mirror of
https://github.com/nillerusr/source-engine.git
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2098 lines
52 KiB
C++
2098 lines
52 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements shared baseplayer class functionality
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "movevars_shared.h"
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#include "util_shared.h"
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#include "datacache/imdlcache.h"
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#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
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#include "tf_gamerules.h"
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#endif
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#if defined( CLIENT_DLL )
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#include "iclientvehicle.h"
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#include "prediction.h"
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#include "c_basedoor.h"
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#include "c_world.h"
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#include "view.h"
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#include "client_virtualreality.h"
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#define CRecipientFilter C_RecipientFilter
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#include "sourcevr/isourcevirtualreality.h"
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#else
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#include "iservervehicle.h"
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#include "trains.h"
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#include "world.h"
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#include "doors.h"
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#include "ai_basenpc.h"
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#include "env_zoom.h"
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extern int TrainSpeed(int iSpeed, int iMax);
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#endif
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#if defined( CSTRIKE_DLL )
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#include "weapon_c4.h"
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#endif // CSTRIKE_DLL
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#include "in_buttons.h"
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#include "engine/IEngineSound.h"
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#include "tier0/vprof.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "decals.h"
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#include "obstacle_pushaway.h"
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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#endif
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// NVNT haptic utils
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#include "haptics/haptic_utils.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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#if defined(GAME_DLL) && !defined(_XBOX)
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extern ConVar sv_pushaway_max_force;
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extern ConVar sv_pushaway_force;
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extern ConVar sv_turbophysics;
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class CUsePushFilter : public CTraceFilterEntitiesOnly
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{
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public:
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bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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// Static prop case...
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if ( !pEntity )
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return false;
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// Only impact on physics objects
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if ( !pEntity->VPhysicsGetObject() )
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return false;
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#if defined( CSTRIKE_DLL )
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// don't push the bomb!
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if ( dynamic_cast<CC4*>( pEntity ) )
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return false;
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#endif // CSTRIKE_DLL
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return g_pGameRules->CanEntityBeUsePushed( pEntity );
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}
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};
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#endif
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#ifdef CLIENT_DLL
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ConVar mp_usehwmmodels( "mp_usehwmmodels", "0", NULL, "Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)" ); // -1 = never, 0 = if hasfastvertextextures, 1 = always
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#endif
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bool UseHWMorphModels()
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{
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// #ifdef CLIENT_DLL
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// if ( mp_usehwmmodels.GetInt() == 0 )
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// return g_pMaterialSystemHardwareConfig->HasFastVertexTextures();
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//
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// return mp_usehwmmodels.GetInt() > 0;
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// #else
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// return false;
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// #endif
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return false;
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}
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void CopySoundNameWithModifierToken( char *pchDest, const char *pchSource, int nMaxLenInChars, const char *pchToken )
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{
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// Copy the sound name
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int nSource = 0;
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int nDest = 0;
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bool bFoundPeriod = false;
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while ( pchSource[ nSource ] != '\0' && nDest < nMaxLenInChars - 2 )
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{
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pchDest[ nDest ] = pchSource[ nSource ];
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nDest++;
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nSource++;
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if ( !bFoundPeriod && pchSource[ nSource - 1 ] == '.' )
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{
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// Insert special token after the period
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bFoundPeriod = true;
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int nToken = 0;
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while ( pchToken[ nToken ] != '\0' && nDest < nMaxLenInChars - 2 )
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{
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pchDest[ nDest ] = pchToken[ nToken ];
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nDest++;
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nToken++;
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}
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}
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}
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pchDest[ nDest ] = '\0';
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : float
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//-----------------------------------------------------------------------------
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float CBasePlayer::GetTimeBase( void ) const
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{
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return m_nTickBase * TICK_INTERVAL;
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}
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float CBasePlayer::GetPlayerMaxSpeed()
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{
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// player max speed is the lower limit of m_flMaxSpeed and sv_maxspeed
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float fMaxSpeed = sv_maxspeed.GetFloat();
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if ( MaxSpeed() > 0.0f && MaxSpeed() < fMaxSpeed )
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fMaxSpeed = MaxSpeed();
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return fMaxSpeed;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every usercmd by the player PreThink
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//-----------------------------------------------------------------------------
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void CBasePlayer::ItemPreFrame()
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{
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// Handle use events
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PlayerUse();
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CBaseCombatWeapon *pActive = GetActiveWeapon();
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// Allow all the holstered weapons to update
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for ( int i = 0; i < WeaponCount(); ++i )
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{
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CBaseCombatWeapon *pWeapon = GetWeapon( i );
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if ( pWeapon == NULL )
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continue;
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if ( pActive == pWeapon )
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continue;
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pWeapon->ItemHolsterFrame();
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}
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if ( gpGlobals->curtime < m_flNextAttack )
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return;
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if (!pActive)
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return;
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#if defined( CLIENT_DLL )
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// Not predicting this weapon
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if ( !pActive->IsPredicted() )
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return;
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#endif
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pActive->ItemPreFrame();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CBasePlayer::UsingStandardWeaponsInVehicle( void )
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{
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Assert( IsInAVehicle() );
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#if !defined( CLIENT_DLL )
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IServerVehicle *pVehicle = GetVehicle();
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#else
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IClientVehicle *pVehicle = GetVehicle();
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#endif
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Assert( pVehicle );
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if ( !pVehicle )
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return true;
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// NOTE: We *have* to do this before ItemPostFrame because ItemPostFrame
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// may dump us out of the vehicle
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int nRole = pVehicle->GetPassengerRole( this );
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bool bUsingStandardWeapons = pVehicle->IsPassengerUsingStandardWeapons( nRole );
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// Fall through and check weapons, etc. if we're using them
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if (!bUsingStandardWeapons )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every usercmd by the player PostThink
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//-----------------------------------------------------------------------------
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void CBasePlayer::ItemPostFrame()
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{
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VPROF( "CBasePlayer::ItemPostFrame" );
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// Put viewmodels into basically correct place based on new player origin
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CalcViewModelView( EyePosition(), EyeAngles() );
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// Don't process items while in a vehicle.
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if ( GetVehicle() )
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{
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#if defined( CLIENT_DLL )
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IClientVehicle *pVehicle = GetVehicle();
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#else
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IServerVehicle *pVehicle = GetVehicle();
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#endif
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bool bUsingStandardWeapons = UsingStandardWeaponsInVehicle();
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#if defined( CLIENT_DLL )
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if ( pVehicle->IsPredicted() )
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#endif
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{
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pVehicle->ItemPostFrame( this );
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}
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if (!bUsingStandardWeapons || !GetVehicle())
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return;
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}
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// check if the player is using something
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if ( m_hUseEntity != NULL )
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{
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#if !defined( CLIENT_DLL )
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Assert( !IsInAVehicle() );
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ImpulseCommands();// this will call playerUse
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#endif
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return;
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}
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if ( gpGlobals->curtime < m_flNextAttack )
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{
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if ( GetActiveWeapon() )
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{
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GetActiveWeapon()->ItemBusyFrame();
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}
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}
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else
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{
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if ( GetActiveWeapon() && (!IsInAVehicle() || UsingStandardWeaponsInVehicle()) )
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{
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#if defined( CLIENT_DLL )
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// Not predicting this weapon
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if ( GetActiveWeapon()->IsPredicted() )
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#endif
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{
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GetActiveWeapon()->ItemPostFrame( );
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}
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}
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}
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#if !defined( CLIENT_DLL )
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ImpulseCommands();
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#else
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// NOTE: If we ever support full impulse commands on the client,
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// remove this line and call ImpulseCommands instead.
