|
|
|
|
if ( GetFlags() & FL_ONGROUND )
|
|
{
|
|
m_Local.m_flFallVelocity = 0;
|
|
}
|
|
|
|
// Don't allow bogus sequence on player
|
|
if ( GetSequence() == -1 )
|
|
{
|
|
SetSequence( 0 );
|
|
}
|
|
|
|
StudioFrameAdvance();
|
|
}
|
|
|
|
// Even if dead simulate entities
|
|
SimulatePlayerSimulatedEntities();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: send various tool messages - viewoffset, and base class messages (flex and bones)
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::GetToolRecordingState( KeyValues *msg )
|
|
{
|
|
if ( !ToolsEnabled() )
|
|
return;
|
|
|
|
VPROF_BUDGET( "C_BasePlayer::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
|
|
|
|
BaseClass::GetToolRecordingState( msg );
|
|
|
|
msg->SetInt( "baseplayer", 1 );
|
|
msg->SetInt( "localplayer", IsLocalPlayer() ? 1 : 0 );
|
|
msg->SetString( "playername", GetPlayerName() );
|
|
|
|
static CameraRecordingState_t state;
|
|
state.m_flFOV = GetFOV();
|
|
|
|
float flZNear = view->GetZNear();
|
|
float flZFar = view->GetZFar();
|
|
CalcView( state.m_vecEyePosition, state.m_vecEyeAngles, flZNear, flZFar, state.m_flFOV );
|
|
state.m_bThirdPerson = !engine->IsPaused() && ::input->CAM_IsThirdPerson();
|
|
|
|
// this is a straight copy from ClientModeShared::OverrideView,
|
|
// When that method is removed in favor of rolling it into CalcView,
|
|
// then this code can (should!) be removed
|
|
if ( state.m_bThirdPerson )
|
|
{
|
|
Vector cam_ofs = g_ThirdPersonManager.GetCameraOffsetAngles();
|
|
|
|
QAngle camAngles;
|
|
camAngles[ PITCH ] = cam_ofs[ PITCH ];
|
|
camAngles[ YAW ] = cam_ofs[ YAW ];
|
|
camAngles[ ROLL ] = 0;
|
|
|
|
Vector camForward, camRight, camUp;
|
|
AngleVectors( camAngles, &camForward, &camRight, &camUp );
|
|
|
|
VectorMA( state.m_vecEyePosition, -cam_ofs[ ROLL ], camForward, state.m_vecEyePosition );
|
|
|
|
// Override angles from third person camera
|
|
VectorCopy( camAngles, state.m_vecEyeAngles );
|
|
}
|
|
|
|
msg->SetPtr( "camera", &state );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Simulate the player for this frame
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::Simulate()
|
|
{
|
|
//Frame updates
|
|
if ( this == C_BasePlayer::GetLocalPlayer() )
|
|
{
|
|
//Update the flashlight
|
|
Flashlight();
|
|
|
|
// Update the player's fog data if necessary.
|
|
UpdateFogController();
|
|
}
|
|
else
|
|
{
|
|
// update step sounds for all other players
|
|
Vector vel;
|
|
EstimateAbsVelocity( vel );
|
|
UpdateStepSound( GetGroundSurface(), GetAbsOrigin(), vel );
|
|
}
|
|
|
|
BaseClass::Simulate();
|
|
if ( IsNoInterpolationFrame() || Teleported() )
|
|
{
|
|
ResetLatched();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : CBaseViewModel
|
|
// Consider using GetRenderedWeaponModel() instead - it will get the
|
|
// viewmodel or the active weapon as appropriate.
