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3931 lines
107 KiB
C++
3931 lines
107 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL2.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hl2_player.h"
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#include "globalstate.h"
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#include "game.h"
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#include "gamerules.h"
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#include "trains.h"
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#include "basehlcombatweapon_shared.h"
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#include "vcollide_parse.h"
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#include "in_buttons.h"
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#include "ai_interactions.h"
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#include "ai_squad.h"
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#include "igamemovement.h"
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#include "ai_hull.h"
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#include "hl2_shareddefs.h"
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#include "info_camera_link.h"
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#include "point_camera.h"
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#include "engine/IEngineSound.h"
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#include "ndebugoverlay.h"
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#include "iservervehicle.h"
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#include "IVehicle.h"
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#include "globals.h"
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#include "collisionutils.h"
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#include "coordsize.h"
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#include "effect_color_tables.h"
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#include "vphysics/player_controller.h"
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#include "player_pickup.h"
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#include "weapon_physcannon.h"
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#include "script_intro.h"
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#include "effect_dispatch_data.h"
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#include "te_effect_dispatch.h"
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#include "ai_basenpc.h"
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#include "AI_Criteria.h"
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#include "npc_barnacle.h"
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#include "entitylist.h"
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#include "env_zoom.h"
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#include "hl2_gamerules.h"
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#include "prop_combine_ball.h"
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#include "datacache/imdlcache.h"
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#include "eventqueue.h"
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#include "gamestats.h"
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#include "filters.h"
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#include "tier0/icommandline.h"
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#ifdef HL2_EPISODIC
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#include "npc_alyx_episodic.h"
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#endif
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#ifdef PORTAL
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#include "portal_player.h"
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#endif // PORTAL
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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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extern ConVar weapon_showproficiency;
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extern ConVar autoaim_max_dist;
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// Do not touch with without seeing me, please! (sjb)
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// For consistency's sake, enemy gunfire is traced against a scaled down
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// version of the player's hull, not the hitboxes for the player's model
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// because the player isn't aware of his model, and can't do anything about
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// preventing headshots and other such things. Also, game difficulty will
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// not change if the model changes. This is the value by which to scale
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// the X/Y of the player's hull to get the volume to trace bullets against.
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#define PLAYER_HULL_REDUCTION 0.70
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// This switches between the single primary weapon, and multiple weapons with buckets approach (jdw)
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#define HL2_SINGLE_PRIMARY_WEAPON_MODE 0
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#define TIME_IGNORE_FALL_DAMAGE 10.0
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extern int gEvilImpulse101;
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ConVar sv_autojump( "sv_autojump", "0" );
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ConVar hl2_walkspeed( "hl2_walkspeed", "150" );
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ConVar hl2_normspeed( "hl2_normspeed", "190" );
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ConVar hl2_sprintspeed( "hl2_sprintspeed", "320" );
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ConVar hl2_darkness_flashlight_factor ( "hl2_darkness_flashlight_factor", "1" );
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#ifdef HL2MP
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#define HL2_WALK_SPEED 150
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#define HL2_NORM_SPEED 190
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#define HL2_SPRINT_SPEED 320
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#else
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#define HL2_WALK_SPEED hl2_walkspeed.GetFloat()
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#define HL2_NORM_SPEED hl2_normspeed.GetFloat()
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#define HL2_SPRINT_SPEED hl2_sprintspeed.GetFloat()
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#endif
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ConVar player_showpredictedposition( "player_showpredictedposition", "0" );
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ConVar player_showpredictedposition_timestep( "player_showpredictedposition_timestep", "1.0" );
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ConVar player_squad_transient_commands( "player_squad_transient_commands", "1", FCVAR_REPLICATED );
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ConVar player_squad_double_tap_time( "player_squad_double_tap_time", "0.25" );
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ConVar sv_infinite_aux_power( "sv_infinite_aux_power", "0", FCVAR_CHEAT );
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ConVar autoaim_unlock_target( "autoaim_unlock_target", "0.8666" );
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ConVar sv_stickysprint("sv_stickysprint", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX);
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#define FLASH_DRAIN_TIME 1.1111 // 100 units / 90 secs
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#define FLASH_CHARGE_TIME 50.0f // 100 units / 2 secs
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//==============================================================================================
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// CAPPED PLAYER PHYSICS DAMAGE TABLE
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//==============================================================================================
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static impactentry_t cappedPlayerLinearTable[] =
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{
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{ 150*150, 5 },
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{ 250*250, 10 },
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{ 450*450, 20 },
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{ 550*550, 30 },
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//{ 700*700, 100 },
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//{ 1000*1000, 500 },
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};
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static impactentry_t cappedPlayerAngularTable[] =
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{
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{ 100*100, 10 },
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{ 150*150, 20 },
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{ 200*200, 30 },
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//{ 300*300, 500 },
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};
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static impactdamagetable_t gCappedPlayerImpactDamageTable =
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{
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cappedPlayerLinearTable,
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cappedPlayerAngularTable,
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ARRAYSIZE(cappedPlayerLinearTable),
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ARRAYSIZE(cappedPlayerAngularTable),
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24*24.0f, // minimum linear speed
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360*360.0f, // minimum angular speed
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2.0f, // can't take damage from anything under 2kg
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5.0f, // anything less than 5kg is "small"
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5.0f, // never take more than 5 pts of damage from anything under 5kg
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36*36.0f, // <5kg objects must go faster than 36 in/s to do damage
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0.0f, // large mass in kg (no large mass effects)
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1.0f, // large mass scale
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2.0f, // large mass falling scale
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320.0f, // min velocity for player speed to cause damage
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};
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// Flashlight utility
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bool g_bCacheLegacyFlashlightStatus = true;
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bool g_bUseLegacyFlashlight;
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bool Flashlight_UseLegacyVersion( void )
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{
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// If this is the first run through, cache off what the answer should be (cannot change during a session)
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if ( g_bCacheLegacyFlashlightStatus )
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{
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char modDir[MAX_PATH];
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if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
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return false;
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g_bUseLegacyFlashlight = ( !Q_strcmp( modDir, "hl2" ) ||
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!Q_strcmp( modDir, "episodic" ) ||
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!Q_strcmp( modDir, "lostcoast" ) || !Q_strcmp( modDir, "hl1" ));
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g_bCacheLegacyFlashlightStatus = false;
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}
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// Return the results
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return g_bUseLegacyFlashlight;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used to relay outputs/inputs from the player to the world and viceversa
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//-----------------------------------------------------------------------------
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class CLogicPlayerProxy : public CLogicalEntity
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{
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DECLARE_CLASS( CLogicPlayerProxy, CLogicalEntity );
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private:
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DECLARE_DATADESC();
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public:
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COutputEvent m_OnFlashlightOn;
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COutputEvent m_OnFlashlightOff;
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COutputEvent m_PlayerHasAmmo;
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COutputEvent m_PlayerHasNoAmmo;
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COutputEvent m_PlayerDied;
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COutputEvent m_PlayerMissedAR2AltFire; // Player fired a combine ball which did not dissolve any enemies.