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m_nImpulse = 0;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Eye angles
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//-----------------------------------------------------------------------------
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const QAngle &CBasePlayer::EyeAngles( )
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{
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// NOTE: Viewangles are measured *relative* to the parent's coordinate system
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CBaseEntity *pMoveParent = const_cast<CBasePlayer*>(this)->GetMoveParent();
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if ( !pMoveParent )
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{
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return pl.v_angle;
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}
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// FIXME: Cache off the angles?
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matrix3x4_t eyesToParent, eyesToWorld;
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AngleMatrix( pl.v_angle, eyesToParent );
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ConcatTransforms( pMoveParent->EntityToWorldTransform(), eyesToParent, eyesToWorld );
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static QAngle angEyeWorld;
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MatrixAngles( eyesToWorld, angEyeWorld );
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return angEyeWorld;
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}
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const QAngle &CBasePlayer::LocalEyeAngles()
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{
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return pl.v_angle;
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}
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//-----------------------------------------------------------------------------
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// Actual Eye position + angles
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//-----------------------------------------------------------------------------
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Vector CBasePlayer::EyePosition( )
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{
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if ( GetVehicle() != NULL )
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{
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// Return the cached result
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CacheVehicleView();
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return m_vecVehicleViewOrigin;
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}
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else
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{
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#ifdef CLIENT_DLL
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if ( IsObserver() )
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{
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if ( GetObserverMode() == OBS_MODE_CHASE || GetObserverMode() == OBS_MODE_POI )
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{
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if ( IsLocalPlayer() )
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{
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return MainViewOrigin();
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}
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}
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}
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#endif
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return BaseClass::EyePosition();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector CBasePlayer::GetPlayerMins( void ) const
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{
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if ( IsObserver() )
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{
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return VEC_OBS_HULL_MIN_SCALED( this );
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}
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else
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{
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if ( GetFlags() & FL_DUCKING )
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{
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return VEC_DUCK_HULL_MIN_SCALED( this );
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}
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else
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{
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return VEC_HULL_MIN_SCALED( this );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output : const Vector
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//-----------------------------------------------------------------------------
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const Vector CBasePlayer::GetPlayerMaxs( void ) const
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{
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if ( IsObserver() )
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{
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return VEC_OBS_HULL_MAX_SCALED( this );
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}
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else
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{
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if ( GetFlags() & FL_DUCKING )
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{
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return VEC_DUCK_HULL_MAX_SCALED( this );
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}
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else
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{
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return VEC_HULL_MAX_SCALED( this );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update the vehicle view, or simply return the cached position and angles
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//-----------------------------------------------------------------------------
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void CBasePlayer::CacheVehicleView( void )
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{
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// If we've calculated the view this frame, then there's no need to recalculate it
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if ( m_nVehicleViewSavedFrame == gpGlobals->framecount )
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return;
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#ifdef CLIENT_DLL
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IClientVehicle *pVehicle = GetVehicle();
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#else
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IServerVehicle *pVehicle = GetVehicle();
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#endif
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if ( pVehicle != NULL )
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{
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int nRole = pVehicle->GetPassengerRole( this );
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// Get our view for this frame
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pVehicle->GetVehicleViewPosition( nRole, &m_vecVehicleViewOrigin, &m_vecVehicleViewAngles, &m_flVehicleViewFOV );
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m_nVehicleViewSavedFrame = gpGlobals->framecount;
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#ifdef CLIENT_DLL
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if( UseVR() )
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{
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C_BaseAnimating *pVehicleAnimating = dynamic_cast<C_BaseAnimating *>( pVehicle );
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if( pVehicleAnimating )
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{
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int eyeAttachmentIndex = pVehicleAnimating->LookupAttachment( "vehicle_driver_eyes" );
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Vector vehicleEyeOrigin;
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QAngle vehicleEyeAngles;
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pVehicleAnimating->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
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g_ClientVirtualReality.OverrideTorsoTransform( vehicleEyeOrigin, vehicleEyeAngles );
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}
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}
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#endif
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}
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}
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//-----------------------------------------------------------------------------
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// Returns eye vectors
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//-----------------------------------------------------------------------------
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void CBasePlayer::EyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
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{
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if ( GetVehicle() != NULL )
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{
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// Cache or retrieve our calculated position in the vehicle
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CacheVehicleView();
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AngleVectors( m_vecVehicleViewAngles, pForward, pRight, pUp );
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}
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else
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{
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AngleVectors( EyeAngles(), pForward, pRight, pUp );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the eye position and angle vectors.
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//-----------------------------------------------------------------------------
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void CBasePlayer::EyePositionAndVectors( Vector *pPosition, Vector *pForward,
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Vector *pRight, Vector *pUp )
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{
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// Handle the view in the vehicle
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if ( GetVehicle() != NULL )
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{
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CacheVehicleView();
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AngleVectors( m_vecVehicleViewAngles, pForward, pRight, pUp );
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if ( pPosition != NULL )
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{
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*pPosition = m_vecVehicleViewOrigin;
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}
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}
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else
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{
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VectorCopy( BaseClass::EyePosition(), *pPosition );
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AngleVectors( EyeAngles(), pForward, pRight, pUp );
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}
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}
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#ifdef CLIENT_DLL
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surfacedata_t * CBasePlayer::GetFootstepSurface( const Vector &origin, const char *surfaceName )
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{
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return physprops->GetSurfaceData( physprops->GetSurfaceIndex( surfaceName ) );
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}
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#endif
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surfacedata_t *CBasePlayer::GetLadderSurface( const Vector &origin )
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{
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#ifdef CLIENT_DLL
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return GetFootstepSurface( origin, "ladder" );
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#else
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return physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
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#endif
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}
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void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
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{
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bool bWalking;
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float fvol;
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Vector knee;
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Vector feet;
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float height;
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float speed;
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float velrun;
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float velwalk;
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int fLadder;
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if ( m_flStepSoundTime > 0 )
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{
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m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
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if ( m_flStepSoundTime < 0 )
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{
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m_flStepSoundTime = 0;
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}
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}
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if ( m_flStepSoundTime > 0 )
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return;
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if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
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return;
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if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
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return;
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if ( !sv_footsteps.GetFloat() )
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return;
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speed = VectorLength( vecVelocity );
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float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );
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// determine if we are on a ladder
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fLadder = ( GetMoveType() == MOVETYPE_LADDER );
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GetStepSoundVelocities( &velwalk, &velrun );
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bool onground = ( GetFlags() & FL_ONGROUND );
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bool movingalongground = ( groundspeed > 0.0001f );
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bool moving_fast_enough = ( speed >= velwalk );
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#ifdef PORTAL
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// In Portal we MUST play footstep sounds even when the player is moving very slowly
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// This is used to count the number of footsteps they take in the challenge mode
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// -Jeep
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moving_fast_enough = true;
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#endif
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// To hear step sounds you must be either on a ladder or moving along the ground AND
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// You must be moving fast enough
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if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
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return;
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// MoveHelper()->PlayerSetAnimation( PLAYER_WALK );
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bWalking = speed < velrun;
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VectorCopy( vecOrigin, knee );
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VectorCopy( vecOrigin, feet );
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height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];
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knee[2] = vecOrigin[2] + 0.2 * height;
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// find out what we're stepping in or on...