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseViewModel *C_BasePlayer::GetViewModel( int index /*= 0*/, bool bObserverOK )
|
|
{
|
|
Assert( index >= 0 && index < MAX_VIEWMODELS );
|
|
|
|
C_BaseViewModel *vm = m_hViewModel[ index ];
|
|
|
|
if ( bObserverOK && GetObserverMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
C_BasePlayer *target = ToBasePlayer( GetObserverTarget() );
|
|
|
|
// get the targets viewmodel unless the target is an observer itself
|
|
if ( target && target != this && !target->IsObserver() )
|
|
{
|
|
vm = target->GetViewModel( index );
|
|
}
|
|
}
|
|
|
|
return vm;
|
|
}
|
|
|
|
C_BaseCombatWeapon *C_BasePlayer::GetActiveWeapon( void ) const
|
|
{
|
|
const C_BasePlayer *fromPlayer = this;
|
|
|
|
// if localplayer is in InEye spectator mode, return weapon on chased player
|
|
if ( (fromPlayer == GetLocalPlayer()) && ( GetObserverMode() == OBS_MODE_IN_EYE) )
|
|
{
|
|
C_BaseEntity *target = GetObserverTarget();
|
|
|
|
if ( target && target->IsPlayer() )
|
|
{
|
|
fromPlayer = ToBasePlayer( target );
|
|
}
|
|
}
|
|
|
|
return fromPlayer->C_BaseCombatCharacter::GetActiveWeapon();
|
|
}
|
|
|
|
//=========================================================
|
|
// Autoaim
|
|
// set crosshair position to point to enemey
|
|
//=========================================================
|
|
Vector C_BasePlayer::GetAutoaimVector( float flScale )
|
|
{
|
|
// Never autoaim a predicted weapon (for now)
|
|
Vector forward;
|
|
AngleVectors( GetAbsAngles() + m_Local.m_vecPunchAngle, &forward );
|
|
return forward;
|
|
}
|
|
|
|
void C_BasePlayer::PlayPlayerJingle()
|
|
{
|
|
#ifndef _XBOX
|
|
// Find player sound for shooter
|
|
player_info_t info;
|
|
engine->GetPlayerInfo( entindex(), &info );
|
|
|
|
if ( !cl_customsounds.GetBool() )
|
|
return;
|
|
|
|
// Doesn't have a jingle sound
|
|
if ( !info.customFiles[1] )
|
|
return;
|
|
|
|
char soundhex[ 16 ];
|
|
Q_binarytohex( (byte *)&info.customFiles[1], sizeof( info.customFiles[1] ), soundhex, sizeof( soundhex ) );
|
|
|
|
// See if logo has been downloaded.
|
|
char fullsoundname[ 512 ];
|
|
Q_snprintf( fullsoundname, sizeof( fullsoundname ), "sound/temp/%s.wav", soundhex );
|
|
|
|
if ( !filesystem->FileExists( fullsoundname ) )
|
|
{
|
|
char custname[ 512 ];
|
|
Q_snprintf( custname, sizeof( custname ), "download/user_custom/%c%c/%s.dat", soundhex[0], soundhex[1], soundhex );
|
|
// it may have been downloaded but not copied under materials folder
|
|
if ( !filesystem->FileExists( custname ) )
|
|
return; // not downloaded yet
|
|
|
|
// copy from download folder to materials/temp folder
|
|
// this is done since material system can access only materials/*.vtf files
|
|
|
|
if ( !engine->CopyLocalFile( custname, fullsoundname) )
|
|
return;
|
|
}
|
|
|
|
Q_snprintf( fullsoundname, sizeof( fullsoundname ), "temp/%s.wav", soundhex );
|
|
|
|
CLocalPlayerFilter filter;
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_VOICE;
|
|
ep.m_pSoundName = fullsoundname;
|
|
ep.m_flVolume = VOL_NORM;
|
|
ep.m_SoundLevel = SNDLVL_NORM;
|
|
|
|
C_BaseEntity::EmitSound( filter, GetSoundSourceIndex(), ep );
|
|
#endif
|
|
}
|
|
|
|
// Stuff for prediction
|
|
void C_BasePlayer::SetSuitUpdate(const char *name, int fgroup, int iNoRepeat)
|
|
{
|
|
// FIXME: Do something here?
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::ResetAutoaim( void )
|
|
{
|
|
#if 0
|
|
if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0)
|
|
{
|
|
m_vecAutoAim = QAngle( 0, 0, 0 );
|
|
engine->CrosshairAngle( edict(), 0, 0 );
|
|
}
|
|
#endif
|
|
m_fOnTarget = false;
|
|
}
|
|
|
|
bool C_BasePlayer::ShouldPredict( void )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// Do this before calling into baseclass so prediction data block gets allocated
|
|
if ( IsLocalPlayer() )
|
|
{
|
|
return true;
|
|
}
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Special processing for player simulation
|
|
// NOTE: Don't chain to BaseClass!!!!
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::PhysicsSimulate( void )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
VPROF( "C_BasePlayer::PhysicsSimulate" );
|
|
// If we've got a moveparent, we must simulate that first.
|
|
CBaseEntity *pMoveParent = GetMoveParent();
|
|
if (pMoveParent)
|
|
{
|
|
pMoveParent->PhysicsSimulate();
|
|
}
|
|
|
|
// Make sure not to simulate this guy twice per frame
|
|
if (m_nSimulationTick == gpGlobals->tickcount)
|
|
return;
|
|
|
|
m_nSimulationTick = gpGlobals->tickcount;
|
|
|
|
if ( !IsLocalPlayer() )
|
|
return;
|
|
|
|
C_CommandContext *ctx = GetCommandContext();
|
|
Assert( ctx );
|
|
Assert( ctx->needsprocessing );
|
|
if ( !ctx->needsprocessing )
|
|
return;
|
|
|
|
ctx->needsprocessing = false;
|
|
|
|
// Handle FL_FROZEN.
