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637 lines
16 KiB
C++
637 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Multiplayer Player for HL1.
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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 "hl1mp_player.h"
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#include "client.h"
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#include "team.h"
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class CTEPlayerAnimEvent : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name )
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{
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}
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CNetworkHandle( CBasePlayer, m_hPlayer );
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CNetworkVar( int, m_iEvent );
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CNetworkVar( int, m_nData );
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};
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IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent )
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SendPropEHandle( SENDINFO( m_hPlayer ) ),
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SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_nData ), 32 )
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END_SEND_TABLE()
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static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
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void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
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{
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CPVSFilter filter( pPlayer->EyePosition() );
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// The player himself doesn't need to be sent his animation events
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// unless cs_showanimstate wants to show them.
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// if ( !ToolsEnabled() && ( cl_showanimstate.GetInt() == pPlayer->entindex() ) )
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{
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// filter.RemoveRecipient( pPlayer );
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}
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g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
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g_TEPlayerAnimEvent.m_iEvent = event;
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g_TEPlayerAnimEvent.m_nData = nData;
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g_TEPlayerAnimEvent.Create( filter, 0 );
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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extern int gEvilImpulse101;
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LINK_ENTITY_TO_CLASS( player_mp, CHL1MP_Player );
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PRECACHE_REGISTER( player_mp );
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IMPLEMENT_SERVERCLASS_ST( CHL1MP_Player, DT_HL1MP_PLAYER )
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
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// cs_playeranimstate and clientside animation takes care of these on the client
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// SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11 ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11 ),
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SendPropEHandle( SENDINFO( m_hRagdoll ) ),
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SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ),
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SendPropInt( SENDINFO( m_iRealSequence ), 9 ),
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// SendPropDataTable( SENDINFO_DT( m_Shared ), &REFERENCE_SEND_TABLE( DT_TFCPlayerShared ) )
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END_SEND_TABLE()
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void cc_CreatePredictionError_f()
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{
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CBaseEntity *pEnt = CBaseEntity::Instance( 1 );
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pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( 63, 0, 0 ) );
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}
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ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
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static const char * s_szModelPath = "models/player/mp/";
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CHL1MP_Player::CHL1MP_Player()
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{
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m_PlayerAnimState = CreatePlayerAnimState( this );
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// item_list = 0;
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UseClientSideAnimation();
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m_angEyeAngles.Init();
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// m_pCurStateInfo = NULL;
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m_lifeState = LIFE_DEAD; // Start "dead".
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m_iSpawnInterpCounter = 0;
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m_flNextModelChangeTime = 0;
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m_flNextTeamChangeTime = 0;
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// SetViewOffset( TFC_PLAYER_VIEW_OFFSET );
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// SetContextThink( &CTFCPlayer::TFCPlayerThink, gpGlobals->curtime, "TFCPlayerThink" );
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}
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CHL1MP_Player::~CHL1MP_Player()
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{
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m_PlayerAnimState->Release();
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}
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void CHL1MP_Player::PostThink( void )
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{
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BaseClass::PostThink();
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QAngle angles = GetLocalAngles();
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angles[PITCH] = 0;
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SetLocalAngles( angles );
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// Store the eye angles pitch so the client can compute its animation state correctly.
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m_angEyeAngles = EyeAngles();
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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}
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void CHL1MP_Player::Spawn( void )
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{
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if ( !IsObserver() )
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{
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RemoveEffects( EF_NODRAW );
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SetMoveType( MOVETYPE_WALK );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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// if no model, force one
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if ( !GetModelPtr() )
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SetModel( "models/player/mp/gordon/gordon.mdl" );
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}
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m_flNextModelChangeTime = 0;
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m_flNextTeamChangeTime = 0;
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BaseClass::Spawn();
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if ( !IsObserver() )
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{
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GiveDefaultItems();
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SetPlayerModel();
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}
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m_bHasLongJump = false;
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m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;
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}
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void CHL1MP_Player::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
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{
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m_PlayerAnimState->DoAnimationEvent( event, nData );
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TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
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}
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void CHL1MP_Player::GiveDefaultItems( void )
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{
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GiveNamedItem( "weapon_crowbar" );
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GiveNamedItem( "weapon_glock" );
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CBasePlayer::GiveAmmo( 68, "9mmRound" );
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}
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void CHL1MP_Player::UpdateOnRemove( void )
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{
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if ( m_hRagdoll )
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{
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UTIL_RemoveImmediate( m_hRagdoll );
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m_hRagdoll = NULL;
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}
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BaseClass::UpdateOnRemove();
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}
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void CHL1MP_Player::DetonateSatchelCharges( void )
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{
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CBaseEntity *pSatchel = NULL;
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while ( (pSatchel = gEntList.FindEntityByClassname( pSatchel, "monster_satchel" ) ) != NULL)
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{
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if ( pSatchel->GetOwnerEntity() == this )
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{
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pSatchel->Use( this, this, USE_ON, 0 );
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}
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}
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}
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void CHL1MP_Player::Event_Killed( const CTakeDamageInfo &info )
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{
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DoAnimationEvent( PLAYERANIMEVENT_DIE );
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// SetNumAnimOverlays( 0 );
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// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
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// because we still want to transmit to the clients in our PVS.
