mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 01:23:04 +00:00
985 lines
24 KiB
C++
985 lines
24 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL2.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "vcollide_parse.h"
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#include "c_hl2mp_player.h"
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#include "view.h"
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#include "takedamageinfo.h"
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#include "hl2mp_gamerules.h"
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#include "in_buttons.h"
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#include "iviewrender_beams.h" // flashlight beam
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#include "r_efx.h"
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#include "dlight.h"
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// Don't alias here
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#if defined( CHL2MP_Player )
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#undef CHL2MP_Player
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#endif
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LINK_ENTITY_TO_CLASS( player, C_HL2MP_Player );
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IMPLEMENT_CLIENTCLASS_DT(C_HL2MP_Player, DT_HL2MP_Player, CHL2MP_Player)
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RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
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RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
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RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
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RecvPropInt( RECVINFO( m_iSpawnInterpCounter ) ),
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RecvPropInt( RECVINFO( m_iPlayerSoundType) ),
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RecvPropBool( RECVINFO( m_fIsWalking ) ),
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END_RECV_TABLE()
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BEGIN_PREDICTION_DATA( C_HL2MP_Player )
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DEFINE_PRED_FIELD( m_fIsWalking, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
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END_PREDICTION_DATA()
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#define HL2_WALK_SPEED 150
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#define HL2_NORM_SPEED 190
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#define HL2_SPRINT_SPEED 320
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static ConVar cl_playermodel( "cl_playermodel", "none", FCVAR_USERINFO | FCVAR_ARCHIVE | FCVAR_SERVER_CAN_EXECUTE, "Default Player Model");
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static ConVar cl_defaultweapon( "cl_defaultweapon", "weapon_physcannon", FCVAR_USERINFO | FCVAR_ARCHIVE, "Default Spawn Weapon");
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void SpawnBlood (Vector vecSpot, const Vector &vecDir, int bloodColor, float flDamage);
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C_HL2MP_Player::C_HL2MP_Player() : m_PlayerAnimState( this ), m_iv_angEyeAngles( "C_HL2MP_Player::m_iv_angEyeAngles" )
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{
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m_iIDEntIndex = 0;
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m_iSpawnInterpCounterCache = 0;
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m_angEyeAngles.Init();
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AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
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m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
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m_blinkTimer.Invalidate();
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m_pFlashlightBeam = NULL;
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}
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C_HL2MP_Player::~C_HL2MP_Player( void )
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{
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ReleaseFlashlight();
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}
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int C_HL2MP_Player::GetIDTarget() const
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{
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return m_iIDEntIndex;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update this client's target entity
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//-----------------------------------------------------------------------------
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void C_HL2MP_Player::UpdateIDTarget()
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{
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if ( !IsLocalPlayer() )
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return;
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// Clear old target and find a new one
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m_iIDEntIndex = 0;
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// don't show IDs in chase spec mode
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if ( GetObserverMode() == OBS_MODE_CHASE ||
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GetObserverMode() == OBS_MODE_DEATHCAM )
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return;
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trace_t tr;
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Vector vecStart, vecEnd;
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VectorMA( MainViewOrigin(), 1500, MainViewForward(), vecEnd );
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VectorMA( MainViewOrigin(), 10, MainViewForward(), vecStart );
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UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
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if ( !tr.startsolid && tr.DidHitNonWorldEntity() )
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{
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C_BaseEntity *pEntity = tr.m_pEnt;
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if ( pEntity && (pEntity != this) )
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{
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m_iIDEntIndex = pEntity->entindex();
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}
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}
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}
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void C_HL2MP_Player::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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{
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Vector vecOrigin = ptr->endpos - vecDir * 4;
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float flDistance = 0.0f;
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if ( info.GetAttacker() )
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{
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flDistance = (ptr->endpos - info.GetAttacker()->GetAbsOrigin()).Length();
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}
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if ( m_takedamage )
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{
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AddMultiDamage( info, this );
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int blood = BloodColor();
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CBaseEntity *pAttacker = info.GetAttacker();
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if ( pAttacker )
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{
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if ( HL2MPRules()->IsTeamplay() && pAttacker->InSameTeam( this ) == true )
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return;
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}
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if ( blood != DONT_BLEED )
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{
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SpawnBlood( vecOrigin, vecDir, blood, flDistance );// a little surface blood.