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if ( fLadder )
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|
{
|
|
psurface = GetLadderSurface(vecOrigin);
|
|
fvol = 0.5;
|
|
|
|
SetStepSoundTime( STEPSOUNDTIME_ON_LADDER, bWalking );
|
|
}
|
|
#ifdef CSTRIKE_DLL
|
|
else if ( enginetrace->GetPointContents( knee ) & MASK_WATER ) // we want to use the knee for Cstrike, not the waist
|
|
#else
|
|
else if ( GetWaterLevel() == WL_Waist )
|
|
#endif // CSTRIKE_DLL
|
|
{
|
|
static int iSkipStep = 0;
|
|
|
|
if ( iSkipStep == 0 )
|
|
{
|
|
iSkipStep++;
|
|
return;
|
|
}
|
|
|
|
if ( iSkipStep++ == 3 )
|
|
{
|
|
iSkipStep = 0;
|
|
}
|
|
psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
|
|
fvol = 0.65;
|
|
SetStepSoundTime( STEPSOUNDTIME_WATER_KNEE, bWalking );
|
|
}
|
|
else if ( GetWaterLevel() == WL_Feet )
|
|
{
|
|
psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
|
|
fvol = bWalking ? 0.2 : 0.5;
|
|
|
|
SetStepSoundTime( STEPSOUNDTIME_WATER_FOOT, bWalking );
|
|
}
|
|
else
|
|
{
|
|
if ( !psurface )
|
|
return;
|
|
|
|
SetStepSoundTime( STEPSOUNDTIME_NORMAL, bWalking );
|
|
|
|
switch ( psurface->game.material )
|
|
{
|
|
default:
|
|
case CHAR_TEX_CONCRETE:
|
|
fvol = bWalking ? 0.2 : 0.5;
|
|
break;
|
|
|
|
case CHAR_TEX_METAL:
|
|
fvol = bWalking ? 0.2 : 0.5;
|
|
break;
|
|
|
|
case CHAR_TEX_DIRT:
|
|
fvol = bWalking ? 0.25 : 0.55;
|
|
break;
|
|
|
|
case CHAR_TEX_VENT:
|
|
fvol = bWalking ? 0.4 : 0.7;
|
|
break;
|
|
|
|
case CHAR_TEX_GRATE:
|
|
fvol = bWalking ? 0.2 : 0.5;
|
|
break;
|
|
|
|
case CHAR_TEX_TILE:
|
|
fvol = bWalking ? 0.2 : 0.5;
|
|
break;
|
|
|
|
case CHAR_TEX_SLOSH:
|
|
fvol = bWalking ? 0.2 : 0.5;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// play the sound
|
|
// 65% volume if ducking
|
|
if ( GetFlags() & FL_DUCKING )
|
|
{
|
|
fvol *= 0.65;
|
|
}
|
|
|
|
PlayStepSound( feet, psurface, fvol, false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : step -
|
|
// fvol -
|
|
// force - force sound to play
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
|
|
{
|
|
if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
|
|
return;
|
|
|
|
#if defined( CLIENT_DLL )
|
|
// during prediction play footstep sounds only once
|
|
if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
|
|
return;
|
|
#endif
|
|
|
|
if ( !psurface )
|
|
return;
|
|
|
|
int nSide = m_Local.m_nStepside;
|
|
unsigned short stepSoundName = nSide ? psurface->sounds.stepleft : psurface->sounds.stepright;
|
|
if ( !stepSoundName )
|
|
return;
|
|
|
|
m_Local.m_nStepside = !nSide;
|
|
|
|
CSoundParameters params;
|
|
|
|
Assert( nSide == 0 || nSide == 1 );
|
|
|
|
if ( m_StepSoundCache[ nSide ].m_usSoundNameIndex == stepSoundName )
|
|
{
|
|
params = m_StepSoundCache[ nSide ].m_SoundParameters;
|
|
}
|
|
else
|
|
{
|
|
const char *pSoundName = MoveHelper()->GetSurfaceProps()->GetString( stepSoundName );
|
|
|
|
// Give child classes an opportunity to override.
|
|
pSoundName = GetOverrideStepSound( pSoundName );
|
|
|
|
if ( !CBaseEntity::GetParametersForSound( pSoundName, params, NULL ) )
|
|
return;
|
|
|
|
// Only cache if there's one option. Otherwise we'd never here any other sounds
|
|
if ( params.count == 1 )
|
|
{
|
|
m_StepSoundCache[ nSide ].m_usSoundNameIndex = stepSoundName;
|
|
m_StepSoundCache[ nSide ].m_SoundParameters = params;
|
|
}
|
|
}
|
|
|
|
CRecipientFilter filter;
|
|
filter.AddRecipientsByPAS( vecOrigin );
|
|
|
|
#ifndef CLIENT_DLL
|
|
// in MP, server removes all players in the vecOrigin's PVS, these players generate the footsteps client side
|
|
if ( gpGlobals->maxClients > 1 )
|
|
{
|
|
filter.RemoveRecipientsByPVS( vecOrigin );
|
|
}
|
|
#endif
|
|
|
|
EmitSound_t ep;
|
|
ep.m_nChannel = CHAN_BODY;
|
|
ep.m_pSoundName = params.soundname;
|
|
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
|
|
if( TFGameRules()->IsMannVsMachineMode() )
|
|
{
|
|
ep.m_flVolume = params.volume;
|
|
}
|
|
else
|
|
{
|
|
ep.m_flVolume = fvol;
|
|
}
|
|
#else
|
|
ep.m_flVolume = fvol;
|
|
#endif
|
|
ep.m_SoundLevel = params.soundlevel;
|
|
ep.m_nFlags = 0;
|
|
ep.m_nPitch = params.pitch;
|
|
ep.m_pOrigin = &vecOrigin;
|
|
|
|
EmitSound( filter, entindex(), ep );
|
|
|
|
// Kyle says: ugggh. This function may as well be called "PerformPileOfDesperateGameSpecificFootstepHacks".
|
|
OnEmitFootstepSound( params, vecOrigin, fvol );
|
|
}
|
|
|
|
void CBasePlayer::UpdateButtonState( int nUserCmdButtonMask )
|
|
{
|
|
// Track button info so we can detect 'pressed' and 'released' buttons next frame
|
|
m_afButtonLast = m_nButtons;
|
|
|
|
// Get button states
|
|
m_nButtons = nUserCmdButtonMask;
|
|
int buttonsChanged = m_afButtonLast ^ m_nButtons;
|
|
|
|
// Debounced button codes for pressed/released
|
|
// UNDONE: Do we need auto-repeat?