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COutputInt m_RequestedPlayerHealth;
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void InputRequestPlayerHealth( inputdata_t &inputdata );
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void InputSetFlashlightSlowDrain( inputdata_t &inputdata );
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void InputSetFlashlightNormalDrain( inputdata_t &inputdata );
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void InputSetPlayerHealth( inputdata_t &inputdata );
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void InputRequestAmmoState( inputdata_t &inputdata );
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void InputLowerWeapon( inputdata_t &inputdata );
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void InputEnableCappedPhysicsDamage( inputdata_t &inputdata );
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void InputDisableCappedPhysicsDamage( inputdata_t &inputdata );
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void InputSetLocatorTargetEntity( inputdata_t &inputdata );
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#ifdef PORTAL
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void InputSuppressCrosshair( inputdata_t &inputdata );
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#endif // PORTAL2
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void Activate ( void );
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bool PassesDamageFilter( const CTakeDamageInfo &info );
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EHANDLE m_hPlayer;
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};
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CC_ToggleZoom( void )
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{
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CBasePlayer* pPlayer = UTIL_GetCommandClient();
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if( pPlayer )
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{
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CHL2_Player *pHL2Player = dynamic_cast<CHL2_Player*>(pPlayer);
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if( pHL2Player && pHL2Player->IsSuitEquipped() )
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{
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pHL2Player->ToggleZoom();
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}
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}
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}
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static ConCommand toggle_zoom("toggle_zoom", CC_ToggleZoom, "Toggles zoom display" );
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// ConVar cl_forwardspeed( "cl_forwardspeed", "400", FCVAR_CHEAT ); // Links us to the client's version
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ConVar xc_crouch_range( "xc_crouch_range", "0.85", FCVAR_ARCHIVE, "Percentarge [1..0] of joystick range to allow ducking within" ); // Only 1/2 of the range is used
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ConVar xc_use_crouch_limiter( "xc_use_crouch_limiter", "0", FCVAR_ARCHIVE, "Use the crouch limiting logic on the controller" );
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CC_ToggleDuck( void )
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{
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CBasePlayer* pPlayer = UTIL_GetCommandClient();
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if ( pPlayer == NULL )
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return;
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// Cannot be frozen
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if ( pPlayer->GetFlags() & FL_FROZEN )
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return;
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static bool bChecked = false;
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static ConVar *pCVcl_forwardspeed = NULL;
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if ( !bChecked )
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{
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bChecked = true;
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pCVcl_forwardspeed = ( ConVar * )cvar->FindVar( "cl_forwardspeed" );
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}
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// If we're not ducked, do extra checking
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if ( xc_use_crouch_limiter.GetBool() )
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{
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if ( pPlayer->GetToggledDuckState() == false )
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{
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float flForwardSpeed = 400.0f;
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if ( pCVcl_forwardspeed )
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{
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flForwardSpeed = pCVcl_forwardspeed->GetFloat();
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}
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flForwardSpeed = MAX( 1.0f, flForwardSpeed );
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// Make sure we're not in the blindspot on the crouch detection
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float flStickDistPerc = ( pPlayer->GetStickDist() / flForwardSpeed ); // Speed is the magnitude
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if ( flStickDistPerc > xc_crouch_range.GetFloat() )
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return;
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}
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}
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// Toggle the duck
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pPlayer->ToggleDuck();
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}
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static ConCommand toggle_duck("toggle_duck", CC_ToggleDuck, "Toggles duck" );
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#ifndef HL2MP
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#ifndef PORTAL
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LINK_ENTITY_TO_CLASS( player, CHL2_Player );
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#endif
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#endif
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PRECACHE_REGISTER(player);
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CBaseEntity *FindEntityForward( CBasePlayer *pMe, bool fHull );
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BEGIN_SIMPLE_DATADESC( LadderMove_t )
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DEFINE_FIELD( m_bForceLadderMove, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bForceMount, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_flArrivalTime, FIELD_TIME ),
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DEFINE_FIELD( m_vecGoalPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_vecStartPosition, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_hForceLadder, FIELD_EHANDLE ),
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DEFINE_FIELD( m_hReservedSpot, FIELD_EHANDLE ),
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END_DATADESC()
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// Global Savedata for HL2 player
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BEGIN_DATADESC( CHL2_Player )
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DEFINE_FIELD( m_nControlClass, FIELD_INTEGER ),
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DEFINE_EMBEDDED( m_HL2Local ),
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DEFINE_FIELD( m_bSprintEnabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_flTimeAllSuitDevicesOff, FIELD_TIME ),
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DEFINE_FIELD( m_fIsSprinting, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fIsWalking, FIELD_BOOLEAN ),
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/*
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// These are initialized every time the player calls Activate()
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DEFINE_FIELD( m_bIsAutoSprinting, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fAutoSprintMinTime, FIELD_TIME ),
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*/
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// Field is used within a single tick, no need to save restore
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// DEFINE_FIELD( m_bPlayUseDenySound, FIELD_BOOLEAN ),
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// m_pPlayerAISquad reacquired on load
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DEFINE_AUTO_ARRAY( m_vecMissPositions, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( m_nNumMissPositions, FIELD_INTEGER ),
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// m_pPlayerAISquad
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DEFINE_EMBEDDED( m_CommanderUpdateTimer ),
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// m_RealTimeLastSquadCommand
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DEFINE_FIELD( m_QueuedCommand, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTimeIgnoreFallDamage, FIELD_TIME ),
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DEFINE_FIELD( m_bIgnoreFallDamageResetAfterImpact, FIELD_BOOLEAN ),
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// Suit power fields
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DEFINE_FIELD( m_flSuitPowerLoad, FIELD_FLOAT ),