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TraceBleed( flDistance, vecDir, ptr, info.GetDamageType() );
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}
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}
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}
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C_HL2MP_Player* C_HL2MP_Player::GetLocalHL2MPPlayer()
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{
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return (C_HL2MP_Player*)C_BasePlayer::GetLocalPlayer();
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}
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void C_HL2MP_Player::Initialize( void )
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{
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m_headYawPoseParam = LookupPoseParameter( "head_yaw" );
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GetPoseParameterRange( m_headYawPoseParam, m_headYawMin, m_headYawMax );
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m_headPitchPoseParam = LookupPoseParameter( "head_pitch" );
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GetPoseParameterRange( m_headPitchPoseParam, m_headPitchMin, m_headPitchMax );
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CStudioHdr *hdr = GetModelPtr();
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for ( int i = 0; i < hdr->GetNumPoseParameters() ; i++ )
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{
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SetPoseParameter( hdr, i, 0.0 );
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}
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}
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CStudioHdr *C_HL2MP_Player::OnNewModel( void )
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{
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CStudioHdr *hdr = BaseClass::OnNewModel();
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Initialize( );
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return hdr;
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}
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//-----------------------------------------------------------------------------
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/**
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* Orient head and eyes towards m_lookAt.
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*/
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void C_HL2MP_Player::UpdateLookAt( void )
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{
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// head yaw
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if (m_headYawPoseParam < 0 || m_headPitchPoseParam < 0)
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return;
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// orient eyes
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m_viewtarget = m_vLookAtTarget;
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// blinking
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if (m_blinkTimer.IsElapsed())
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{
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m_blinktoggle = !m_blinktoggle;
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m_blinkTimer.Start( RandomFloat( 1.5f, 4.0f ) );
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}
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// Figure out where we want to look in world space.
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QAngle desiredAngles;
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Vector to = m_vLookAtTarget - EyePosition();
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VectorAngles( to, desiredAngles );
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// Figure out where our body is facing in world space.
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QAngle bodyAngles( 0, 0, 0 );
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bodyAngles[YAW] = GetLocalAngles()[YAW];
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float flBodyYawDiff = bodyAngles[YAW] - m_flLastBodyYaw;
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m_flLastBodyYaw = bodyAngles[YAW];
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// Set the head's yaw.
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float desired = AngleNormalize( desiredAngles[YAW] - bodyAngles[YAW] );
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desired = clamp( desired, m_headYawMin, m_headYawMax );
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m_flCurrentHeadYaw = ApproachAngle( desired, m_flCurrentHeadYaw, 130 * gpGlobals->frametime );
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// Counterrotate the head from the body rotation so it doesn't rotate past its target.
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m_flCurrentHeadYaw = AngleNormalize( m_flCurrentHeadYaw - flBodyYawDiff );
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desired = clamp( desired, m_headYawMin, m_headYawMax );
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SetPoseParameter( m_headYawPoseParam, m_flCurrentHeadYaw );
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// Set the head's yaw.