|
|
m_afButtonPressed = buttonsChanged & m_nButtons; // The changed ones still down are "pressed"
|
|
m_afButtonReleased = buttonsChanged & (~m_nButtons); // The ones not down are "released"
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::GetStepSoundVelocities( float *velwalk, float *velrun )
|
|
{
|
|
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
|
|
if ( ( GetFlags() & FL_DUCKING) || ( GetMoveType() == MOVETYPE_LADDER ) )
|
|
{
|
|
*velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
|
|
*velrun = 80;
|
|
}
|
|
else
|
|
{
|
|
*velwalk = 90;
|
|
*velrun = 220;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking )
|
|
{
|
|
switch ( iStepSoundTime )
|
|
{
|
|
case STEPSOUNDTIME_NORMAL:
|
|
case STEPSOUNDTIME_WATER_FOOT:
|
|
m_flStepSoundTime = bWalking ? 400 : 300;
|
|
break;
|
|
|
|
case STEPSOUNDTIME_ON_LADDER:
|
|
m_flStepSoundTime = 350;
|
|
break;
|
|
|
|
case STEPSOUNDTIME_WATER_KNEE:
|
|
m_flStepSoundTime = 600;
|
|
break;
|
|
|
|
default:
|
|
Assert(0);
|
|
break;
|
|
}
|
|
|
|
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
|
|
if ( ( GetFlags() & FL_DUCKING) || ( GetMoveType() == MOVETYPE_LADDER ) )
|
|
{
|
|
m_flStepSoundTime += 100;
|
|
}
|
|
}
|
|
|
|
Vector CBasePlayer::Weapon_ShootPosition( )
|
|
{
|
|
return EyePosition();
|
|
}
|
|
|
|
void CBasePlayer::SetAnimationExtension( const char *pExtension )
|
|
{
|
|
Q_strncpy( m_szAnimExtension, pExtension, sizeof(m_szAnimExtension) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Set the weapon to switch to when the player uses the 'lastinv' command
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::Weapon_SetLast( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
m_hLastWeapon = pWeapon;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Override base class so player can reset autoaim
|
|
// Input :
|
|
// Output :
|
|
//-----------------------------------------------------------------------------
|
|
bool CBasePlayer::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex /*=0*/ )
|
|
{
|
|
CBaseCombatWeapon *pLastWeapon = GetActiveWeapon();
|
|
|
|
if ( BaseClass::Weapon_Switch( pWeapon, viewmodelindex ))
|
|
{
|
|
if ( pLastWeapon && Weapon_ShouldSetLast( pLastWeapon, GetActiveWeapon() ) )
|
|
{
|
|
Weapon_SetLast( pLastWeapon->GetLastWeapon() );
|
|
}
|
|
|
|
CBaseViewModel *pViewModel = GetViewModel( viewmodelindex );
|
|
Assert( pViewModel );
|
|
if ( pViewModel )
|
|
pViewModel->RemoveEffects( EF_NODRAW );
|
|
ResetAutoaim( );
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CBasePlayer::SelectLastItem(void)
|
|
{
|
|
if ( m_hLastWeapon.Get() == NULL )
|
|
return;
|
|
|
|
if ( GetActiveWeapon() && !GetActiveWeapon()->CanHolster() )
|
|
return;
|
|
|
|
SelectItem( m_hLastWeapon.Get()->GetClassname(), m_hLastWeapon.Get()->GetSubType() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Abort any reloads we're in
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::AbortReload( void )
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->AbortReload();
|
|
}
|
|
}
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
void CBasePlayer::AddToPlayerSimulationList( CBaseEntity *other )
|
|
{
|
|
CHandle< CBaseEntity > h;
|
|
h = other;
|
|
// Already in list
|
|
if ( m_SimulatedByThisPlayer.Find( h ) != m_SimulatedByThisPlayer.InvalidIndex() )
|
|
return;
|
|
|
|
Assert( other->IsPlayerSimulated() );
|
|
|
|
m_SimulatedByThisPlayer.AddToTail( h );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Fixme, this should occur if the player fails to drive simulation
|
|
// often enough!!!
|
|
// Input : *other -
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::RemoveFromPlayerSimulationList( CBaseEntity *other )
|
|
{
|
|
if ( !other )
|
|
return;
|
|
|
|
Assert( other->IsPlayerSimulated() );
|
|
Assert( other->GetSimulatingPlayer() == this );
|
|
|
|
|
|
CHandle< CBaseEntity > h;
|
|
h = other;
|
|
|
|
m_SimulatedByThisPlayer.FindAndRemove( h );
|
|
}
|
|
|
|
void CBasePlayer::SimulatePlayerSimulatedEntities( void )
|
|
{
|
|
int c = m_SimulatedByThisPlayer.Count();
|
|
int i;
|
|
|
|
for ( i = c - 1; i >= 0; i-- )
|
|
{
|
|
CHandle< CBaseEntity > h;
|
|
|
|
h = m_SimulatedByThisPlayer[ i ];
|
|
CBaseEntity *e = h;
|
|
|
|
if ( !e || !e->IsPlayerSimulated() )
|
|
{
|
|
m_SimulatedByThisPlayer.Remove( i );
|
|
continue;
|
|
}
|
|
|
|
#if defined( CLIENT_DLL )
|
|
if ( e->IsClientCreated() && prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
|
|
{
|
|
continue;
|
|
}
|
|
#endif
|
|
Assert( e->IsPlayerSimulated() );
|
|
Assert( e->GetSimulatingPlayer() == this );
|
|
|
|
e->PhysicsSimulate();
|
|
}
|
|
|
|
// Loop through all entities again, checking their untouch if flagged to do so
|
|
c = m_SimulatedByThisPlayer.Count();
|
|
|
|
for ( i = c - 1; i >= 0; i-- )
|
|
{
|
|
CHandle< CBaseEntity > h;
|
|
|
|
h = m_SimulatedByThisPlayer[ i ];
|
|
|
|
CBaseEntity *e = h;
|
|
if ( !e || !e->IsPlayerSimulated() )
|
|
{
|
|
m_SimulatedByThisPlayer.Remove( i );
|
|
continue;
|
|
}
|
|
|
|
#if defined( CLIENT_DLL )
|
|
if ( e->IsClientCreated() && prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
|
|
{
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
Assert( e->IsPlayerSimulated() );
|
|
Assert( e->GetSimulatingPlayer() == this );
|
|
|
|
if ( !e->GetCheckUntouch() )
|
|
continue;
|
|
|
|
e->PhysicsCheckForEntityUntouch();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::ClearPlayerSimulationList( void )
|
|
{
|
|
int c = m_SimulatedByThisPlayer.Size();
|
|
int i;
|
|
|
|
for ( i = c - 1; i >= 0; i-- )
|
|
{
|
|
CHandle< CBaseEntity > h;
|
|
|
|
h = m_SimulatedByThisPlayer[ i ];
|
|
CBaseEntity *e = h;
|
|
if ( e )
|
|
{
|
|
e->UnsetPlayerSimulated();
|
|
}
|
|
}
|
|
|
|
m_SimulatedByThisPlayer.RemoveAll();
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Return true if we should allow selection of the specified item
|
|
//-----------------------------------------------------------------------------
|
|
bool CBasePlayer::Weapon_ShouldSelectItem( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
return ( pWeapon != GetActiveWeapon() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::SelectItem( const char *pstr, int iSubType )
|
|
{
|
|
if (!pstr)
|
|
return;
|
|
|
|
CBaseCombatWeapon *pItem = Weapon_OwnsThisType( pstr, iSubType );
|
|
|
|
if (!pItem)
|
|
return;
|
|
|
|
if( GetObserverMode() != OBS_MODE_NONE )
|
|
return;// Observers can't select things.
|
|
|
|
if ( !Weapon_ShouldSelectItem( pItem ) )
|
|
return;
|
|
|
|
// FIX, this needs to queue them up and delay
|
|
// Make sure the current weapon can be holstered
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
if ( !GetActiveWeapon()->CanHolster() && !pItem->ForceWeaponSwitch() )
|
|
return;
|
|
|
|
ResetAutoaim( );
|
|
}
|
|
|
|
Weapon_Switch( pItem );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
ConVar sv_debug_player_use( "sv_debug_player_use", "0", FCVAR_REPLICATED, "Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success" );
|
|
float IntervalDistance( float x, float x0, float x1 )
|
|
{
|
|
// swap so x0 < x1
|
|
if ( x0 > x1 )
|
|
{
|
|
float tmp = x0;
|
|
x0 = x1;
|
|
x1 = tmp;
|
|
}
|
|
|
|
if ( x < x0 )
|
|
return x0-x;
|
|
else if ( x > x1 )
|
|
return x - x1;
|
|
return 0;
|
|
}
|
|
|
|
CBaseEntity *CBasePlayer::FindUseEntity()
|
|
{
|
|
Vector forward, up;
|
|
EyeVectors( &forward, NULL, &up );
|
|
|
|
trace_t tr;
|
|
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
|
|
Vector searchCenter = EyePosition();
|
|
|
|
// NOTE: Some debris objects are useable too, so hit those as well
|
|
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
|
|
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
|
|
|
|
#ifdef CSTRIKE_DLL
|
|
useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_OPAQUE_AND_NPCS;
|
|
#endif
|
|
|
|
#ifdef HL1_DLL
|
|
useableContents = MASK_SOLID;
|
|
#endif
|
|
#ifndef CLIENT_DLL
|
|
CBaseEntity *pFoundByTrace = NULL;
|
|
#endif
|
|
|
|
// UNDONE: Might be faster to just fold this range into the sphere query
|
|
CBaseEntity *pObject = NULL;
|
|
|
|
float nearestDist = FLT_MAX;
|
|
// try the hit entity if there is one, or the ground entity if there isn't.