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DEFINE_FIELD( m_flIdleTime, FIELD_TIME ),
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DEFINE_FIELD( m_flMoveTime, FIELD_TIME ),
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DEFINE_FIELD( m_flLastDamageTime, FIELD_TIME ),
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DEFINE_FIELD( m_flTargetFindTime, FIELD_TIME ),
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DEFINE_FIELD( m_flAdmireGlovesAnimTime, FIELD_TIME ),
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DEFINE_FIELD( m_flNextFlashlightCheckTime, FIELD_TIME ),
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DEFINE_FIELD( m_flFlashlightPowerDrainScale, FIELD_FLOAT ),
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DEFINE_FIELD( m_bFlashlightDisabled, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bUseCappedPhysicsDamageTable, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_hLockedAutoAimEntity, FIELD_EHANDLE ),
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DEFINE_EMBEDDED( m_LowerWeaponTimer ),
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DEFINE_EMBEDDED( m_AutoaimTimer ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamage", InputIgnoreFallDamage ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "IgnoreFallDamageWithoutReset", InputIgnoreFallDamageWithoutReset ),
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DEFINE_INPUTFUNC( FIELD_VOID, "OnSquadMemberKilled", OnSquadMemberKilled ),
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DEFINE_INPUTFUNC( FIELD_VOID, "DisableFlashlight", InputDisableFlashlight ),
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DEFINE_INPUTFUNC( FIELD_VOID, "EnableFlashlight", InputEnableFlashlight ),
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DEFINE_INPUTFUNC( FIELD_VOID, "ForceDropPhysObjects", InputForceDropPhysObjects ),
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DEFINE_SOUNDPATCH( m_sndLeeches ),
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DEFINE_SOUNDPATCH( m_sndWaterSplashes ),
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DEFINE_FIELD( m_flArmorReductionTime, FIELD_TIME ),
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DEFINE_FIELD( m_iArmorReductionFrom, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTimeUseSuspended, FIELD_TIME ),
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DEFINE_FIELD( m_hLocatorTargetEntity, FIELD_EHANDLE ),
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DEFINE_FIELD( m_flTimeNextLadderHint, FIELD_TIME ),
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//DEFINE_FIELD( m_hPlayerProxy, FIELD_EHANDLE ), //Shut up class check!
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END_DATADESC()
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CHL2_Player::CHL2_Player()
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{
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m_nNumMissPositions = 0;
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m_pPlayerAISquad = 0;
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m_bSprintEnabled = true;
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m_flArmorReductionTime = 0.0f;
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m_iArmorReductionFrom = 0;
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}
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//
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// SUIT POWER DEVICES
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//
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#define SUITPOWER_CHARGE_RATE 12.5 // 100 units in 8 seconds
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#ifdef HL2MP
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CSuitPowerDevice SuitDeviceSprint( bits_SUIT_DEVICE_SPRINT, 25.0f ); // 100 units in 4 seconds
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#else
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CSuitPowerDevice SuitDeviceSprint( bits_SUIT_DEVICE_SPRINT, 12.5f ); // 100 units in 8 seconds
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#endif
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#ifdef HL2_EPISODIC
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CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 1.111 ); // 100 units in 90 second
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#else
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CSuitPowerDevice SuitDeviceFlashlight( bits_SUIT_DEVICE_FLASHLIGHT, 2.222 ); // 100 units in 45 second
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#endif
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CSuitPowerDevice SuitDeviceBreather( bits_SUIT_DEVICE_BREATHER, 6.7f ); // 100 units in 15 seconds (plus three padded seconds)
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IMPLEMENT_SERVERCLASS_ST(CHL2_Player, DT_HL2_Player)
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SendPropDataTable(SENDINFO_DT(m_HL2Local), &REFERENCE_SEND_TABLE(DT_HL2Local), SendProxy_SendLocalDataTable),
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SendPropBool( SENDINFO(m_fIsSprinting) ),
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END_SEND_TABLE()
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void CHL2_Player::Precache( void )
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{
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BaseClass::Precache();
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PrecacheScriptSound( "HL2Player.SprintNoPower" );
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PrecacheScriptSound( "HL2Player.SprintStart" );
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PrecacheScriptSound( "HL2Player.UseDeny" );
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PrecacheScriptSound( "HL2Player.FlashLightOn" );
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PrecacheScriptSound( "HL2Player.FlashLightOff" );
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PrecacheScriptSound( "HL2Player.PickupWeapon" );
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PrecacheScriptSound( "HL2Player.TrainUse" );
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PrecacheScriptSound( "HL2Player.Use" );
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PrecacheScriptSound( "HL2Player.BurnPain" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHL2_Player::CheckSuitZoom( void )
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{
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//#ifndef _XBOX
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//Adrian - No zooming without a suit!
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if ( IsSuitEquipped() )
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{
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if ( m_afButtonReleased & IN_ZOOM )
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{
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StopZooming();
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}
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else if ( m_afButtonPressed & IN_ZOOM )
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{
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StartZooming();
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}
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}
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//#endif//_XBOX
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}
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void CHL2_Player::EquipSuit( bool bPlayEffects )
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{
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MDLCACHE_CRITICAL_SECTION();
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BaseClass::EquipSuit();
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m_HL2Local.m_bDisplayReticle = true;
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if ( bPlayEffects == true )
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{
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StartAdmireGlovesAnimation();
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}
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}
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void CHL2_Player::RemoveSuit( void )
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{
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BaseClass::RemoveSuit();
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m_HL2Local.m_bDisplayReticle = false;
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}
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|
|
void CHL2_Player::HandleSpeedChanges( void )
|
|
{
|
|
int buttonsChanged = m_afButtonPressed | m_afButtonReleased;
|
|
|
|
bool bCanSprint = CanSprint();
|
|
bool bIsSprinting = IsSprinting();
|
|
bool bWantSprint = ( bCanSprint && IsSuitEquipped() && (m_nButtons & IN_SPEED) );
|
|
if ( bIsSprinting != bWantSprint && (buttonsChanged & IN_SPEED) )
|
|
{
|
|
// If someone wants to sprint, make sure they've pressed the button to do so. We want to prevent the
|
|
// case where a player can hold down the sprint key and burn tiny bursts of sprint as the suit recharges
|
|
// We want a full debounce of the key to resume sprinting after the suit is completely drained
|
|
if ( bWantSprint )
|
|
{
|
|
if ( sv_stickysprint.GetBool() )
|
|
{
|
|
StartAutoSprint();
|
|
}
|
|
else
|
|
{
|
|
StartSprinting();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( !sv_stickysprint.GetBool() )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
// Reset key, so it will be activated post whatever is suppressing it.