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desired = AngleNormalize( desiredAngles[PITCH] );
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desired = clamp( desired, m_headPitchMin, m_headPitchMax );
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m_flCurrentHeadPitch = ApproachAngle( desired, m_flCurrentHeadPitch, 130 * gpGlobals->frametime );
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m_flCurrentHeadPitch = AngleNormalize( m_flCurrentHeadPitch );
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SetPoseParameter( m_headPitchPoseParam, m_flCurrentHeadPitch );
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}
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void C_HL2MP_Player::ClientThink( void )
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{
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bool bFoundViewTarget = false;
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Vector vForward;
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AngleVectors( GetLocalAngles(), &vForward );
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for( int iClient = 1; iClient <= gpGlobals->maxClients; ++iClient )
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{
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CBaseEntity *pEnt = UTIL_PlayerByIndex( iClient );
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if(!pEnt || !pEnt->IsPlayer())
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continue;
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if ( pEnt->entindex() == entindex() )
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continue;
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Vector vTargetOrigin = pEnt->GetAbsOrigin();
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Vector vMyOrigin = GetAbsOrigin();
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Vector vDir = vTargetOrigin - vMyOrigin;
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if ( vDir.Length() > 128 )
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continue;
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VectorNormalize( vDir );
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if ( DotProduct( vForward, vDir ) < 0.0f )
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continue;
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m_vLookAtTarget = pEnt->EyePosition();
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bFoundViewTarget = true;
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break;
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}
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if ( bFoundViewTarget == false )
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{
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m_vLookAtTarget = GetAbsOrigin() + vForward * 512;
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}
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UpdateIDTarget();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int C_HL2MP_Player::DrawModel( int flags )
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{
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if ( !m_bReadyToDraw )
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return 0;
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return BaseClass::DrawModel(flags);
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}
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//-----------------------------------------------------------------------------
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// Should this object receive shadows?
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//-----------------------------------------------------------------------------
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bool C_HL2MP_Player::ShouldReceiveProjectedTextures( int flags )
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{
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Assert( flags & SHADOW_FLAGS_PROJECTED_TEXTURE_TYPE_MASK );
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if ( IsEffectActive( EF_NODRAW ) )
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return false;
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if( flags & SHADOW_FLAGS_FLASHLIGHT )
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{
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return true;
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}
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return BaseClass::ShouldReceiveProjectedTextures( flags );
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}
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void C_HL2MP_Player::DoImpactEffect( trace_t &tr, int nDamageType )
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{
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if ( GetActiveWeapon() )
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{
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GetActiveWeapon()->DoImpactEffect( tr, nDamageType );
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return;
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}
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BaseClass::DoImpactEffect( tr, nDamageType );
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}
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void C_HL2MP_Player::PreThink( void )
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{
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QAngle vTempAngles = GetLocalAngles();
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if ( GetLocalPlayer() == this )
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{
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vTempAngles[PITCH] = EyeAngles()[PITCH];
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}
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else
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{
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vTempAngles[PITCH] = m_angEyeAngles[PITCH];
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}
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if ( vTempAngles[YAW] < 0.0f )
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{
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vTempAngles[YAW] += 360.0f;
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}
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SetLocalAngles( vTempAngles );
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BaseClass::PreThink();
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HandleSpeedChanges();
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if ( m_HL2Local.m_flSuitPower <= 0.0f )
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{
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if( IsSprinting() )
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{
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StopSprinting();
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}
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}
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}
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const QAngle &C_HL2MP_Player::EyeAngles()
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{
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if( IsLocalPlayer() )
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{
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return BaseClass::EyeAngles();
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}
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else
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{
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return m_angEyeAngles;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_HL2MP_Player::AddEntity( void )
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{
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BaseClass::AddEntity();
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QAngle vTempAngles = GetLocalAngles();
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vTempAngles[PITCH] = m_angEyeAngles[PITCH];
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SetLocalAngles( vTempAngles );
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m_PlayerAnimState.Update();
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// Zero out model pitch, blending takes care of all of it.