|
|
if(GetFlags() & FL_FROZEN)
|
|
{
|
|
ctx->cmd.forwardmove = 0;
|
|
ctx->cmd.sidemove = 0;
|
|
ctx->cmd.upmove = 0;
|
|
ctx->cmd.buttons = 0;
|
|
ctx->cmd.impulse = 0;
|
|
//VectorCopy ( pl.v_angle, ctx->cmd.viewangles );
|
|
}
|
|
|
|
// Run the next command
|
|
prediction->RunCommand(
|
|
this,
|
|
&ctx->cmd,
|
|
MoveHelper() );
|
|
#endif
|
|
}
|
|
|
|
const QAngle& C_BasePlayer::GetPunchAngle()
|
|
{
|
|
return m_Local.m_vecPunchAngle.Get();
|
|
}
|
|
|
|
|
|
void C_BasePlayer::SetPunchAngle( const QAngle &angle )
|
|
{
|
|
m_Local.m_vecPunchAngle = angle;
|
|
}
|
|
|
|
|
|
float C_BasePlayer::GetWaterJumpTime() const
|
|
{
|
|
return m_flWaterJumpTime;
|
|
}
|
|
|
|
void C_BasePlayer::SetWaterJumpTime( float flWaterJumpTime )
|
|
{
|
|
m_flWaterJumpTime = flWaterJumpTime;
|
|
}
|
|
|
|
float C_BasePlayer::GetSwimSoundTime() const
|
|
{
|
|
return m_flSwimSoundTime;
|
|
}
|
|
|
|
void C_BasePlayer::SetSwimSoundTime( float flSwimSoundTime )
|
|
{
|
|
m_flSwimSoundTime = flSwimSoundTime;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if this object can be +used by the player
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float C_BasePlayer::GetFOV( void )
|
|
{
|
|
// Allow users to override the FOV during demo playback
|
|
bool bUseDemoOverrideFov = engine->IsPlayingDemo() && demo_fov_override.GetFloat() > 0.0f;
|
|
#if defined( REPLAY_ENABLED )
|
|
bUseDemoOverrideFov = bUseDemoOverrideFov && !g_pEngineClientReplay->IsPlayingReplayDemo();
|
|
#endif
|
|
if ( bUseDemoOverrideFov )
|
|
{
|
|
return clamp( demo_fov_override.GetFloat(), 10.0f, 90.0f );
|
|
}
|
|
|
|
if ( GetObserverMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
C_BasePlayer *pTargetPlayer = dynamic_cast<C_BasePlayer*>( GetObserverTarget() );
|
|
|
|
// get fov from observer target. Not if target is observer itself
|
|
if ( pTargetPlayer && !pTargetPlayer->IsObserver() )
|
|
{
|
|
return pTargetPlayer->GetFOV();
|
|
}
|
|
}
|
|
|
|
// Allow our vehicle to override our FOV if it's currently at the default FOV.
|
|
float flDefaultFOV;
|
|
IClientVehicle *pVehicle = GetVehicle();
|
|
if ( pVehicle )
|
|
{
|
|
CacheVehicleView();
|
|
flDefaultFOV = ( m_flVehicleViewFOV == 0 ) ? GetDefaultFOV() : m_flVehicleViewFOV;
|
|
}
|
|
else
|
|
{
|
|
flDefaultFOV = GetDefaultFOV();
|
|
}
|
|
|
|
float fFOV = ( m_iFOV == 0 ) ? flDefaultFOV : m_iFOV;
|
|
|
|
// Don't do lerping during prediction. It's only necessary when actually rendering,
|
|
// and it'll cause problems due to prediction timing messiness.
|
|
if ( !prediction->InPrediction() )
|
|
{
|
|
// See if we need to lerp the values for local player
|
|
if ( IsLocalPlayer() && ( fFOV != m_iFOVStart ) && (m_Local.m_flFOVRate > 0.0f ) )
|
|
{
|
|
float deltaTime = (float)( gpGlobals->curtime - m_flFOVTime ) / m_Local.m_flFOVRate;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
if ( GetPredictable() )
|
|
{
|
|
// m_flFOVTime was set to a predicted time in the future, because the FOV change was predicted.
|
|
deltaTime = (float)( GetFinalPredictedTime() - m_flFOVTime );
|
|
deltaTime += ( gpGlobals->interpolation_amount * TICK_INTERVAL );
|
|
deltaTime /= m_Local.m_flFOVRate;
|
|
}
|
|
#endif
|
|
|
|
if ( deltaTime >= 1.0f )
|
|
{
|
|
//If we're past the zoom time, just take the new value and stop lerping
|
|
m_iFOVStart = fFOV;
|
|
}
|
|
else
|
|
{
|
|
fFOV = SimpleSplineRemapValClamped( deltaTime, 0.0f, 1.0f, (float) m_iFOVStart, fFOV );
|
|
}
|
|
}
|
|
}
|
|
|
|
return fFOV;
|
|
}
|
|
|
|
void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut )
|
|
{
|
|
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
|
|
|
|
Assert( pPlayer );
|
|
|
|
float flNewVel_x = pData->m_Value.m_Float;
|
|
|
|
Vector vecVelocity = pPlayer->GetLocalVelocity();
|
|
|
|
if( vecVelocity.x != flNewVel_x ) // Should this use an epsilon check?