|
|
m_nButtons &= ~IN_SPEED;
|
|
}
|
|
}
|
|
|
|
bool bIsWalking = IsWalking();
|
|
// have suit, pressing button, not sprinting or ducking
|
|
bool bWantWalking;
|
|
|
|
if( IsSuitEquipped() )
|
|
{
|
|
bWantWalking = (m_nButtons & IN_WALK) && !IsSprinting() && !(m_nButtons & IN_DUCK);
|
|
}
|
|
else
|
|
{
|
|
bWantWalking = true;
|
|
}
|
|
|
|
if( bIsWalking != bWantWalking )
|
|
{
|
|
if ( bWantWalking )
|
|
{
|
|
StartWalking();
|
|
}
|
|
else
|
|
{
|
|
StopWalking();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This happens when we powerdown from the mega physcannon to the regular one
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::HandleArmorReduction( void )
|
|
{
|
|
if ( m_flArmorReductionTime < gpGlobals->curtime )
|
|
return;
|
|
|
|
if ( ArmorValue() <= 0 )
|
|
return;
|
|
|
|
float flPercent = 1.0f - (( m_flArmorReductionTime - gpGlobals->curtime ) / ARMOR_DECAY_TIME );
|
|
|
|
int iArmor = Lerp( flPercent, m_iArmorReductionFrom, 0 );
|
|
|
|
SetArmorValue( iArmor );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Allow pre-frame adjustments on the player
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::PreThink(void)
|
|
{
|
|
if ( player_showpredictedposition.GetBool() )
|
|
{
|
|
Vector predPos;
|
|
|
|
UTIL_PredictedPosition( this, player_showpredictedposition_timestep.GetFloat(), &predPos );
|
|
|
|
NDebugOverlay::Box( predPos, NAI_Hull::Mins( GetHullType() ), NAI_Hull::Maxs( GetHullType() ), 0, 255, 0, 0, 0.01f );
|
|
NDebugOverlay::Line( GetAbsOrigin(), predPos, 0, 255, 0, 0, 0.01f );
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
if( m_hLocatorTargetEntity != NULL )
|
|
{
|
|
// Keep track of the entity here, the client will pick up the rest of the work
|
|
m_HL2Local.m_vecLocatorOrigin = m_hLocatorTargetEntity->WorldSpaceCenter();
|
|
}
|
|
else
|
|
{
|
|
m_HL2Local.m_vecLocatorOrigin = vec3_invalid; // This tells the client we have no locator target.
|
|
}
|
|
#endif//HL2_EPISODIC
|
|
|
|
// Riding a vehicle?
|
|
if ( IsInAVehicle() )
|
|
{
|
|
VPROF( "CHL2_Player::PreThink-Vehicle" );
|
|
// make sure we update the client, check for timed damage and update suit even if we are in a vehicle
|
|
UpdateClientData();
|
|
CheckTimeBasedDamage();
|
|
|
|
// Allow the suit to recharge when in the vehicle.
|
|
SuitPower_Update();
|
|
CheckSuitUpdate();
|
|
CheckSuitZoom();
|
|
|
|
WaterMove();
|
|
return;
|
|
}
|
|
|
|
// This is an experiment of mine- autojumping!
|
|
// only affects you if sv_autojump is nonzero.
|
|
if( (GetFlags() & FL_ONGROUND) && sv_autojump.GetFloat() != 0 )
|
|
{
|
|
VPROF( "CHL2_Player::PreThink-Autojump" );
|
|
// check autojump
|
|
Vector vecCheckDir;
|
|
|
|
vecCheckDir = GetAbsVelocity();
|
|
|
|
float flVelocity = VectorNormalize( vecCheckDir );
|
|
|
|
if( flVelocity > 200 )
|
|
{
|
|
// Going fast enough to autojump
|
|
vecCheckDir = WorldSpaceCenter() + vecCheckDir * 34 - Vector( 0, 0, 16 );
|
|
|
|
trace_t tr;
|
|
|
|
UTIL_TraceHull( WorldSpaceCenter() - Vector( 0, 0, 16 ), vecCheckDir, NAI_Hull::Mins(HULL_TINY_CENTERED),NAI_Hull::Maxs(HULL_TINY_CENTERED), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER, &tr );
|
|
|
|
//NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 );
|
|
|
|
if( tr.fraction == 1.0 && !tr.startsolid )
|
|
{
|
|
// Now trace down!
|
|
UTIL_TraceLine( vecCheckDir, vecCheckDir - Vector( 0, 0, 64 ), MASK_PLAYERSOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
//NDebugOverlay::Line( tr.startpos, tr.endpos, 0,255,0, true, 10 );
|
|
|
|
if( tr.fraction == 1.0 && !tr.startsolid )
|
|
{
|
|
// !!!HACKHACK
|
|
// I KNOW, I KNOW, this is definitely not the right way to do this,
|
|
// but I'm prototyping! (sjb)
|
|
Vector vecNewVelocity = GetAbsVelocity();
|
|
vecNewVelocity.z += 250;
|
|
SetAbsVelocity( vecNewVelocity );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-Speed" );
|
|
HandleSpeedChanges();
|
|
#ifdef HL2_EPISODIC
|
|
HandleArmorReduction();
|
|
#endif
|
|
|
|
if( sv_stickysprint.GetBool() && m_bIsAutoSprinting )
|
|
{
|
|
// If we're ducked and not in the air
|
|
if( IsDucked() && GetGroundEntity() != NULL )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
// Stop sprinting if the player lets off the stick for a moment.
|
|
else if( GetStickDist() == 0.0f )
|
|
{
|
|
if( gpGlobals->curtime > m_fAutoSprintMinTime )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Stop sprinting one half second after the player stops inputting with the move stick.