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SetLocalAnglesDim( X_INDEX, 0 );
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if( this != C_BasePlayer::GetLocalPlayer() )
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{
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if ( IsEffectActive( EF_DIMLIGHT ) )
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{
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int iAttachment = LookupAttachment( "anim_attachment_RH" );
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if ( iAttachment < 0 )
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return;
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Vector vecOrigin;
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QAngle eyeAngles = m_angEyeAngles;
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GetAttachment( iAttachment, vecOrigin, eyeAngles );
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Vector vForward;
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AngleVectors( eyeAngles, &vForward );
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trace_t tr;
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UTIL_TraceLine( vecOrigin, vecOrigin + (vForward * 200), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
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if( !m_pFlashlightBeam )
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{
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BeamInfo_t beamInfo;
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beamInfo.m_nType = TE_BEAMPOINTS;
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beamInfo.m_vecStart = tr.startpos;
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beamInfo.m_vecEnd = tr.endpos;
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beamInfo.m_pszModelName = "sprites/glow01.vmt";
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beamInfo.m_pszHaloName = "sprites/glow01.vmt";
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beamInfo.m_flHaloScale = 3.0;
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beamInfo.m_flWidth = 8.0f;
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beamInfo.m_flEndWidth = 35.0f;
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beamInfo.m_flFadeLength = 300.0f;
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beamInfo.m_flAmplitude = 0;
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beamInfo.m_flBrightness = 60.0;
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beamInfo.m_flSpeed = 0.0f;
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beamInfo.m_nStartFrame = 0.0;
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beamInfo.m_flFrameRate = 0.0;
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beamInfo.m_flRed = 255.0;
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beamInfo.m_flGreen = 255.0;
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beamInfo.m_flBlue = 255.0;
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beamInfo.m_nSegments = 8;
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beamInfo.m_bRenderable = true;
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beamInfo.m_flLife = 0.5;
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beamInfo.m_nFlags = FBEAM_FOREVER | FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
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m_pFlashlightBeam = beams->CreateBeamPoints( beamInfo );
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}
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if( m_pFlashlightBeam )
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{
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BeamInfo_t beamInfo;
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beamInfo.m_vecStart = tr.startpos;
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beamInfo.m_vecEnd = tr.endpos;
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beamInfo.m_flRed = 255.0;
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beamInfo.m_flGreen = 255.0;
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beamInfo.m_flBlue = 255.0;
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beams->UpdateBeamInfo( m_pFlashlightBeam, beamInfo );
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dlight_t *el = effects->CL_AllocDlight( 0 );
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el->origin = tr.endpos;
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el->radius = 50;
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el->color.r = 200;
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el->color.g = 200;
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el->color.b = 200;
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el->die = gpGlobals->curtime + 0.1;
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}
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}
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else if ( m_pFlashlightBeam )
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{
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ReleaseFlashlight();
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}
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}
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}
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ShadowType_t C_HL2MP_Player::ShadowCastType( void )
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{
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if ( !IsVisible() )
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return SHADOWS_NONE;
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return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC;
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}
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const QAngle& C_HL2MP_Player::GetRenderAngles()
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{
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if ( IsRagdoll() )
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{
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return vec3_angle;
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}
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else
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{
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return m_PlayerAnimState.GetRenderAngles();
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}
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}
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bool C_HL2MP_Player::ShouldDraw( void )
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{
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// If we're dead, our ragdoll will be drawn for us instead.