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if ( !IsHLTV() )
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CreateRagdollEntity();
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DetonateSatchelCharges();
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BaseClass::Event_Killed( info );
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m_lifeState = LIFE_DEAD;
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RemoveEffects( EF_NODRAW ); // still draw player body
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}
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void CHL1MP_Player::SetAnimation( PLAYER_ANIM playerAnim )
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{
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// BaseClass::SetAnimation( playerAnim );
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if ( playerAnim == PLAYER_ATTACK1 )
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{
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DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN );
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}
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int animDesired;
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char szAnim[64];
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float speed;
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speed = GetAbsVelocity().Length2D();
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if (GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
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{
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speed = 0;
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playerAnim = PLAYER_IDLE;
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}
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if ( playerAnim == PLAYER_ATTACK1 )
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{
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if ( speed > 0 )
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{
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playerAnim = PLAYER_WALK;
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}
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else
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{
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playerAnim = PLAYER_IDLE;
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}
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}
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Activity idealActivity = ACT_WALK;// TEMP!!!!!
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// This could stand to be redone. Why is playerAnim abstracted from activity? (sjb)
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if (playerAnim == PLAYER_JUMP)
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{
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idealActivity = ACT_HOP;
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}
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else if (playerAnim == PLAYER_SUPERJUMP)
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{
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idealActivity = ACT_LEAP;
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}
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else if (playerAnim == PLAYER_DIE)
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{
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if ( m_lifeState == LIFE_ALIVE )
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{
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idealActivity = ACT_DIERAGDOLL;
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}
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}
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else if (playerAnim == PLAYER_ATTACK1)
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{
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if ( GetActivity() == ACT_HOVER ||
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GetActivity() == ACT_SWIM ||
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GetActivity() == ACT_HOP ||
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GetActivity() == ACT_LEAP ||
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GetActivity() == ACT_DIESIMPLE )
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{
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idealActivity = GetActivity();
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}
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else
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{
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idealActivity = ACT_RANGE_ATTACK1;
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}
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}
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else if (playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK)
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{
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if ( !( GetFlags() & FL_ONGROUND ) && (GetActivity() == ACT_HOP || GetActivity() == ACT_LEAP) ) // Still jumping
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{
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idealActivity = GetActivity();
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}
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else if ( GetWaterLevel() > 1 )
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{
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if ( speed == 0 )
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idealActivity = ACT_HOVER;
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else
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idealActivity = ACT_SWIM;
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}
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else if ( speed > 0 )
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{
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idealActivity = ACT_WALK;
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}
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else
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{
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idealActivity = ACT_IDLE;
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}
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}
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if (idealActivity == ACT_RANGE_ATTACK1)
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{
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if ( GetFlags() & FL_DUCKING ) // crouching
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{
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Q_strncpy( szAnim, "crouch_shoot_" ,sizeof(szAnim));
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}
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else
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{
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Q_strncpy( szAnim, "ref_shoot_" ,sizeof(szAnim));
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}
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Q_strncat( szAnim, m_szAnimExtension ,sizeof(szAnim), COPY_ALL_CHARACTERS );
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animDesired = LookupSequence( szAnim );
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if (animDesired == -1)
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animDesired = 0;
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if ( GetSequence() != animDesired || !SequenceLoops() )
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{
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SetCycle( 0 );
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}
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// Tracker 24588: In single player when firing own weapon this causes eye and punchangle to jitter
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//if (!SequenceLoops())
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//{
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// IncrementInterpolationFrame();
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//}
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SetActivity( idealActivity );
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ResetSequence( animDesired );
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}
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else if (idealActivity == ACT_IDLE)
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{
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if ( GetFlags() & FL_DUCKING )
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{
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animDesired = LookupSequence( "crouch_idle" );
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}
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else
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{
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animDesired = LookupSequence( "look_idle" );
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}
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if (animDesired == -1)
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animDesired = 0;
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SetActivity( ACT_IDLE );
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}
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else if ( idealActivity == ACT_WALK )
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{
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if ( GetFlags() & FL_DUCKING )
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{
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animDesired = SelectWeightedSequence( ACT_CROUCH );
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SetActivity( ACT_CROUCH );
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}
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else
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{
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animDesired = SelectWeightedSequence( ACT_RUN );
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SetActivity( ACT_RUN );
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}
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}
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else
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{
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if ( GetActivity() == idealActivity)
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return;
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SetActivity( idealActivity );
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animDesired = SelectWeightedSequence( GetActivity() );
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// Already using the desired animation?