|
|
m_fAutoSprintMinTime = gpGlobals->curtime + 0.5f;
|
|
}
|
|
}
|
|
else if ( IsSprinting() )
|
|
{
|
|
// Disable sprint while ducked unless we're in the air (jumping)
|
|
if ( IsDucked() && ( GetGroundEntity() != NULL ) )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
}
|
|
|
|
VPROF_SCOPE_END();
|
|
|
|
if ( g_fGameOver || IsPlayerLockedInPlace() )
|
|
return; // finale
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-ItemPreFrame" );
|
|
ItemPreFrame( );
|
|
VPROF_SCOPE_END();
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-WaterMove" );
|
|
WaterMove();
|
|
VPROF_SCOPE_END();
|
|
|
|
if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
|
|
m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
|
|
else
|
|
m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT;
|
|
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CommanderUpdate" );
|
|
CommanderUpdate();
|
|
VPROF_SCOPE_END();
|
|
|
|
// Operate suit accessories and manage power consumption/charge
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-SuitPower_Update" );
|
|
SuitPower_Update();
|
|
VPROF_SCOPE_END();
|
|
|
|
// checks if new client data (for HUD and view control) needs to be sent to the client
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-UpdateClientData" );
|
|
UpdateClientData();
|
|
VPROF_SCOPE_END();
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckTimeBasedDamage" );
|
|
CheckTimeBasedDamage();
|
|
VPROF_SCOPE_END();
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckSuitUpdate" );
|
|
CheckSuitUpdate();
|
|
VPROF_SCOPE_END();
|
|
|
|
VPROF_SCOPE_BEGIN( "CHL2_Player::PreThink-CheckSuitZoom" );
|
|
CheckSuitZoom();
|
|
VPROF_SCOPE_END();
|
|
|
|
if (m_lifeState >= LIFE_DYING)
|
|
{
|
|
PlayerDeathThink();
|
|
return;
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
CheckFlashlight();
|
|
#endif // HL2_EPISODIC
|
|
|
|
// So the correct flags get sent to client asap.
|
|
//
|
|
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
|
|
AddFlag( FL_ONTRAIN );
|
|
else
|
|
RemoveFlag( FL_ONTRAIN );
|
|
|
|
// Train speed control
|
|
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
|
|
{
|
|
CBaseEntity *pTrain = GetGroundEntity();
|
|
float vel;
|
|
|
|
if ( pTrain )
|
|
{
|
|
if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
|
|
pTrain = NULL;
|
|
}
|
|
|
|
if ( !pTrain )
|
|
{
|
|
if ( GetActiveWeapon() && (GetActiveWeapon()->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
|
|
{
|
|
m_iTrain = TRAIN_ACTIVE | TRAIN_NEW;
|
|
|
|
if ( m_nButtons & IN_FORWARD )
|
|
{
|
|
m_iTrain |= TRAIN_FAST;
|
|
}
|
|
else if ( m_nButtons & IN_BACK )
|
|
{
|
|
m_iTrain |= TRAIN_BACK;
|
|
}
|
|
else
|
|
{
|
|
m_iTrain |= TRAIN_NEUTRAL;
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
trace_t trainTrace;
|
|
// Maybe this is on the other side of a level transition
|
|
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector(0,0,-38),
|
|
MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trainTrace );
|
|
|
|
if ( trainTrace.fraction != 1.0 && trainTrace.m_pEnt )
|
|
pTrain = trainTrace.m_pEnt;
|
|
|
|
|
|
if ( !pTrain || !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) || !pTrain->OnControls(this) )
|
|
{
|
|
// Warning( "In train mode with no train!\n" );
|
|
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
|
|
m_iTrain = TRAIN_NEW|TRAIN_OFF;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else if ( !( GetFlags() & FL_ONGROUND ) || pTrain->HasSpawnFlags( SF_TRACKTRAIN_NOCONTROL ) || (m_nButtons & (IN_MOVELEFT|IN_MOVERIGHT) ) )
|
|
{
|
|
// Turn off the train if you jump, strafe, or the train controls go dead
|
|
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
|
|
m_iTrain = TRAIN_NEW|TRAIN_OFF;
|
|
return;
|
|
}
|
|
|
|
SetAbsVelocity( vec3_origin );
|
|
vel = 0;
|
|
if ( m_afButtonPressed & IN_FORWARD )
|
|
{
|
|
vel = 1;
|
|
pTrain->Use( this, this, USE_SET, (float)vel );
|
|
}
|
|
else if ( m_afButtonPressed & IN_BACK )
|
|
{
|
|
vel = -1;
|
|
pTrain->Use( this, this, USE_SET, (float)vel );
|
|
}
|
|
|
|
if (vel)
|
|
{
|
|
m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
|
|
m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
|
|
}
|
|
}
|
|
else if (m_iTrain & TRAIN_ACTIVE)
|
|
{
|
|
m_iTrain = TRAIN_NEW; // turn off train
|
|
}
|
|
|
|
|
|
//
|
|
// If we're not on the ground, we're falling. Update our falling velocity.
|
|
//
|
|
if ( !( GetFlags() & FL_ONGROUND ) )
|
|
{
|
|
m_Local.m_flFallVelocity = -GetAbsVelocity().z;
|
|
}
|
|
|
|
if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
|
|
{
|
|
bool bOnBarnacle = false;
|
|
CNPC_Barnacle *pBarnacle = NULL;
|
|
do
|
|
{
|
|
// FIXME: Not a good or fast solution, but maybe it will catch the bug!
|
|
pBarnacle = (CNPC_Barnacle*)gEntList.FindEntityByClassname( pBarnacle, "npc_barnacle" );
|
|
if ( pBarnacle )
|
|
{
|
|
if ( pBarnacle->GetEnemy() == this )
|
|
{
|
|
bOnBarnacle = true;
|
|
}
|
|
}
|
|
} while ( pBarnacle );
|
|
|
|
if ( !bOnBarnacle )
|
|
{
|
|
Warning( "Attached to barnacle?\n" );
|
|
Assert( 0 );
|
|
m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
|
|
}
|
|
else
|
|
{
|
|
SetAbsVelocity( vec3_origin );
|
|
}
|
|
}
|
|
// StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?
|
|
|
|
// Update weapon's ready status
|
|
UpdateWeaponPosture();
|
|
|
|
// Disallow shooting while zooming
|
|
if ( IsX360() )
|
|
{
|
|
if ( IsZooming() )
|
|
{
|
|
if( GetActiveWeapon() && !GetActiveWeapon()->IsWeaponZoomed() )
|
|
{
|
|
// If not zoomed because of the weapon itself, do not attack.