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if ( !IsAlive() )
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return false;
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// if( GetTeamNumber() == TEAM_SPECTATOR )
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// return false;
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if( IsLocalPlayer() && IsRagdoll() )
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return true;
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if ( IsRagdoll() )
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return false;
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return BaseClass::ShouldDraw();
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}
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void C_HL2MP_Player::NotifyShouldTransmit( ShouldTransmitState_t state )
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{
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if ( state == SHOULDTRANSMIT_END )
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{
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if( m_pFlashlightBeam != NULL )
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{
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ReleaseFlashlight();
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}
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}
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BaseClass::NotifyShouldTransmit( state );
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}
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void C_HL2MP_Player::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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UpdateVisibility();
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}
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void C_HL2MP_Player::PostDataUpdate( DataUpdateType_t updateType )
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{
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if ( m_iSpawnInterpCounter != m_iSpawnInterpCounterCache )
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{
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MoveToLastReceivedPosition( true );
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ResetLatched();
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m_iSpawnInterpCounterCache = m_iSpawnInterpCounter;
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}
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BaseClass::PostDataUpdate( updateType );
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}
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void C_HL2MP_Player::ReleaseFlashlight( void )
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{
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if( m_pFlashlightBeam )
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{
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m_pFlashlightBeam->flags = 0;
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m_pFlashlightBeam->die = gpGlobals->curtime - 1;
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m_pFlashlightBeam = NULL;
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}
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}
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float C_HL2MP_Player::GetFOV( void )
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{
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//Find our FOV with offset zoom value
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float flFOVOffset = C_BasePlayer::GetFOV() + GetZoom();
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// Clamp FOV in MP
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int min_fov = GetMinFOV();
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// Don't let it go too low
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flFOVOffset = MAX( min_fov, flFOVOffset );
|
|
|
|
return flFOVOffset;
|
|
}
|
|
|
|
//=========================================================
|
|
// Autoaim
|
|
// set crosshair position to point to enemey
|
|
//=========================================================
|
|
Vector C_HL2MP_Player::GetAutoaimVector( float flDelta )
|
|
{
|
|
// Never autoaim a predicted weapon (for now)
|
|
Vector forward;
|
|
AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle, &forward );
|
|
return forward;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether or not we are allowed to sprint now.
|
|
//-----------------------------------------------------------------------------
|
|
bool C_HL2MP_Player::CanSprint( void )
|
|
{
|
|
return ( (!m_Local.m_bDucked && !m_Local.m_bDucking) && (GetWaterLevel() != 3) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void C_HL2MP_Player::StartSprinting( void )
|
|
{
|
|
if( m_HL2Local.m_flSuitPower < 10 )
|
|
{
|
|
// Don't sprint unless there's a reasonable
|
|
// amount of suit power.
|
|
CPASAttenuationFilter filter( this );
|
|
filter.UsePredictionRules();
|
|
EmitSound( filter, entindex(), "HL2Player.SprintNoPower" );
|
|
return;
|
|
}
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
filter.UsePredictionRules();
|
|
EmitSound( filter, entindex(), "HL2Player.SprintStart" );
|
|
|
|
SetMaxSpeed( HL2_SPRINT_SPEED );
|
|
m_fIsSprinting = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void C_HL2MP_Player::StopSprinting( void )
|
|
{
|
|
SetMaxSpeed( HL2_NORM_SPEED );
|
|
m_fIsSprinting = false;
|
|
}
|
|
|
|
void C_HL2MP_Player::HandleSpeedChanges( void )
|
|
{
|
|
int buttonsChanged = m_afButtonPressed | m_afButtonReleased;
|
|
|
|
if( buttonsChanged & IN_SPEED )
|
|
{
|
|
// The state of the sprint/run button has changed.
|
|
if ( IsSuitEquipped() )
|
|
{
|
|
if ( !(m_afButtonPressed & IN_SPEED) && IsSprinting() )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
else if ( (m_afButtonPressed & IN_SPEED) && !IsSprinting() )
|
|
{
|
|
if ( CanSprint() )
|
|
{
|
|
StartSprinting();
|
|
}
|
|
else
|
|
{
|
|
// Reset key, so it will be activated post whatever is suppressing it.
|
|
m_nButtons &= ~IN_SPEED;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( buttonsChanged & IN_WALK )
|
|
{
|
|
if ( IsSuitEquipped() )
|
|
{
|
|
// The state of the WALK button has changed.