|
|
{
|
|
vecVelocity.x = flNewVel_x;
|
|
pPlayer->SetLocalVelocity( vecVelocity );
|
|
}
|
|
}
|
|
|
|
void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut )
|
|
{
|
|
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
|
|
|
|
Assert( pPlayer );
|
|
|
|
float flNewVel_y = pData->m_Value.m_Float;
|
|
|
|
Vector vecVelocity = pPlayer->GetLocalVelocity();
|
|
|
|
if( vecVelocity.y != flNewVel_y )
|
|
{
|
|
vecVelocity.y = flNewVel_y;
|
|
pPlayer->SetLocalVelocity( vecVelocity );
|
|
}
|
|
}
|
|
|
|
void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut )
|
|
{
|
|
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
|
|
|
|
Assert( pPlayer );
|
|
|
|
float flNewVel_z = pData->m_Value.m_Float;
|
|
|
|
Vector vecVelocity = pPlayer->GetLocalVelocity();
|
|
|
|
if( vecVelocity.z != flNewVel_z )
|
|
{
|
|
vecVelocity.z = flNewVel_z;
|
|
pPlayer->SetLocalVelocity( vecVelocity );
|
|
}
|
|
}
|
|
|
|
void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut )
|
|
{
|
|
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
|
|
|
|
Assert( pPlayer );
|
|
|
|
EHANDLE hTarget;
|
|
|
|
RecvProxy_IntToEHandle( pData, pStruct, &hTarget );
|
|
|
|
pPlayer->SetObserverTarget( hTarget );
|
|
}
|
|
|
|
void RecvProxy_ObserverMode( const CRecvProxyData *pData, void *pStruct, void *pOut )
|
|
{
|
|
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
|
|
|
|
Assert( pPlayer );
|
|
|
|
pPlayer->SetObserverMode ( pData->m_Value.m_Int );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Remove this player from a vehicle
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::LeaveVehicle( void )
|
|
{
|
|
if ( NULL == m_hVehicle.Get() )
|
|
return;
|
|
|
|
// Let server do this for now
|
|
#if 0
|
|
IClientVehicle *pVehicle = GetVehicle();
|
|
Assert( pVehicle );
|
|
|
|
int nRole = pVehicle->GetPassengerRole( this );
|
|
Assert( nRole != VEHICLE_ROLE_NONE );
|
|
|
|
SetParent( NULL );
|
|
|
|
// Find the first non-blocked exit point:
|
|
Vector vNewPos = GetAbsOrigin();
|
|
QAngle qAngles = GetAbsAngles();
|
|
pVehicle->GetPassengerExitPoint( nRole, &vNewPos, &qAngles );
|
|
OnVehicleEnd( vNewPos );
|
|
SetAbsOrigin( vNewPos );
|
|
SetAbsAngles( qAngles );
|
|
|
|
m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
|
|
RemoveEffects( EF_NODRAW );
|
|
|
|
SetMoveType( MOVETYPE_WALK );
|
|
SetCollisionGroup( COLLISION_GROUP_PLAYER );
|
|
|
|
qAngles[ROLL] = 0;
|
|
SnapEyeAngles( qAngles );
|
|
|
|
m_hVehicle = NULL;
|
|
pVehicle->SetPassenger(nRole, NULL);
|
|
|
|
Weapon_Switch( m_hLastWeapon );
|
|
#endif
|
|
}
|
|
|
|
|
|
float C_BasePlayer::GetMinFOV() const
|
|
{
|
|
if ( gpGlobals->maxClients == 1 )
|
|
{
|
|
// Let them do whatever they want, more or less, in single player
|
|
return 5;
|
|
}
|
|
else
|
|
{
|
|
return 75;
|
|
}
|
|
}
|
|
|
|
float C_BasePlayer::GetFinalPredictedTime() const
|
|
{
|
|
return ( m_nFinalPredictedTick * TICK_INTERVAL );
|
|
}
|
|
|
|
void C_BasePlayer::NotePredictionError( const Vector &vDelta )
|
|
{
|
|
// don't worry about prediction errors when dead
|
|
if ( !IsAlive() )
|
|
return;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
Vector vOldDelta;
|
|
|
|
GetPredictionErrorSmoothingVector( vOldDelta );
|
|
|
|
// sum all errors within smoothing time
|
|
m_vecPredictionError = vDelta + vOldDelta;
|
|
|
|
// remember when last error happened
|
|
m_flPredictionErrorTime = gpGlobals->curtime;
|
|
|
|
ResetLatched();
|
|
#endif
|
|
}
|
|
|
|
|
|
// offset curtime and setup bones at that time using fake interpolation