|
|
CBaseEntity *pNearest = NULL;
|
|
|
|
const int NUM_TANGENTS = 8;
|
|
// trace a box at successive angles down
|
|
// forward, 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
|
|
const float tangents[NUM_TANGENTS] = { 0, 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
|
|
for ( int i = 0; i < NUM_TANGENTS; i++ )
|
|
{
|
|
if ( i == 0 )
|
|
{
|
|
UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
|
|
}
|
|
else
|
|
{
|
|
Vector down = forward - tangents[i]*up;
|
|
VectorNormalize(down);
|
|
UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
|
|
}
|
|
pObject = tr.m_pEnt;
|
|
|
|
#ifndef CLIENT_DLL
|
|
pFoundByTrace = pObject;
|
|
#endif
|
|
bool bUsable = IsUseableEntity(pObject, 0);
|
|
while ( pObject && !bUsable && pObject->GetMoveParent() )
|
|
{
|
|
pObject = pObject->GetMoveParent();
|
|
bUsable = IsUseableEntity(pObject, 0);
|
|
}
|
|
|
|
if ( bUsable )
|
|
{
|
|
Vector delta = tr.endpos - tr.startpos;
|
|
float centerZ = CollisionProp()->WorldSpaceCenter().z;
|
|
delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
|
|
float dist = delta.Length();
|
|
if ( dist < PLAYER_USE_RADIUS )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
|
|
if ( sv_debug_player_use.GetBool() )
|
|
{
|
|
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
|
|
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
|
|
}
|
|
|
|
if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
|
|
{
|
|
// If about to select an NPC, do a more thorough check to ensure
|
|
// that we're selecting the right one from a group.
|
|
pObject = DoubleCheckUseNPC( pObject, searchCenter, forward );
|
|
}
|
|
#endif
|
|
if ( sv_debug_player_use.GetBool() )
|
|
{
|
|
Msg( "Trace using: %s\n", pObject ? pObject->GetDebugName() : "no usable entity found" );
|
|
}
|
|
|
|
pNearest = pObject;
|
|
|
|
// if this is directly under the cursor just return it now
|
|
if ( i == 0 )
|
|
return pObject;
|
|
}
|
|
}
|
|
}
|
|
|
|
// check ground entity first
|
|
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
|
|
// otherwise, search out in a 90 degree cone (hemisphere)
|
|
if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
|
|
{
|
|
pNearest = GetGroundEntity();
|
|
}
|
|
if ( pNearest )
|
|
{
|
|
// estimate nearest object by distance from the view vector
|
|
Vector point;
|
|
pNearest->CollisionProp()->CalcNearestPoint( searchCenter, &point );
|
|
nearestDist = CalcDistanceToLine( point, searchCenter, forward );
|
|
if ( sv_debug_player_use.GetBool() )
|
|
{
|
|
Msg("Trace found %s, dist %.2f\n", pNearest->GetClassname(), nearestDist );
|
|
}
|
|
}
|
|
|
|
for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
|
|
{
|
|
if ( !pObject )
|
|
continue;
|
|
|
|
if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
|
|
continue;
|
|
|
|
// see if it's more roughly in front of the player than previous guess
|
|
Vector point;
|
|
pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );
|
|
|
|
Vector dir = point - searchCenter;
|
|
VectorNormalize(dir);
|
|
float dot = DotProduct( dir, forward );
|
|
|
|
// Need to be looking at the object more or less
|
|
if ( dot < 0.8 )
|
|
continue;
|
|
|
|
float dist = CalcDistanceToLine( point, searchCenter, forward );
|
|
|
|
if ( sv_debug_player_use.GetBool() )
|
|
{
|
|
Msg("Radius found %s, dist %.2f\n", pObject->GetClassname(), dist );
|
|
}
|
|
|
|
if ( dist < nearestDist )
|
|
{
|
|
// Since this has purely been a radius search to this point, we now
|
|
// make sure the object isn't behind glass or a grate.
|
|
trace_t trCheckOccluded;
|
|
UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
|
|
|
|
if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
|
|
{
|
|
pNearest = pObject;
|
|
nearestDist = dist;
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
if ( !pNearest )
|
|
{
|
|
// Haven't found anything near the player to use, nor any NPC's at distance.
|
|
// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
|
|
trace_t trAllies;
|
|
UTIL_TraceLine( searchCenter, searchCenter + forward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
|
|
|
|
if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
|
|
{
|
|
// This is an NPC, take it!
|
|
pNearest = trAllies.m_pEnt;
|
|
}
|
|
}
|
|
|
|
if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
|
|
{
|
|
pNearest = DoubleCheckUseNPC( pNearest, searchCenter, forward );
|
|
}
|
|
|
|
if ( sv_debug_player_use.GetBool() )
|
|
{
|
|
if ( !pNearest )
|
|
{
|
|
NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
|
|
NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
|
|
}
|
|
else if ( pNearest == pFoundByTrace )
|
|
{
|
|
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
|
|
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
|
|
}
|
|
else
|
|
{
|
|
NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( sv_debug_player_use.GetBool() )
|
|
{
|
|
Msg( "Radial using: %s\n", pNearest ? pNearest->GetDebugName() : "no usable entity found" );
|
|
}
|
|
|
|
return pNearest;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Handles USE keypress
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::PlayerUse ( void )
|
|
{
|
|
#ifdef GAME_DLL
|
|
// Was use pressed or released?
|
|
if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
|
|
return;
|
|
|
|
if ( IsObserver() )
|
|
{
|
|
// do special use operation in oberserver mode
|
|
if ( m_afButtonPressed & IN_USE )
|
|
ObserverUse( true );
|
|
else if ( m_afButtonReleased & IN_USE )
|
|
ObserverUse( false );
|
|
|
|
return;
|
|
}
|
|
|
|
#if !defined(_XBOX)
|
|
// push objects in turbo physics mode
|
|
if ( (m_nButtons & IN_USE) && sv_turbophysics.GetBool() )
|
|
{
|
|
Vector forward, up;
|
|
EyeVectors( &forward, NULL, &up );
|
|
|
|
trace_t tr;
|
|
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
|
|
Vector searchCenter = EyePosition();
|
|
|
|
CUsePushFilter filter;
|
|
|
|
UTIL_TraceLine( searchCenter, searchCenter + forward * 96.0f, MASK_SOLID, &filter, &tr );
|
|
|
|
// try the hit entity if there is one, or the ground entity if there isn't.
|
|
CBaseEntity *entity = tr.m_pEnt;
|
|
|
|
if ( entity )
|
|
{
|
|
IPhysicsObject *pObj = entity->VPhysicsGetObject();
|
|
|
|
if ( pObj )
|
|
{
|
|
Vector vPushAway = (entity->WorldSpaceCenter() - WorldSpaceCenter());
|
|
vPushAway.z = 0;
|
|
|
|
float flDist = VectorNormalize( vPushAway );
|
|
flDist = MAX( flDist, 1 );
|
|
|
|
float flForce = sv_pushaway_force.GetFloat() / flDist;
|
|
flForce = MIN( flForce, sv_pushaway_max_force.GetFloat() );
|
|
|
|
pObj->ApplyForceOffset( vPushAway * flForce, WorldSpaceCenter() );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( m_afButtonPressed & IN_USE )
|
|
{
|
|
// Controlling some latched entity?