|
|
if( IsWalking() && !(m_afButtonPressed & IN_WALK) )
|
|
{
|
|
StopWalking();
|
|
}
|
|
else if( !IsWalking() && !IsSprinting() && (m_afButtonPressed & IN_WALK) && !(m_nButtons & IN_DUCK) )
|
|
{
|
|
StartWalking();
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( IsSuitEquipped() && m_fIsWalking && !(m_nButtons & IN_WALK) )
|
|
StopWalking();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void C_HL2MP_Player::StartWalking( void )
|
|
{
|
|
SetMaxSpeed( HL2_WALK_SPEED );
|
|
m_fIsWalking = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void C_HL2MP_Player::StopWalking( void )
|
|
{
|
|
SetMaxSpeed( HL2_NORM_SPEED );
|
|
m_fIsWalking = false;
|
|
}
|
|
|
|
void C_HL2MP_Player::ItemPreFrame( void )
|
|
{
|
|
if ( GetFlags() & FL_FROZEN )
|
|
return;
|
|
|
|
// Disallow shooting while zooming
|
|
if ( m_nButtons & IN_ZOOM )
|
|
{
|
|
//FIXME: Held weapons like the grenade get sad when this happens
|
|
m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
|
|
}
|
|
|
|
BaseClass::ItemPreFrame();
|
|
|
|
}
|
|
|
|
void C_HL2MP_Player::ItemPostFrame( void )
|
|
{
|
|
if ( GetFlags() & FL_FROZEN )
|
|
return;
|
|
|
|
BaseClass::ItemPostFrame();
|
|
}
|
|
|
|
C_BaseAnimating *C_HL2MP_Player::BecomeRagdollOnClient()
|
|
{
|
|
// Let the C_CSRagdoll entity do this.
|
|
// m_builtRagdoll = true;
|
|
return NULL;
|
|
}
|
|
|
|
void C_HL2MP_Player::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
|
|
{
|
|
if ( m_lifeState != LIFE_ALIVE && !IsObserver() )
|
|
{
|
|
Vector origin = EyePosition();
|
|
|
|
IRagdoll *pRagdoll = GetRepresentativeRagdoll();
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
origin = pRagdoll->GetRagdollOrigin();
|
|
origin.z += VEC_DEAD_VIEWHEIGHT_SCALED( this ).z; // look over ragdoll, not through
|
|
}
|
|
|
|
BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
|
|
|
|
eyeOrigin = origin;
|
|
|
|
Vector vForward;
|
|
AngleVectors( eyeAngles, &vForward );
|
|
|
|
VectorNormalize( vForward );
|
|
VectorMA( origin, -CHASE_CAM_DISTANCE_MAX, vForward, eyeOrigin );
|
|
|
|
Vector WALL_MIN( -WALL_OFFSET, -WALL_OFFSET, -WALL_OFFSET );
|
|
Vector WALL_MAX( WALL_OFFSET, WALL_OFFSET, WALL_OFFSET );
|
|
|
|
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_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
|
|
C_BaseEntity::PopEnableAbsRecomputations();
|
|
|
|
if (trace.fraction < 1.0)
|
|
{
|
|
eyeOrigin = trace.endpos;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
|
|
}
|
|
|
|
IRagdoll* C_HL2MP_Player::GetRepresentativeRagdoll() const
|
|
{
|
|
if ( m_hRagdoll.Get() )
|
|
{
|
|
C_HL2MPRagdoll *pRagdoll = (C_HL2MPRagdoll*)m_hRagdoll.Get();
|
|
|
|
return pRagdoll->GetIRagdoll();
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
//HL2MPRAGDOLL
|
|
|
|
|
|
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_HL2MPRagdoll, DT_HL2MPRagdoll, CHL2MPRagdoll )
|
|
RecvPropVector( RECVINFO(m_vecRagdollOrigin) ),
|
|
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
|
|
RecvPropInt( RECVINFO( m_nModelIndex ) ),
|
|
RecvPropInt( RECVINFO(m_nForceBone) ),
|
|
RecvPropVector( RECVINFO(m_vecForce) ),
|
|
RecvPropVector( RECVINFO( m_vecRagdollVelocity ) )
|
|
END_RECV_TABLE()
|
|
|
|
|
|
|
|
C_HL2MPRagdoll::C_HL2MPRagdoll()
|
|
{
|
|
|
|
}
|
|
|
|
C_HL2MPRagdoll::~C_HL2MPRagdoll()
|
|
{
|
|
PhysCleanupFrictionSounds( this );
|
|
|
|
if ( m_hPlayer )
|
|
{
|
|
m_hPlayer->CreateModelInstance();
|
|
}
|
|
}
|
|
|
|
void C_HL2MPRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity )
|
|
{
|
|
if ( !pSourceEntity )
|
|
return;
|
|
|
|
VarMapping_t *pSrc = pSourceEntity->GetVarMapping();
|
|
VarMapping_t *pDest = GetVarMapping();
|
|
|
|
// Find all the VarMapEntry_t's that represent the same variable.