|
|
// fake interpolation means we don't have reliable interpolation history (the local player doesn't animate locally)
|
|
// so we just modify cycle and origin directly and use that as a fake guess
|
|
void C_BasePlayer::ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset )
|
|
{
|
|
// we don't have any interpolation data, so fake it
|
|
float cycle = m_flCycle;
|
|
Vector origin = GetLocalOrigin();
|
|
|
|
// blow the cached prev bones
|
|
InvalidateBoneCache();
|
|
// reset root position to flTime
|
|
Interpolate( gpGlobals->curtime + curtimeOffset );
|
|
|
|
// force cycle back by boneDt
|
|
m_flCycle = fmod( 10 + cycle + m_flPlaybackRate * curtimeOffset, 1.0f );
|
|
SetLocalOrigin( origin + curtimeOffset * GetLocalVelocity() );
|
|
// Setup bone state to extrapolate physics velocity
|
|
SetupBones( pBonesOut, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime + curtimeOffset );
|
|
|
|
m_flCycle = cycle;
|
|
SetLocalOrigin( origin );
|
|
}
|
|
|
|
void C_BasePlayer::GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt )
|
|
{
|
|
if ( !IsLocalPlayer() )
|
|
{
|
|
BaseClass::GetRagdollInitBoneArrays(pDeltaBones0, pDeltaBones1, pCurrentBones, boneDt);
|
|
return;
|
|
}
|
|
ForceSetupBonesAtTimeFakeInterpolation( pDeltaBones0, -boneDt );
|
|
ForceSetupBonesAtTimeFakeInterpolation( pDeltaBones1, 0 );
|
|
float ragdollCreateTime = PhysGetSyncCreateTime();
|
|
if ( ragdollCreateTime != gpGlobals->curtime )
|
|
{
|
|
ForceSetupBonesAtTimeFakeInterpolation( pCurrentBones, ragdollCreateTime - gpGlobals->curtime );
|
|
}
|
|
else
|
|
{
|
|
SetupBones( pCurrentBones, MAXSTUDIOBONES, BONE_USED_BY_ANYTHING, gpGlobals->curtime );
|
|
}
|
|
}
|
|
|
|
|
|
void C_BasePlayer::GetPredictionErrorSmoothingVector( Vector &vOffset )
|
|
{
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
if ( engine->IsPlayingDemo() || !cl_smooth.GetInt() || !cl_predict->GetInt() || engine->IsPaused() )
|
|
{
|
|
vOffset.Init();
|
|
return;
|
|
}
|
|
|
|
float errorAmount = ( gpGlobals->curtime - m_flPredictionErrorTime ) / cl_smoothtime.GetFloat();
|
|
|
|
if ( errorAmount >= 1.0f )
|
|
{
|
|
vOffset.Init();
|
|
return;
|
|
}
|
|
|
|
errorAmount = 1.0f - errorAmount;
|
|
|
|
vOffset = m_vecPredictionError * errorAmount;
|
|
#else
|
|
vOffset.Init();
|
|
#endif
|
|
}
|
|
|
|
|
|
IRagdoll* C_BasePlayer::GetRepresentativeRagdoll() const
|
|
{
|
|
return m_pRagdoll;
|
|
}
|
|
|
|
IMaterial *C_BasePlayer::GetHeadLabelMaterial( void )
|
|
{
|
|
if ( GetClientVoiceMgr() == NULL )
|
|
return NULL;
|
|
|
|
return GetClientVoiceMgr()->GetHeadLabelMaterial();
|
|
}
|
|
|
|
bool IsInFreezeCam( void )
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set the fog controller data per player.
|
|
// Input : &inputdata -
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::FogControllerChanged( bool bSnap )
|
|
{
|
|
if ( m_Local.m_PlayerFog.m_hCtrl )
|
|
{
|
|
fogparams_t *pFogParams = &(m_Local.m_PlayerFog.m_hCtrl->m_fog);
|
|
|
|
/*
|
|
Msg("Updating Fog Target: (%d,%d,%d) %.0f,%.0f -> (%d,%d,%d) %.0f,%.0f (%.2f seconds)\n",
|
|
m_CurrentFog.colorPrimary.GetR(), m_CurrentFog.colorPrimary.GetB(), m_CurrentFog.colorPrimary.GetG(),
|
|
m_CurrentFog.start.Get(), m_CurrentFog.end.Get(),
|
|
pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetB(), pFogParams->colorPrimary.GetG(),
|
|
pFogParams->start.Get(), pFogParams->end.Get(), pFogParams->duration.Get() );*/
|
|
|
|
|
|
// Setup the fog color transition.