|
|
if ( ClearUseEntity() )
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
|
|
{
|
|
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
|
|
m_iTrain = TRAIN_NEW|TRAIN_OFF;
|
|
return;
|
|
}
|
|
else
|
|
{ // Start controlling the train!
|
|
CBaseEntity *pTrain = GetGroundEntity();
|
|
if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) )
|
|
{
|
|
m_afPhysicsFlags |= PFLAG_DIROVERRIDE;
|
|
m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
|
|
m_iTrain |= TRAIN_NEW;
|
|
EmitSound( "Player.UseTrain" );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
CBaseEntity *pUseEntity = FindUseEntity();
|
|
|
|
// Found an object
|
|
if ( pUseEntity )
|
|
{
|
|
|
|
//!!!UNDONE: traceline here to prevent +USEing buttons through walls
|
|
|
|
int caps = pUseEntity->ObjectCaps();
|
|
variant_t emptyVariant;
|
|
if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
|
|
{
|
|
if ( caps & FCAP_CONTINUOUS_USE )
|
|
{
|
|
m_afPhysicsFlags |= PFLAG_USING;
|
|
}
|
|
|
|
if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE )
|
|
{
|
|
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON );
|
|
}
|
|
else
|
|
{
|
|
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
|
|
}
|
|
}
|
|
// UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
|
|
else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use
|
|
{
|
|
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF );
|
|
}
|
|
}
|
|
else if ( m_afButtonPressed & IN_USE )
|
|
{
|
|
PlayUseDenySound();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ConVar sv_suppress_viewpunch( "sv_suppress_viewpunch", "0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::ViewPunch( const QAngle &angleOffset )
|
|
{
|
|
//See if we're suppressing the view punching
|
|
if ( sv_suppress_viewpunch.GetBool() )
|
|
return;
|
|
|
|
// We don't allow view kicks in the vehicle
|
|
if ( IsInAVehicle() )
|
|
return;
|
|
|
|
m_Local.m_vecPunchAngleVel += angleOffset * 20;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::ViewPunchReset( float tolerance )
|
|
{
|
|
if ( tolerance != 0 )
|
|
{
|
|
tolerance *= tolerance; // square
|
|
float check = m_Local.m_vecPunchAngleVel->LengthSqr() + m_Local.m_vecPunchAngle->LengthSqr();
|
|
if ( check > tolerance )
|
|
return;
|
|
}
|
|
m_Local.m_vecPunchAngle = vec3_angle;
|
|
m_Local.m_vecPunchAngleVel = vec3_angle;
|
|
}
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
#include "iviewrender.h"
|
|
#include "ivieweffects.h"
|
|
|
|
#endif
|
|
|
|
static ConVar smoothstairs( "smoothstairs", "1", FCVAR_REPLICATED, "Smooth player eye z coordinate when traversing stairs." );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Handle view smoothing when going up or down stairs
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::SmoothViewOnStairs( Vector& eyeOrigin )
|
|
{
|
|
CBaseEntity *pGroundEntity = GetGroundEntity();
|
|
float flCurrentPlayerZ = GetLocalOrigin().z;
|
|
float flCurrentPlayerViewOffsetZ = GetViewOffset().z;
|
|
|
|
// Smooth out stair step ups
|
|
// NOTE: Don't want to do this when the ground entity is moving the player
|
|
if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) && smoothstairs.GetBool() &&
|
|
m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ )
|
|
{
|
|
int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 : -1;
|
|
|
|
float steptime = gpGlobals->frametime;
|
|
if (steptime < 0)
|
|
{
|
|
steptime = 0;
|
|
}
|
|
|
|
m_flOldPlayerZ += steptime * 150 * dir;
|
|
|
|
const float stepSize = 18.0f;
|
|
|
|
if ( dir > 0 )
|
|
{
|
|
if (m_flOldPlayerZ > flCurrentPlayerZ)
|
|
{
|
|
m_flOldPlayerZ = flCurrentPlayerZ;
|
|
}
|
|
if (flCurrentPlayerZ - m_flOldPlayerZ > stepSize)
|
|
{
|
|
m_flOldPlayerZ = flCurrentPlayerZ - stepSize;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (m_flOldPlayerZ < flCurrentPlayerZ)
|
|
{
|
|
m_flOldPlayerZ = flCurrentPlayerZ;
|
|
}
|
|
if (flCurrentPlayerZ - m_flOldPlayerZ < -stepSize)
|
|
{
|
|
m_flOldPlayerZ = flCurrentPlayerZ + stepSize;
|
|
}
|
|
}
|
|
|
|
eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
|
|
}
|
|
else
|
|
{
|
|
m_flOldPlayerZ = flCurrentPlayerZ;
|
|
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
|
|
}
|
|
}
|
|
|
|
static bool IsWaterContents( int contents )
|
|
{
|
|
if ( contents & MASK_WATER )
|
|
return true;
|
|
|
|
// if ( contents & CONTENTS_TESTFOGVOLUME )
|
|
// return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void CBasePlayer::ResetObserverMode()
|
|
{
|
|
|
|
m_hObserverTarget.Set( 0 );
|
|
m_iObserverMode = (int)OBS_MODE_NONE;
|
|
|
|
#ifndef CLIENT_DLL
|
|
m_iObserverLastMode = OBS_MODE_ROAMING;
|
|
m_bForcedObserverMode = false;
|
|
m_afPhysicsFlags &= ~PFLAG_OBSERVER;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : eyeOrigin -
|
|
// eyeAngles -
|
|
// zNear -
|
|
// zFar -
|
|
// fov -
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
IClientVehicle *pVehicle;
|
|
#else
|
|
IServerVehicle *pVehicle;
|
|
#endif
|
|
pVehicle = GetVehicle();
|
|
|
|
if ( !pVehicle )
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
if( UseVR() )
|
|
g_ClientVirtualReality.CancelTorsoTransformOverride();
|
|
#endif
|
|
|
|
if ( IsObserver() )
|
|
{
|
|
CalcObserverView( eyeOrigin, eyeAngles, fov );
|
|
}
|
|
else
|
|
{
|
|
CalcPlayerView( eyeOrigin, eyeAngles, fov );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CalcVehicleView( pVehicle, eyeOrigin, eyeAngles, zNear, zFar, fov );
|
|
}
|
|
// NVNT update fov on the haptics dll for input scaling.