|
|
for ( int i = 0; i < pDest->m_Entries.Count(); i++ )
|
|
{
|
|
VarMapEntry_t *pDestEntry = &pDest->m_Entries[i];
|
|
const char *pszName = pDestEntry->watcher->GetDebugName();
|
|
for ( int j=0; j < pSrc->m_Entries.Count(); j++ )
|
|
{
|
|
VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j];
|
|
if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(), pszName ) )
|
|
{
|
|
pDestEntry->watcher->Copy( pSrcEntry->watcher );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void C_HL2MPRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
|
|
{
|
|
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
|
|
|
|
if( !pPhysicsObject )
|
|
return;
|
|
|
|
Vector dir = pTrace->endpos - pTrace->startpos;
|
|
|
|
if ( iDamageType == DMG_BLAST )
|
|
{
|
|
dir *= 4000; // adjust impact strenght
|
|
|
|
// apply force at object mass center
|
|
pPhysicsObject->ApplyForceCenter( dir );
|
|
}
|
|
else
|
|
{
|
|
Vector hitpos;
|
|
|
|
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
|
|
VectorNormalize( dir );
|
|
|
|
dir *= 4000; // adjust impact strenght
|
|
|
|
// apply force where we hit it
|
|
pPhysicsObject->ApplyForceOffset( dir, hitpos );
|
|
|
|
// Blood spray!
|
|
// FX_CS_BloodSpray( hitpos, dir, 10 );
|
|
}
|
|
|
|
m_pRagdoll->ResetRagdollSleepAfterTime();
|
|
}
|
|
|
|
|
|
void C_HL2MPRagdoll::CreateHL2MPRagdoll( void )
|
|
{
|
|
// First, initialize all our data. If we have the player's entity on our client,
|
|
// then we can make ourselves start out exactly where the player is.
|
|
C_HL2MP_Player *pPlayer = dynamic_cast< C_HL2MP_Player* >( m_hPlayer.Get() );
|
|
|
|
if ( pPlayer && !pPlayer->IsDormant() )
|
|
{
|
|
// move my current model instance to the ragdoll's so decals are preserved.
|
|
pPlayer->SnatchModelInstance( this );
|
|
|
|
VarMapping_t *varMap = GetVarMapping();
|
|
|
|
// Copy all the interpolated vars from the player entity.
|
|
// The entity uses the interpolated history to get bone velocity.
|
|
bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());
|
|
if ( bRemotePlayer )
|
|
{
|
|
Interp_Copy( pPlayer );
|
|
|
|
SetAbsAngles( pPlayer->GetRenderAngles() );
|
|
GetRotationInterpolator().Reset();
|
|
|
|
m_flAnimTime = pPlayer->m_flAnimTime;
|
|
SetSequence( pPlayer->GetSequence() );
|
|
m_flPlaybackRate = pPlayer->GetPlaybackRate();
|
|
}
|
|
else
|
|
{
|
|
// This is the local player, so set them in a default
|
|
// pose and slam their velocity, angles and origin
|
|
SetAbsOrigin( m_vecRagdollOrigin );
|
|
|
|
SetAbsAngles( pPlayer->GetRenderAngles() );
|
|
|
|
SetAbsVelocity( m_vecRagdollVelocity );
|
|
|
|
int iSeq = pPlayer->GetSequence();
|
|
if ( iSeq == -1 )
|
|
{
|
|
Assert( false ); // missing walk_lower?