|
|
m_Local.m_PlayerFog.m_OldColor = m_CurrentFog.colorPrimary;
|
|
m_Local.m_PlayerFog.m_flOldStart = m_CurrentFog.start;
|
|
m_Local.m_PlayerFog.m_flOldEnd = m_CurrentFog.end;
|
|
|
|
m_Local.m_PlayerFog.m_NewColor = pFogParams->colorPrimary;
|
|
m_Local.m_PlayerFog.m_flNewStart = pFogParams->start;
|
|
m_Local.m_PlayerFog.m_flNewEnd = pFogParams->end;
|
|
|
|
m_Local.m_PlayerFog.m_flTransitionTime = bSnap ? -1 : gpGlobals->curtime;
|
|
|
|
m_CurrentFog = *pFogParams;
|
|
|
|
// Update the fog player's local fog data with the fog controller's data if need be.
|
|
UpdateFogController();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check to see that the controllers data is up to date.
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::UpdateFogController( void )
|
|
{
|
|
if ( m_Local.m_PlayerFog.m_hCtrl )
|
|
{
|
|
// Don't bother copying while we're transitioning, since it'll be stomped in UpdateFogBlend();
|
|
if ( m_Local.m_PlayerFog.m_flTransitionTime == -1 && (m_hOldFogController == m_Local.m_PlayerFog.m_hCtrl) )
|
|
{
|
|
fogparams_t *pFogParams = &(m_Local.m_PlayerFog.m_hCtrl->m_fog);
|
|
if ( m_CurrentFog != *pFogParams )
|
|
{
|
|
/*
|
|
Msg("FORCING UPDATE: (%d,%d,%d) %.0f,%.0f -> (%d,%d,%d) %.0f,%.0f (%.2f seconds)\n",
|
|
m_CurrentFog.colorPrimary.GetR(), m_CurrentFog.colorPrimary.GetB(), m_CurrentFog.colorPrimary.GetG(),
|
|
m_CurrentFog.start.Get(), m_CurrentFog.end.Get(),
|
|
pFogParams->colorPrimary.GetR(), pFogParams->colorPrimary.GetB(), pFogParams->colorPrimary.GetG(),
|
|
pFogParams->start.Get(), pFogParams->end.Get(), pFogParams->duration.Get() );*/
|
|
|
|
|
|
m_CurrentFog = *pFogParams;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_CurrentFog.farz != -1 || m_CurrentFog.enable != false )
|
|
{
|
|
// No fog controller in this level. Use default fog parameters.
|
|
m_CurrentFog.farz = -1;
|
|
m_CurrentFog.enable = false;
|
|
}
|
|
}
|
|
|
|
// Update the fog blending state - of necessary.
|
|
UpdateFogBlend();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::UpdateFogBlend( void )
|
|
{
|
|
// Transition.
|
|
if ( m_Local.m_PlayerFog.m_flTransitionTime != -1 )
|
|
{
|
|
float flTimeDelta = gpGlobals->curtime - m_Local.m_PlayerFog.m_flTransitionTime;
|
|
if ( flTimeDelta < m_CurrentFog.duration )
|
|
{
|
|
float flScale = flTimeDelta / m_CurrentFog.duration;
|
|
m_CurrentFog.colorPrimary.SetR( ( m_Local.m_PlayerFog.m_NewColor.r * flScale ) + ( m_Local.m_PlayerFog.m_OldColor.r * ( 1.0f - flScale ) ) );
|
|
m_CurrentFog.colorPrimary.SetG( ( m_Local.m_PlayerFog.m_NewColor.g * flScale ) + ( m_Local.m_PlayerFog.m_OldColor.g * ( 1.0f - flScale ) ) );
|
|
m_CurrentFog.colorPrimary.SetB( ( m_Local.m_PlayerFog.m_NewColor.b * flScale ) + ( m_Local.m_PlayerFog.m_OldColor.b * ( 1.0f - flScale ) ) );
|
|
m_CurrentFog.start.Set( ( m_Local.m_PlayerFog.m_flNewStart * flScale ) + ( ( m_Local.m_PlayerFog.m_flOldStart * ( 1.0f - flScale ) ) ) );
|
|
m_CurrentFog.end.Set( ( m_Local.m_PlayerFog.m_flNewEnd * flScale ) + ( ( m_Local.m_PlayerFog.m_flOldEnd * ( 1.0f - flScale ) ) ) );
|
|
}
|
|
else
|
|
{
|
|
// Slam the final fog values.