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if (GetSequence() == animDesired)
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return;
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m_iRealSequence = animDesired;
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ResetSequence( animDesired );
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SetCycle( 0 );
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return;
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}
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// Already using the desired animation?
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if (GetSequence() == animDesired)
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return;
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m_iRealSequence = animDesired;
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//Msg( "Set animation to %d\n", animDesired );
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// Reset to first frame of desired animation
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ResetSequence( animDesired );
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SetCycle( 0 );
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}
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static ConVar sv_debugweaponpickup( "sv_debugweaponpickup", "0", FCVAR_CHEAT, "Prints descriptive reasons as to why pickup did not work." );
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// correct respawning of weapons
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bool CHL1MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
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{ CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
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// Can I have this weapon type?
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if ( !IsAllowedToPickupWeapons() )
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{
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if ( sv_debugweaponpickup.GetBool() )
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Msg("sv_debugweaponpickup: IsAllowedToPickupWeapons() returned false\n");
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return false;
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}
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if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
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{
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if ( sv_debugweaponpickup.GetBool() && pOwner )
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Msg("sv_debugweaponpickup: pOwner\n");
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if ( sv_debugweaponpickup.GetBool() && !Weapon_CanUse( pWeapon ) )
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Msg("sv_debugweaponpickup: Can't use weapon\n");
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if ( sv_debugweaponpickup.GetBool() && !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
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Msg("sv_debugweaponpickup: Gamerules says player can't have item\n");
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if ( gEvilImpulse101 )
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{
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UTIL_Remove( pWeapon );
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}
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return false;
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}
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// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
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if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
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{
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if ( sv_debugweaponpickup.GetBool() && !FVisible( this, MASK_SOLID ) )
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Msg("sv_debugweaponpickup: Can't fetch weapon through a wall\n");
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if ( sv_debugweaponpickup.GetBool() && !(GetFlags() & FL_NOTARGET) )
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Msg("sv_debugweaponpickup: NoTarget\n");
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return false;
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}
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bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());
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if ( bOwnsWeaponAlready == true )
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{
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//If we have room for the ammo, then "take" the weapon too.
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if ( Weapon_EquipAmmoOnly( pWeapon ) )
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{
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pWeapon->CheckRespawn();
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UTIL_Remove( pWeapon );
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if ( sv_debugweaponpickup.GetBool() )
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Msg("sv_debugweaponpickup: Picking up weapon\n");
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return true;
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}
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else
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{
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if ( sv_debugweaponpickup.GetBool() )
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Msg("sv_debugweaponpickup: Owns weapon already\n");
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return false;
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}
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}
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pWeapon->CheckRespawn();
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Weapon_Equip( pWeapon );
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if ( sv_debugweaponpickup.GetBool() )
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Msg("sv_debugweaponpickup: Picking up weapon\n");
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return true;
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}
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void CHL1MP_Player::ChangeTeam( int iTeamNum )
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{
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bool bKill = false;
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if ( g_pGameRules->IsTeamplay() == true )
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{
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if ( iTeamNum != GetTeamNumber() && GetTeamNumber() != TEAM_UNASSIGNED )
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{
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bKill = true;
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}
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}
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BaseClass::ChangeTeam( iTeamNum );
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m_flNextTeamChangeTime = gpGlobals->curtime + 5;
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if ( g_pGameRules->IsTeamplay() == true )
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{
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SetPlayerTeamModel();
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}
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else
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{
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SetPlayerModel();
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}
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if ( bKill == true )
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{
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CommitSuicide();
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}
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}
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void CHL1MP_Player::SetPlayerTeamModel( void )
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{
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int iTeamNum = GetTeamNumber();
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if ( iTeamNum <= TEAM_SPECTATOR )
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return;
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CTeam * pTeam = GetGlobalTeam( iTeamNum );
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char szModelName[256];
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Q_snprintf( szModelName, 256, "%s%s/%s.mdl", s_szModelPath, pTeam->GetName(), pTeam->GetName() );
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// Check to see if the model was properly precached, do not error out if not.