|
|
#if defined( CLIENT_DLL )
|
|
if(IsLocalPlayer() && haptics)
|
|
haptics->UpdatePlayerFOV(fov);
|
|
#endif
|
|
}
|
|
|
|
|
|
void CBasePlayer::CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles)
|
|
{
|
|
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
|
|
{
|
|
CBaseViewModel *vm = GetViewModel( i );
|
|
if ( !vm )
|
|
continue;
|
|
|
|
vm->CalcViewModelView( this, eyeOrigin, eyeAngles );
|
|
}
|
|
}
|
|
|
|
void CBasePlayer::CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
if ( !prediction->InPrediction() )
|
|
{
|
|
// FIXME: Move into prediction
|
|
view->DriftPitch();
|
|
}
|
|
#endif
|
|
|
|
VectorCopy( EyePosition(), eyeOrigin );
|
|
#ifdef SIXENSE
|
|
if ( g_pSixenseInput->IsEnabled() )
|
|
{
|
|
VectorCopy( EyeAngles() + GetEyeAngleOffset(), eyeAngles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( EyeAngles(), eyeAngles );
|
|
}
|
|
#else
|
|
VectorCopy( EyeAngles(), eyeAngles );
|
|
#endif
|
|
|
|
#if defined( CLIENT_DLL )
|
|
if ( !prediction->InPrediction() )
|
|
#endif
|
|
{
|
|
SmoothViewOnStairs( eyeOrigin );
|
|
}
|
|
|
|
// Snack off the origin before bob + water offset are applied
|
|
Vector vecBaseEyePosition = eyeOrigin;
|
|
|
|
CalcViewRoll( eyeAngles );
|
|
|
|
// Apply punch angle
|
|
VectorAdd( eyeAngles, m_Local.m_vecPunchAngle, eyeAngles );
|
|
|
|
#if defined( CLIENT_DLL )
|
|
if ( !prediction->InPrediction() )
|
|
{
|
|
// Shake it up baby!
|
|
vieweffects->CalcShake();
|
|
vieweffects->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
|
|
}
|
|
#endif
|
|
|
|
#if defined( CLIENT_DLL )
|
|
// Apply a smoothing offset to smooth out prediction errors.
|
|
Vector vSmoothOffset;
|
|
GetPredictionErrorSmoothingVector( vSmoothOffset );
|
|
eyeOrigin += vSmoothOffset;
|
|
m_flObserverChaseDistance = 0.0;
|
|
#endif
|
|
|
|
// calc current FOV
|
|
fov = GetFOV();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The main view setup function for vehicles
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::CalcVehicleView(
|
|
#if defined( CLIENT_DLL )
|
|
IClientVehicle *pVehicle,
|
|
#else
|
|
IServerVehicle *pVehicle,
|
|
#endif
|
|
Vector& eyeOrigin, QAngle& eyeAngles,
|
|
float& zNear, float& zFar, float& fov )
|
|
{
|
|
Assert( pVehicle );
|
|
|
|
// Start with our base origin and angles
|
|
CacheVehicleView();
|
|
eyeOrigin = m_vecVehicleViewOrigin;
|
|
eyeAngles = m_vecVehicleViewAngles;
|
|
|
|
#if defined( CLIENT_DLL )
|
|
|
|
fov = GetFOV();
|
|
|
|
// Allows the vehicle to change the clip planes
|
|
pVehicle->GetVehicleClipPlanes( zNear, zFar );
|
|
#endif
|
|
|
|
// Snack off the origin before bob + water offset are applied
|
|
Vector vecBaseEyePosition = eyeOrigin;
|
|
|
|
CalcViewRoll( eyeAngles );
|
|
|
|
// Apply punch angle
|
|
VectorAdd( eyeAngles, m_Local.m_vecPunchAngle, eyeAngles );
|
|
|
|
#if defined( CLIENT_DLL )
|
|
if ( !prediction->InPrediction() )
|
|
{
|
|
// Shake it up baby!
|
|
vieweffects->CalcShake();
|
|
vieweffects->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
void CBasePlayer::CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
switch ( GetObserverMode() )
|
|
{
|
|
|
|
case OBS_MODE_DEATHCAM : CalcDeathCamView( eyeOrigin, eyeAngles, fov );
|
|
break;
|
|
|
|
case OBS_MODE_ROAMING : // just copy current position without view offset
|
|
case OBS_MODE_FIXED : CalcRoamingView( eyeOrigin, eyeAngles, fov );
|
|
break;
|
|
|
|
case OBS_MODE_IN_EYE : CalcInEyeCamView( eyeOrigin, eyeAngles, fov );
|
|
break;
|
|
|
|
case OBS_MODE_POI : // PASSTIME
|
|
case OBS_MODE_CHASE : CalcChaseCamView( eyeOrigin, eyeAngles, fov );
|
|
break;
|
|
|
|
case OBS_MODE_FREEZECAM : CalcFreezeCamView( eyeOrigin, eyeAngles, fov );
|
|
break;
|
|
}
|
|
#else
|
|
// on server just copy target postions, final view positions will be calculated on client
|
|
VectorCopy( EyePosition(), eyeOrigin );
|
|
VectorCopy( EyeAngles(), eyeAngles );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Compute roll angle for a particular lateral velocity
|
|
// Input : angles -
|
|
// velocity -
|
|
// rollangle -
|
|
// rollspeed -
|
|
// Output : float CViewRender::CalcRoll
|
|
//-----------------------------------------------------------------------------
|
|
float CBasePlayer::CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed)
|
|
{
|
|
float sign;
|
|
float side;
|
|
float value;
|
|
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors (angles, &forward, &right, &up);
|
|
|
|
// Get amount of lateral movement
|
|
side = DotProduct( velocity, right );
|
|
// Right or left side?
|
|
sign = side < 0 ? -1 : 1;
|
|
side = fabs(side);
|
|
|
|
value = rollangle;
|
|
// Hit 100% of rollangle at rollspeed. Below that get linear approx.
|
|
if ( side < rollspeed )
|
|
{
|
|
side = side * value / rollspeed;
|
|
}
|
|
else
|
|
{
|
|
side = value;
|
|
}
|
|
|
|
// Scale by right/left sign
|
|
return side*sign;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determine view roll, including data kick
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::CalcViewRoll( QAngle& eyeAngles )
|
|
{
|
|
if ( GetMoveType() == MOVETYPE_NOCLIP )
|
|
return;
|
|
|
|
float side = CalcRoll( GetAbsAngles(), GetAbsVelocity(), sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
|
|
eyeAngles[ROLL] += side;
|
|
}
|
|
|
|
|
|
void CBasePlayer::DoMuzzleFlash()
|
|
{
|
|
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
|
|
{
|
|
CBaseViewModel *vm = GetViewModel( i );
|
|
if ( !vm )
|
|
continue;
|
|
|
|
vm->DoMuzzleFlash();
|
|
}
|
|
|
|
BaseClass::DoMuzzleFlash();
|
|
}
|
|
|
|
|
|
float CBasePlayer::GetFOVDistanceAdjustFactor()
|
|
{
|
|
float defaultFOV = (float)GetDefaultFOV();
|
|
float localFOV = (float)GetFOV();
|
|
|
|
if ( localFOV == defaultFOV || defaultFOV < 0.001f )
|
|
{
|
|
return 1.0f;
|
|
}
|
|
|
|
// If FOV is lower, then we're "zoomed" in and this will give a factor < 1 so apparent LOD distances can be
|
|
// shorted accordingly
|
|
return localFOV / defaultFOV;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &vecTracerSrc -
|
|
// &tr -
|
|
// iTracerType -
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
GetActiveWeapon()->MakeTracer( vecTracerSrc, tr, iTracerType );
|
|
return;
|
|
}
|
|
|
|
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
|
|
}
|
|
|
|
|
|
void CBasePlayer::SharedSpawn()
|
|
{
|
|
SetMoveType( MOVETYPE_WALK );
|
|
SetSolid( SOLID_BBOX );
|
|
AddSolidFlags( FSOLID_NOT_STANDABLE );
|
|
SetFriction( 1.0f );
|
|
|
|
pl.deadflag = false;
|
|
m_lifeState = LIFE_ALIVE;
|
|
m_iHealth = 100;
|
|
m_takedamage = DAMAGE_YES;
|
|
|
|