|
|
m_CurrentFog.colorPrimary.SetR( m_Local.m_PlayerFog.m_NewColor.r );
|
|
m_CurrentFog.colorPrimary.SetG( m_Local.m_PlayerFog.m_NewColor.g );
|
|
m_CurrentFog.colorPrimary.SetB( m_Local.m_PlayerFog.m_NewColor.b );
|
|
m_CurrentFog.start.Set( m_Local.m_PlayerFog.m_flNewStart );
|
|
m_CurrentFog.end.Set( m_Local.m_PlayerFog.m_flNewEnd );
|
|
m_Local.m_PlayerFog.m_flTransitionTime = -1;
|
|
|
|
/*
|
|
Msg("Finished transition to (%d,%d,%d) %.0f,%.0f\n",
|
|
m_CurrentFog.colorPrimary.GetR(), m_CurrentFog.colorPrimary.GetB(), m_CurrentFog.colorPrimary.GetG(),
|
|
m_CurrentFog.start.Get(), m_CurrentFog.end.Get() );*/
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool C_BasePlayer::GetSteamID( CSteamID *pID )
|
|
{
|
|
// try to make this a little more efficient
|
|
|
|
player_info_t pi;
|
|
if ( engine->GetPlayerInfo( entindex(), &pi ) )
|
|
{
|
|
if ( pi.friendsID && steamapicontext && steamapicontext->SteamUtils() )
|
|
{
|
|
#if 1 // new
|
|
static EUniverse universe = k_EUniverseInvalid;
|
|
|
|
if ( universe == k_EUniverseInvalid )
|
|
universe = steamapicontext->SteamUtils()->GetConnectedUniverse();
|
|
|
|
pID->InstancedSet( pi.friendsID, 1, universe, k_EAccountTypeIndividual );
|
|
#else // old
|
|
pID->InstancedSet( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#if defined USES_ECON_ITEMS
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update the visibility of our worn items.
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::UpdateWearables( void )
|
|
{
|
|
for ( int i=0; i<m_hMyWearables.Count(); ++i )
|
|
{
|
|
CEconWearable* pItem = m_hMyWearables[i];
|
|
if ( pItem )
|
|
{
|
|
pItem->ValidateModelIndex();
|
|
pItem->UpdateVisibility();
|
|
}
|
|
}
|
|
}
|
|
#endif // USES_ECON_ITEMS
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: In meathook mode, fix the bone transforms to hang the user's own
|
|
// avatar under the camera.
|
|
//-----------------------------------------------------------------------------
|
|
void C_BasePlayer::BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName )
|
|
{
|
|
// Handle meathook mode. If we aren't rendering, just use last frame's transforms
|
|
if ( !InFirstPersonView() )
|
|
return;
|
|
|
|
// If we're in third-person view, don't do anything special.
|
|
// If we're in first-person view rendering the main view and using the viewmodel, we shouldn't have even got here!
|
|
// If we're in first-person view rendering the main view(s), meathook and headless.
|
|
// If we're in first-person view rendering shadowbuffers/reflections, don't do anything special either (we could do meathook but with a head?)
|
|
if ( IsAboutToRagdoll() )
|
|
{
|
|
// We're re-animating specifically to set up the ragdoll.
|
|
// Meathook can push the player through the floor, which makes the ragdoll fall through the world, which is no good.
|
|
// So do nothing.
|
|
return;
|
|
}
|
|
|
|
if ( !DrawingMainView() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we aren't drawing the player anyway, don't mess with the bones. This can happen in Portal.
|
|
if( !ShouldDrawThisPlayer() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
|
|
|
|
int iHead = LookupBone( pchHeadBoneName );
|
|
if ( iHead == -1 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
matrix3x4_t &mHeadTransform = GetBoneForWrite( iHead );
|
|
|
|
// "up" on the head bone is along the negative Y axis - not sure why.
|
|
//Vector vHeadTransformUp ( -mHeadTransform[0][1], -mHeadTransform[1][1], -mHeadTransform[2][1] );
|
|
//Vector vHeadTransformFwd ( mHeadTransform[0][1], mHeadTransform[1][1], mHeadTransform[2][1] );
|
|
Vector vHeadTransformTranslation ( mHeadTransform[0][3], mHeadTransform[1][3], mHeadTransform[2][3] );
|
|
|
|
|
|
// Find out where the player's head (driven by the HMD) is in the world.
|
|
// We can't move this with animations or effects without causing nausea, so we need to move
|
|
// the whole body so that the animated head is in the right place to match the player-controlled head.
|
|
Vector vHeadUp;
|
|
Vector vRealPivotPoint;
|
|
if( UseVR() )
|
|
{
|
|
VMatrix mWorldFromMideye = g_ClientVirtualReality.GetWorldFromMidEye();
|
|
|
|
// What we do here is:
|
|
// * Take the required eye pos+orn - the actual pose the player is controlling with the HMD.
|
|
// * Go downwards in that space by cl_meathook_neck_pivot_ingame_* - this is now the neck-pivot in the game world of where the player is actually looking.
|
|
// * Now place the body of the animated character so that the head bone is at that position.
|
|
// The head bone is the neck pivot point of the in-game character.