|
|
m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_nButtons & IN_ZOOM )
|
|
{
|
|
//FIXME: Held weapons like the grenade get sad when this happens
|
|
#ifdef HL2_EPISODIC
|
|
// Episodic allows players to zoom while using a func_tank
|
|
CBaseCombatWeapon* pWep = GetActiveWeapon();
|
|
if ( !m_hUseEntity || ( pWep && pWep->IsWeaponVisible() ) )
|
|
#endif
|
|
m_nButtons &= ~(IN_ATTACK|IN_ATTACK2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CHL2_Player::PostThink( void )
|
|
{
|
|
BaseClass::PostThink();
|
|
|
|
if ( !g_fGameOver && !IsPlayerLockedInPlace() && IsAlive() )
|
|
{
|
|
HandleAdmireGlovesAnimation();
|
|
}
|
|
}
|
|
|
|
void CHL2_Player::StartAdmireGlovesAnimation( void )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
CBaseViewModel *vm = GetViewModel( 0 );
|
|
|
|
if ( vm && !GetActiveWeapon() )
|
|
{
|
|
vm->SetWeaponModel( "models/weapons/v_hands.mdl", NULL );
|
|
ShowViewModel( true );
|
|
|
|
int idealSequence = vm->SelectWeightedSequence( ACT_VM_IDLE );
|
|
|
|
if ( idealSequence >= 0 )
|
|
{
|
|
vm->SendViewModelMatchingSequence( idealSequence );
|
|
m_flAdmireGlovesAnimTime = gpGlobals->curtime + vm->SequenceDuration( idealSequence );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CHL2_Player::HandleAdmireGlovesAnimation( void )
|
|
{
|
|
CBaseViewModel *pVM = GetViewModel();
|
|
|
|
if ( pVM && pVM->GetOwningWeapon() == NULL )
|
|
{
|
|
if ( m_flAdmireGlovesAnimTime != 0.0 )
|
|
{
|
|
if ( m_flAdmireGlovesAnimTime > gpGlobals->curtime )
|
|
{
|
|
pVM->m_flPlaybackRate = 1.0f;
|
|
pVM->StudioFrameAdvance( );
|
|
}
|
|
else if ( m_flAdmireGlovesAnimTime < gpGlobals->curtime )
|
|
{
|
|
m_flAdmireGlovesAnimTime = 0.0f;
|
|
pVM->SetWeaponModel( NULL, NULL );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
m_flAdmireGlovesAnimTime = 0.0f;
|
|
}
|
|
|
|
#define HL2PLAYER_RELOADGAME_ATTACK_DELAY 1.0f
|
|
|
|
void CHL2_Player::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
InitSprinting();
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
// Delay attacks by 1 second after loading a game.
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
float flRemaining = GetActiveWeapon()->m_flNextPrimaryAttack - gpGlobals->curtime;
|
|
|
|
if ( flRemaining < HL2PLAYER_RELOADGAME_ATTACK_DELAY )
|
|
{
|
|
GetActiveWeapon()->m_flNextPrimaryAttack = gpGlobals->curtime + HL2PLAYER_RELOADGAME_ATTACK_DELAY;
|
|
}
|
|
|
|
flRemaining = GetActiveWeapon()->m_flNextSecondaryAttack - gpGlobals->curtime;
|
|
|
|
if ( flRemaining < HL2PLAYER_RELOADGAME_ATTACK_DELAY )
|
|
{
|
|
GetActiveWeapon()->m_flNextSecondaryAttack = gpGlobals->curtime + HL2PLAYER_RELOADGAME_ATTACK_DELAY;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
GetPlayerProxy();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
// Purpose :
|
|
// Input :
|
|
// Output :
|
|
//------------------------------------------------------------------------------
|
|
Class_T CHL2_Player::Classify ( void )
|
|
{
|
|
// If player controlling another entity? If so, return this class
|
|
if (m_nControlClass != CLASS_NONE)
|
|
{
|
|
return m_nControlClass;
|
|
}
|
|
else
|
|
{
|
|
if(IsInAVehicle())
|
|
{
|
|
IServerVehicle *pVehicle = GetVehicle();
|
|
return pVehicle->ClassifyPassenger( this, CLASS_PLAYER );
|
|
}
|
|
else
|
|
{
|
|
return CLASS_PLAYER;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This is a generic function (to be implemented by sub-classes) to
|
|
// handle specific interactions between different types of characters
|
|
// (For example the barnacle grabbing an NPC)
|
|
// Input : Constant for the type of interaction
|
|
// Output : true - if sub-class has a response for the interaction
|
|
// false - if sub-class has no response
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
|
|
{
|
|
if ( interactionType == g_interactionBarnacleVictimDangle )
|
|
return false;
|
|
|
|
if (interactionType == g_interactionBarnacleVictimReleased)
|
|
{
|
|
m_afPhysicsFlags &= ~PFLAG_ONBARNACLE;
|
|
SetMoveType( MOVETYPE_WALK );
|
|
return true;
|
|
}
|
|
else if (interactionType == g_interactionBarnacleVictimGrab)
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
|
|
if ( pAlyx )
|
|
{
|
|
// Make Alyx totally hate this barnacle so that she saves the player.
|
|
int priority;
|
|
|
|
priority = pAlyx->IRelationPriority(sourceEnt);
|
|
pAlyx->AddEntityRelationship( sourceEnt, D_HT, priority + 5 );
|
|
}
|
|
#endif//HL2_EPISODIC
|
|
|
|
m_afPhysicsFlags |= PFLAG_ONBARNACLE;
|
|
ClearUseEntity();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
void CHL2_Player::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
|
|
{
|
|
// Handle FL_FROZEN.
|
|
if ( m_afPhysicsFlags & PFLAG_ONBARNACLE )
|
|
{
|
|
ucmd->forwardmove = 0;
|
|
ucmd->sidemove = 0;
|
|
ucmd->upmove = 0;
|
|
ucmd->buttons &= ~IN_USE;
|
|
}
|
|
|
|
// Can't use stuff while dead
|
|
if ( IsDead() )
|
|
{
|
|
ucmd->buttons &= ~IN_USE;
|
|
}
|
|
|
|
//Update our movement information
|
|
if ( ( ucmd->forwardmove != 0 ) || ( ucmd->sidemove != 0 ) || ( ucmd->upmove != 0 ) )
|
|
{
|
|
m_flIdleTime -= TICK_INTERVAL * 2.0f;
|
|
|
|
if ( m_flIdleTime < 0.0f )
|
|
{
|
|
m_flIdleTime = 0.0f;
|
|
}
|
|
|
|
m_flMoveTime += TICK_INTERVAL;
|
|
|
|
if ( m_flMoveTime > 4.0f )
|
|
{
|
|
m_flMoveTime = 4.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_flIdleTime += TICK_INTERVAL;
|
|
|
|
if ( m_flIdleTime > 4.0f )
|
|
{
|
|
m_flIdleTime = 4.0f;
|
|
}
|
|
|
|
m_flMoveTime -= TICK_INTERVAL * 2.0f;
|
|
|
|
if ( m_flMoveTime < 0.0f )
|
|
{
|
|
m_flMoveTime = 0.0f;
|
|
}
|
|
}
|
|
|
|
//Msg("Player time: [ACTIVE: %f]\t[IDLE: %f]\n", m_flMoveTime, m_flIdleTime );
|
|
|
|
BaseClass::PlayerRunCommand( ucmd, moveHelper );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets HL2 specific defaults.