m_Local.m_bDrawViewmodel = true;
|
|
m_Local.m_flStepSize = sv_stepsize.GetFloat();
|
|
m_Local.m_bAllowAutoMovement = true;
|
|
|
|
m_nRenderFX = kRenderFxNone;
|
|
m_flNextAttack = gpGlobals->curtime;
|
|
m_flMaxspeed = 0.0f;
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
SetSequence( SelectWeightedSequence( ACT_IDLE ) );
|
|
|
|
if ( GetFlags() & FL_DUCKING )
|
|
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
|
|
else
|
|
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
|
|
|
|
// dont let uninitialized value here hurt the player
|
|
m_Local.m_flFallVelocity = 0;
|
|
|
|
SetBloodColor( BLOOD_COLOR_RED );
|
|
// NVNT inform haptic dll we have just spawned local player
|
|
#ifdef CLIENT_DLL
|
|
if(IsLocalPlayer() &&haptics)
|
|
haptics->LocalPlayerReset();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CBasePlayer::IsLerpingFOV( void ) const
|
|
{
|
|
// If it's immediate, just do it
|
|
if (m_Local.m_flFOVRate == 0.0f)
|
|
return false;
|
|
|
|
float deltaTime = (float)(gpGlobals->curtime - m_flFOVTime) / m_Local.m_flFOVRate;
|
|
return deltaTime < 1.f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CBasePlayer::GetDefaultFOV( void ) const
|
|
{
|
|
#if defined( CLIENT_DLL )
|
|
if ( GetObserverMode() == OBS_MODE_IN_EYE )
|
|
{
|
|
C_BasePlayer *pTargetPlayer = dynamic_cast<C_BasePlayer*>( GetObserverTarget() );
|
|
|
|
if ( pTargetPlayer && !pTargetPlayer->IsObserver() )
|
|
{
|
|
return pTargetPlayer->GetDefaultFOV();
|
|
}
|
|
}
|
|
#endif
|
|
|
|
int iFOV = ( m_iDefaultFOV == 0 ) ? g_pGameRules->DefaultFOV() : m_iDefaultFOV;
|
|
if ( iFOV > MAX_FOV )
|
|
iFOV = MAX_FOV;
|
|
|
|
return iFOV;
|
|
}
|
|
|
|
void CBasePlayer::AvoidPhysicsProps( CUserCmd *pCmd )
|
|
{
|
|
#ifndef _XBOX
|
|
// Don't avoid if noclipping or in movetype none
|
|
switch ( GetMoveType() )
|
|
{
|
|
case MOVETYPE_NOCLIP:
|
|
case MOVETYPE_NONE:
|
|
case MOVETYPE_OBSERVER:
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ( GetObserverMode() != OBS_MODE_NONE || !IsAlive() )
|
|
return;
|
|
|
|
AvoidPushawayProps( this, pCmd );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : const char
|
|
//-----------------------------------------------------------------------------
|
|
const char *CBasePlayer::GetTracerType( void )
|
|
{
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
return GetActiveWeapon()->GetTracerType();
|
|
}
|
|
|
|
return BaseClass::GetTracerType();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::ClearZoomOwner( void )
|
|
{
|
|
m_hZoomOwner = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the FOV of the client, doing interpolation between old and new if requested
|
|
// Input : FOV - New FOV
|
|
// zoomRate - Amount of time (in seconds) to move between old and new FOV
|
|
//-----------------------------------------------------------------------------
|
|
bool CBasePlayer::SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart /* = 0 */ )
|
|
{
|
|
//NOTENOTE: You MUST specify who is requesting the zoom change
|
|
assert( pRequester != NULL );
|
|
if ( pRequester == NULL )
|
|
return false;
|
|
|
|
// If we already have an owner, we only allow requests from that owner
|
|
if ( ( m_hZoomOwner.Get() != NULL ) && ( m_hZoomOwner.Get() != pRequester ) )
|
|
{
|
|
#ifdef GAME_DLL
|
|
if ( CanOverrideEnvZoomOwner( m_hZoomOwner.Get() ) == false )
|
|
#endif
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
//FIXME: Maybe do this is as an accessor instead
|
|
if ( FOV == 0 )
|
|
{
|
|
m_hZoomOwner = NULL;
|
|
}
|
|
else
|
|
{
|
|
m_hZoomOwner = pRequester;
|
|
}
|
|
}
|
|
|
|
// Setup our FOV and our scaling time
|
|
|
|
if ( iZoomStart > 0 )
|
|
{
|
|
m_iFOVStart = iZoomStart;
|
|
}
|
|
else
|
|
{
|
|
m_iFOVStart = GetFOV();
|
|
}
|
|
|
|
m_flFOVTime = gpGlobals->curtime;
|
|
m_iFOV = FOV;
|
|
|
|
m_Local.m_flFOVRate = zoomRate;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::UpdateUnderwaterState( void )
|
|
{
|
|
if ( GetWaterLevel() == WL_Eyes )
|
|
{
|
|
if ( IsPlayerUnderwater() == false )
|
|
{
|
|
SetPlayerUnderwater( true );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( IsPlayerUnderwater() )
|
|
{
|
|
SetPlayerUnderwater( false );
|
|
}
|
|
|
|
if ( GetWaterLevel() == 0 )
|
|
{
|
|
if ( GetFlags() & FL_INWATER )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if ( m_iHealth > 0 && IsAlive() )
|
|
{
|
|
EmitSound( "Player.Wade" );
|
|
}
|
|
#endif
|
|
RemoveFlag( FL_INWATER );
|
|
}
|
|
}
|
|
else if ( !(GetFlags() & FL_INWATER) )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
// player enter water sound
|
|
if (GetWaterType() == CONTENTS_WATER)
|
|
{
|
|
EmitSound( "Player.Wade" );
|
|
}
|
|
#endif
|
|
|
|
AddFlag( FL_INWATER );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: data accessor
|
|
// ensure that for every emitsound there is a matching stopsound
|
|
//-----------------------------------------------------------------------------
|
|
void CBasePlayer::SetPlayerUnderwater( bool state )
|
|
{
|
|
if ( m_bPlayerUnderwater != state )
|
|
{
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
// NVNT turn on haptic drag when underwater
|
|
if(state)
|
|
HapticSetDrag(this,1);
|
|
else
|
|
HapticSetDrag(this,0);
|
|
#endif
|
|
m_bPlayerUnderwater = state;
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( state )
|
|
EmitSound( "Player.AmbientUnderWater" );
|
|
else
|
|
StopSound( "Player.AmbientUnderWater" );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
void CBasePlayer::SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin )
|
|
{
|
|
m_vecPreviouslyPredictedOrigin = vecAbsOrigin;
|
|
}
|
|
|
|
const Vector &CBasePlayer::GetPreviouslyPredictedOrigin() const
|
|
{
|
|
return m_vecPreviouslyPredictedOrigin;
|
|
}
|
|
|
|
bool fogparams_t::operator !=( const fogparams_t& other ) const
|
|
{
|
|
if ( this->enable != other.enable ||
|
|
this->blend != other.blend ||
|
|
!VectorsAreEqual(this->dirPrimary, other.dirPrimary, 0.01f ) ||
|
|
this->colorPrimary.Get() != other.colorPrimary.Get() ||
|
|
this->colorSecondary.Get() != other.colorSecondary.Get() ||
|
|
this->start != other.start ||
|
|
this->end != other.end ||
|
|
this->farz != other.farz ||
|
|
this->maxdensity != other.maxdensity ||
|
|
this->colorPrimaryLerpTo.Get() != other.colorPrimaryLerpTo.Get() ||
|
|
this->colorSecondaryLerpTo.Get() != other.colorSecondaryLerpTo.Get() ||
|
|
this->startLerpTo != other.startLerpTo ||
|
|
this->endLerpTo != other.endLerpTo ||
|
|
this->lerptime != other.lerptime ||
|
|
this->duration != other.duration )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|