|
|
|
|
Vector vRealMidEyePos = mWorldFromMideye.GetTranslation();
|
|
vRealPivotPoint = vRealMidEyePos - ( mWorldFromMideye.GetUp() * cl_meathook_neck_pivot_ingame_up.GetFloat() ) - ( mWorldFromMideye.GetForward() * cl_meathook_neck_pivot_ingame_fwd.GetFloat() );
|
|
}
|
|
else
|
|
{
|
|
// figure out where to put the body from the aim angles
|
|
Vector vForward, vRight, vUp;
|
|
AngleVectors( MainViewAngles(), &vForward, &vRight, &vUp );
|
|
|
|
vRealPivotPoint = MainViewOrigin() - ( vUp * cl_meathook_neck_pivot_ingame_up.GetFloat() ) - ( vForward * cl_meathook_neck_pivot_ingame_fwd.GetFloat() );
|
|
}
|
|
|
|
Vector vDeltaToAdd = vRealPivotPoint - vHeadTransformTranslation;
|
|
|
|
|
|
// Now add this offset to the entire skeleton.
|
|
for (int i = 0; i < hdr->numbones(); i++)
|
|
{
|
|
// Only update bones reference by the bone mask.
|
|
if ( !( hdr->boneFlags( i ) & boneMask ) )
|
|
{
|
|
continue;
|
|
}
|
|
matrix3x4_t& bone = GetBoneForWrite( i );
|
|
Vector vBonePos;
|
|
MatrixGetTranslation ( bone, vBonePos );
|
|
vBonePos += vDeltaToAdd;
|
|
MatrixSetTranslation ( vBonePos, bone );
|
|
}
|
|
|
|
// Then scale the head to zero, but leave its position - forms a "neck stub".
|
|
// This prevents us rendering junk all over the screen, e.g. inside of mouth, etc.
|
|
MatrixScaleByZero( mHeadTransform );
|
|
|
|
// TODO: right now we nuke the hats by shrinking them to nothing,
|
|
// but it feels like we should do something more sensible.
|
|
// For example, for one sniper taunt he takes his hat off and waves it - would be nice to see it then.
|
|
int iHelm = LookupBone( "prp_helmet" );
|
|
if ( iHelm != -1 )
|
|
{
|
|
// Scale the helmet.
|
|
matrix3x4_t &transformhelmet = GetBoneForWrite( iHelm );
|
|
MatrixScaleByZero( transformhelmet );
|
|
}
|
|
|
|
iHelm = LookupBone( "prp_hat" );
|
|
if ( iHelm != -1 )
|
|
{
|
|
matrix3x4_t &transformhelmet = GetBoneForWrite( iHelm );
|
|
MatrixScaleByZero( transformhelmet );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void CC_DumpClientSoundscapeData( const CCommand& args )
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
Msg("Client Soundscape data dump:\n");
|
|
Msg(" Position: %.2f %.2f %.2f\n", pPlayer->GetAbsOrigin().x, pPlayer->GetAbsOrigin().y, pPlayer->GetAbsOrigin().z );
|
|
Msg(" soundscape index: %d\n", pPlayer->m_Local.m_audio.soundscapeIndex.Get() );
|
|
Msg(" entity index: %d\n", pPlayer->m_Local.m_audio.ent.Get() ? pPlayer->m_Local.m_audio.ent->entindex() : -1 );
|
|
if ( pPlayer->m_Local.m_audio.ent.Get() )
|
|
{
|
|
Msg(" entity pos: %.2f %.2f %.2f\n", pPlayer->m_Local.m_audio.ent.Get()->GetAbsOrigin().x, pPlayer->m_Local.m_audio.ent.Get()->GetAbsOrigin().y, pPlayer->m_Local.m_audio.ent.Get()->GetAbsOrigin().z );
|
|
if ( pPlayer->m_Local.m_audio.ent.Get()->IsDormant() )
|
|
{
|
|
Msg(" ENTITY IS DORMANT\n");
|
|
}
|
|
}
|
|
bool bFoundOne = false;
|
|
for ( int i = 0; i < NUM_AUDIO_LOCAL_SOUNDS; i++ )
|
|
{
|
|
if ( pPlayer->m_Local.m_audio.localBits & (1<<i) )
|
|
{
|
|
if ( !bFoundOne )
|
|
{
|
|
Msg(" Sound Positions:\n");
|
|
bFoundOne = true;
|
|
}
|
|
|
|
Vector vecPos = pPlayer->m_Local.m_audio.localSound[i];
|
|
Msg(" %d: %.2f %.2f %.2f\n", i, vecPos.x,vecPos.y, vecPos.z );
|
|
}
|
|
}
|
|
|
|
Msg("End dump.\n");
|
|
}
|
|
static ConCommand soundscape_dumpclient("soundscape_dumpclient", CC_DumpClientSoundscapeData, "Dumps the client's soundscape data.\n", FCVAR_CHEAT);
|