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::Spawn(void)
|
|
{
|
|
|
|
#ifndef HL2MP
|
|
#ifndef PORTAL
|
|
SetModel( "models/player.mdl" );
|
|
#endif
|
|
#endif
|
|
|
|
BaseClass::Spawn();
|
|
|
|
//
|
|
// Our player movement speed is set once here. This will override the cl_xxxx
|
|
// cvars unless they are set to be lower than this.
|
|
//
|
|
//m_flMaxspeed = 320;
|
|
|
|
if ( !IsSuitEquipped() )
|
|
StartWalking();
|
|
|
|
SuitPower_SetCharge( 100 );
|
|
|
|
m_Local.m_iHideHUD |= HIDEHUD_CHAT;
|
|
|
|
m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME));
|
|
|
|
InitSprinting();
|
|
|
|
// Setup our flashlight values
|
|
#ifdef HL2_EPISODIC
|
|
m_HL2Local.m_flFlashBattery = 100.0f;
|
|
#endif
|
|
|
|
GetPlayerProxy();
|
|
|
|
SetFlashlightPowerDrainScale( 1.0f );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::UpdateLocatorPosition( const Vector &vecPosition )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
m_HL2Local.m_vecLocatorOrigin = vecPosition;
|
|
#endif//HL2_EPISODIC
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::InitSprinting( void )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether or not we are allowed to sprint now.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::CanSprint()
|
|
{
|
|
return ( m_bSprintEnabled && // Only if sprint is enabled
|
|
!IsWalking() && // Not if we're walking
|
|
!( m_Local.m_bDucked && !m_Local.m_bDucking ) && // Nor if we're ducking
|
|
(GetWaterLevel() != 3) && // Certainly not underwater
|
|
(GlobalEntity_GetState("suit_no_sprint") != GLOBAL_ON) ); // Out of the question without the sprint module
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StartAutoSprint()
|
|
{
|
|
if( IsSprinting() )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
else
|
|
{
|
|
StartSprinting();
|
|
m_bIsAutoSprinting = true;
|
|
m_fAutoSprintMinTime = gpGlobals->curtime + 1.5f;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StartSprinting( void )
|
|
{
|
|
if( m_HL2Local.m_flSuitPower < 10 )
|
|
{
|
|
// Don't sprint unless there's a reasonable
|
|
// amount of suit power.
|
|
|
|
// debounce the button for sound playing
|
|
if ( m_afButtonPressed & IN_SPEED )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
filter.UsePredictionRules();
|
|
EmitSound( filter, entindex(), "HL2Player.SprintNoPower" );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if( !SuitPower_AddDevice( SuitDeviceSprint ) )
|
|
return;
|
|
|
|
CPASAttenuationFilter filter( this );
|
|
filter.UsePredictionRules();
|
|
EmitSound( filter, entindex(), "HL2Player.SprintStart" );
|
|
|
|
SetMaxSpeed( HL2_SPRINT_SPEED );
|
|
m_fIsSprinting = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StopSprinting( void )
|
|
{
|
|
if ( m_HL2Local.m_bitsActiveDevices & SuitDeviceSprint.GetDeviceID() )
|
|
{
|
|
SuitPower_RemoveDevice( SuitDeviceSprint );
|
|
}
|
|
|
|
if( IsSuitEquipped() )
|
|
{
|
|
SetMaxSpeed( HL2_NORM_SPEED );
|
|
}
|
|
else
|
|
{
|
|
SetMaxSpeed( HL2_WALK_SPEED );
|
|
}
|
|
|
|
m_fIsSprinting = false;
|
|
|
|
if ( sv_stickysprint.GetBool() )
|
|
{
|
|
m_bIsAutoSprinting = false;
|
|
m_fAutoSprintMinTime = 0.0f;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called to disable and enable sprint due to temporary circumstances:
|
|
// - Carrying a heavy object with the physcannon
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::EnableSprint( bool bEnable )
|
|
{
|
|
if ( !bEnable && IsSprinting() )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
|
|
m_bSprintEnabled = bEnable;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StartWalking( void )
|
|
{
|
|
SetMaxSpeed( HL2_WALK_SPEED );
|
|
m_fIsWalking = true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StopWalking( void )
|
|
{
|
|
SetMaxSpeed( HL2_NORM_SPEED );
|
|
m_fIsWalking = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::CanZoom( CBaseEntity *pRequester )
|
|
{
|
|
if ( IsZooming() )
|
|
return false;
|
|
|
|
//Check our weapon
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::ToggleZoom(void)
|
|
{
|
|
if( IsZooming() )
|
|
{
|
|
StopZooming();
|
|
}
|
|
else
|
|
{
|
|
StartZooming();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: +zoom suit zoom
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StartZooming( void )
|
|
{
|
|
int iFOV = 25;
|
|
if ( SetFOV( this, iFOV, 0.4f ) )
|
|
{
|
|
m_HL2Local.m_bZooming = true;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StopZooming( void )
|
|
{
|
|
int iFOV = GetZoomOwnerDesiredFOV( m_hZoomOwner );
|
|
|
|
if ( SetFOV( this, iFOV, 0.2f ) )
|
|
{
|
|
m_HL2Local.m_bZooming = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::IsZooming( void )
|
|
{
|
|
if ( m_hZoomOwner != NULL )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent
|
|
{
|
|
public:
|
|
int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position )
|
|
{
|
|
CHL2_Player *pPlayer = (CHL2_Player *)pObject->GetGameData();
|
|
if ( pPlayer )
|
|
{
|
|
if ( pPlayer->TouchedPhysics() )
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
};
|
|
|
|
static CPhysicsPlayerCallback playerCallback;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity )
|
|
{
|
|
BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
|
|
|
|
// Setup the HL2 specific callback.