|
|
iSeq = 0;
|
|
}
|
|
|
|
SetSequence( iSeq ); // walk_lower, basic pose
|
|
SetCycle( 0.0 );
|
|
|
|
Interp_Reset( varMap );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// overwrite network origin so later interpolation will
|
|
// use this position
|
|
SetNetworkOrigin( m_vecRagdollOrigin );
|
|
|
|
SetAbsOrigin( m_vecRagdollOrigin );
|
|
SetAbsVelocity( m_vecRagdollVelocity );
|
|
|
|
Interp_Reset( GetVarMapping() );
|
|
|
|
}
|
|
|
|
SetModelIndex( m_nModelIndex );
|
|
|
|
// Make us a ragdoll..
|
|
m_nRenderFX = kRenderFxRagdoll;
|
|
|
|
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
|
|
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
|
|
matrix3x4_t currentBones[MAXSTUDIOBONES];
|
|
const float boneDt = 0.05f;
|
|
|
|
if ( pPlayer && !pPlayer->IsDormant() )
|
|
{
|
|
pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
|
|
}
|
|
else
|
|
{
|
|
GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
|
|
}
|
|
|
|
InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
|
|
}
|
|
|
|
|
|
void C_HL2MPRagdoll::OnDataChanged( DataUpdateType_t type )
|
|
{
|
|
BaseClass::OnDataChanged( type );
|
|
|
|
if ( type == DATA_UPDATE_CREATED )
|
|
{
|
|
CreateHL2MPRagdoll();
|
|
}
|
|
}
|
|
|
|
IRagdoll* C_HL2MPRagdoll::GetIRagdoll() const
|
|
{
|
|
return m_pRagdoll;
|
|
}
|
|
|
|
void C_HL2MPRagdoll::UpdateOnRemove( void )
|
|
{
|
|
VPhysicsSetObject( NULL );
|
|
|
|
BaseClass::UpdateOnRemove();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: clear out any face/eye values stored in the material system
|
|
//-----------------------------------------------------------------------------
|
|
void C_HL2MPRagdoll::SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights )
|
|
{
|
|
BaseClass::SetupWeights( pBoneToWorld, nFlexWeightCount, pFlexWeights, pFlexDelayedWeights );
|
|
|
|
static float destweight[128];
|
|
static bool bIsInited = false;
|
|
|
|
CStudioHdr *hdr = GetModelPtr();
|
|
if ( !hdr )
|
|
return;
|
|
|
|
int nFlexDescCount = hdr->numflexdesc();
|
|
if ( nFlexDescCount )
|
|
{
|
|
Assert( !pFlexDelayedWeights );
|
|
memset( pFlexWeights, 0, nFlexWeightCount * sizeof(float) );
|
|
}
|
|
|
|
if ( m_iEyeAttachment > 0 )
|
|
{
|
|
matrix3x4_t attToWorld;
|
|
if (GetAttachment( m_iEyeAttachment, attToWorld ))
|
|
{
|
|
Vector local, tmp;
|
|
local.Init( 1000.0f, 0.0f, 0.0f );
|
|
VectorTransform( local, attToWorld, tmp );
|
|
modelrender->SetViewTarget( GetModelPtr(), GetBody(), tmp );
|
|
}
|
|
}
|
|
}
|
|
|
|
void C_HL2MP_Player::PostThink( void )
|
|
{
|
|
BaseClass::PostThink();
|
|
|
|
// Store the eye angles pitch so the client can compute its animation state correctly.
|
|
m_angEyeAngles = EyeAngles();
|
|
} |