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int i = modelinfo->GetModelIndex( szModelName );
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if ( i == -1 )
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{
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Warning("Model %s does not exist.\n", szModelName );
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return;
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}
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SetModel( szModelName );
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m_flNextModelChangeTime = gpGlobals->curtime + 5;
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}
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void CHL1MP_Player::SetPlayerModel( void )
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{
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char szBaseName[128];
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Q_FileBase( engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" ), szBaseName, 128 );
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// Don't let it be 'none'; default to Barney
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if ( Q_stricmp( "none", szBaseName ) == 0 )
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{
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Q_strcpy( szBaseName, "gordon" );
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}
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char szModelName[256];
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Q_snprintf( szModelName, 256, "%s%s/%s.mdl", s_szModelPath, szBaseName, szBaseName );
|
|
|
|
// Check to see if the model was properly precached, do not error out if not.
|
|
int i = modelinfo->GetModelIndex( szModelName );
|
|
if ( i == -1 )
|
|
{
|
|
SetModel( "models/player/mp/gordon/gordon.mdl" );
|
|
engine->ClientCommand ( edict(), "cl_playermodel models/gordon.mdl\n" );
|
|
return;
|
|
}
|
|
|
|
SetModel( szModelName );
|
|
|
|
m_flNextModelChangeTime = gpGlobals->curtime + 5;
|
|
}
|
|
|
|
|
|
// -------------------------------------------------------------------------------- //
|
|
// Ragdoll entities.
|
|
// -------------------------------------------------------------------------------- //
|
|
|
|
class CHL1MPRagdoll : public CBaseAnimatingOverlay
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CHL1MPRagdoll, CBaseAnimatingOverlay );
|
|
DECLARE_SERVERCLASS();
|
|
|
|
// Transmit ragdolls to everyone.
|
|
virtual int UpdateTransmitState()
|
|
{
|
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
|
}
|
|
|
|
public:
|
|
// In case the client has the player entity, we transmit the player index.
|
|
// In case the client doesn't have it, we transmit the player's model index, origin, and angles
|
|
// so they can create a ragdoll in the right place.
|
|
CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
|
|
CNetworkVector( m_vecRagdollVelocity );
|
|
CNetworkVector( m_vecRagdollOrigin );
|
|
};
|
|
|
|
LINK_ENTITY_TO_CLASS( hl1mp_ragdoll, CHL1MPRagdoll );
|
|
|
|
IMPLEMENT_SERVERCLASS_ST_NOBASE( CHL1MPRagdoll, DT_HL1MPRagdoll )
|
|
SendPropVector ( SENDINFO( m_vecRagdollOrigin), -1, SPROP_COORD ),
|
|
SendPropEHandle ( SENDINFO( m_hPlayer ) ),
|
|
SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
|
|
SendPropInt ( SENDINFO( m_nForceBone), 8, 0 ),
|
|
SendPropVector ( SENDINFO( m_vecForce), -1, SPROP_NOSCALE ),
|
|
SendPropVector ( SENDINFO( m_vecRagdollVelocity ) )
|
|
END_SEND_TABLE()
|
|
|
|
|
|
void CHL1MP_Player::CreateRagdollEntity( void )
|
|
{
|
|
if ( m_hRagdoll )
|
|
{
|
|
UTIL_RemoveImmediate( m_hRagdoll );
|
|
m_hRagdoll = NULL;
|
|
}
|
|
|
|
// If we already have a ragdoll, don't make another one.
|
|
CHL1MPRagdoll *pRagdoll = dynamic_cast< CHL1MPRagdoll* >(m_hRagdoll.Get() );
|
|
|
|
if ( !pRagdoll )
|
|
{
|
|
// Create a new one
|
|
pRagdoll = dynamic_cast< CHL1MPRagdoll* >( CreateEntityByName( "hl1mp_ragdoll" ) );
|
|
}
|
|
|
|
if ( pRagdoll )
|
|
{
|
|
pRagdoll->m_hPlayer = this;
|
|
pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
|
|
pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
|
|
pRagdoll->m_nModelIndex = m_nModelIndex;
|
|
pRagdoll->m_nForceBone = m_nForceBone;
|
|
//pRagdoll->m_vecForce = m_vecTotalBulletForce;
|
|
pRagdoll->SetAbsOrigin( GetAbsOrigin() );
|
|
|
|
}
|
|
|
|
m_hRagdoll = pRagdoll;
|
|
}
|
|
|
|
void CHL1MP_Player::CreateCorpse( void )
|
|
{
|
|
|
|
}
|
|
|