|
|
IPhysicsPlayerController *pPlayerController = GetPhysicsController();
|
|
if ( pPlayerController )
|
|
{
|
|
pPlayerController->SetEventHandler( &playerCallback );
|
|
}
|
|
}
|
|
|
|
|
|
CHL2_Player::~CHL2_Player( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CHL2_Player::CommanderFindGoal( commandgoal_t *pGoal )
|
|
{
|
|
CAI_BaseNPC *pAllyNpc;
|
|
trace_t tr;
|
|
Vector vecTarget;
|
|
Vector forward;
|
|
|
|
EyeVectors( &forward );
|
|
|
|
//---------------------------------
|
|
// MASK_SHOT on purpose! So that you don't hit the invisible hulls of the NPCs.
|
|
CTraceFilterSkipTwoEntities filter( this, PhysCannonGetHeldEntity( GetActiveWeapon() ), COLLISION_GROUP_INTERACTIVE_DEBRIS );
|
|
|
|
UTIL_TraceLine( EyePosition(), EyePosition() + forward * MAX_COORD_RANGE, MASK_SHOT, &filter, &tr );
|
|
|
|
if( !tr.DidHitWorld() )
|
|
{
|
|
CUtlVector<CAI_BaseNPC *> Allies;
|
|
AISquadIter_t iter;
|
|
for ( pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
|
|
{
|
|
if ( pAllyNpc->IsCommandable() )
|
|
Allies.AddToTail( pAllyNpc );
|
|
}
|
|
|
|
for( int i = 0 ; i < Allies.Count() ; i++ )
|
|
{
|
|
if( Allies[ i ]->IsValidCommandTarget( tr.m_pEnt ) )
|
|
{
|
|
pGoal->m_pGoalEntity = tr.m_pEnt;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( tr.fraction == 1.0 || (tr.surface.flags & SURF_SKY) )
|
|
{
|
|
// Move commands invalid against skybox.
|
|
pGoal->m_vecGoalLocation = tr.endpos;
|
|
return false;
|
|
}
|
|
|
|
if ( tr.m_pEnt->IsNPC() && ((CAI_BaseNPC *)(tr.m_pEnt))->IsCommandable() )
|
|
{
|
|
pGoal->m_vecGoalLocation = tr.m_pEnt->GetAbsOrigin();
|
|
}
|
|
else
|
|
{
|
|
vecTarget = tr.endpos;
|
|
|
|
Vector mins( -16, -16, 0 );
|
|
Vector maxs( 16, 16, 0 );
|
|
|
|
// Back up from whatever we hit so that there's enough space at the
|
|
// target location for a bounding box.
|
|
// Now trace down.
|
|
//UTIL_TraceLine( vecTarget, vecTarget - Vector( 0, 0, 8192 ), MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
|
|
UTIL_TraceHull( vecTarget + tr.plane.normal * 24,
|
|
vecTarget - Vector( 0, 0, 8192 ),
|
|
mins,
|
|
maxs,
|
|
MASK_SOLID_BRUSHONLY,
|
|
this,
|
|
COLLISION_GROUP_NONE,
|
|
&tr );
|
|
|
|
|
|
if ( !tr.startsolid )
|
|
pGoal->m_vecGoalLocation = tr.endpos;
|
|
else
|
|
pGoal->m_vecGoalLocation = vecTarget;
|
|
}
|
|
|
|
pAllyNpc = GetSquadCommandRepresentative();
|
|
if ( !pAllyNpc )
|
|
return false;
|
|
|
|
vecTarget = pGoal->m_vecGoalLocation;
|
|
if ( !pAllyNpc->FindNearestValidGoalPos( vecTarget, &pGoal->m_vecGoalLocation ) )
|
|
return false;
|
|
|
|
return ( ( vecTarget - pGoal->m_vecGoalLocation ).LengthSqr() < Square( 15*12 ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CAI_BaseNPC *CHL2_Player::GetSquadCommandRepresentative()
|
|
{
|
|
if ( m_pPlayerAISquad != NULL )
|
|
{
|
|
CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember();
|
|
|
|
if ( pAllyNpc )
|
|
{
|
|
return pAllyNpc->GetSquadCommandRepresentative();
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CHL2_Player::GetNumSquadCommandables()
|
|
{
|
|
AISquadIter_t iter;
|
|
int c = 0;
|
|
for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
|
|
{
|
|
if ( pAllyNpc->IsCommandable() )
|
|
c++;
|
|
}
|
|
return c;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CHL2_Player::GetNumSquadCommandableMedics()
|
|
{
|
|
AISquadIter_t iter;
|
|
int c = 0;
|
|
for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
|
|
{
|
|
if ( pAllyNpc->IsCommandable() && pAllyNpc->IsMedic() )
|
|
c++;
|
|
}
|
|
return c;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::CommanderUpdate()
|
|
{
|
|
CAI_BaseNPC *pCommandRepresentative = GetSquadCommandRepresentative();
|
|
bool bFollowMode = false;
|
|
if ( pCommandRepresentative )
|
|
{
|
|
bFollowMode = ( pCommandRepresentative->GetCommandGoal() == vec3_invalid );
|
|
|
|
// set the variables for network transmission (to show on the hud)
|
|
m_HL2Local.m_iSquadMemberCount = GetNumSquadCommandables();
|
|
m_HL2Local.m_iSquadMedicCount = GetNumSquadCommandableMedics();
|
|
m_HL2Local.m_fSquadInFollowMode = bFollowMode;
|
|
|
|
// debugging code for displaying extra squad indicators
|
|
/*
|
|
char *pszMoving = "";
|
|
AISquadIter_t iter;
|
|
for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
|
|
{
|
|
if ( pAllyNpc->IsCommandMoving() )
|
|
{
|
|
pszMoving = "<-";
|
|
break;
|
|
}
|
|
}
|
|
|
|
NDebugOverlay::ScreenText(
|
|
0.932, 0.919,
|
|
CFmtStr( "%d|%c%s", GetNumSquadCommandables(), ( bFollowMode ) ? 'F' : 'S', pszMoving ),
|
|
255, 128, 0, 128,
|
|
0 );
|
|
*/
|
|
|
|
}
|
|
else
|
|
{
|
|
m_HL2Local.m_iSquadMemberCount = 0;
|
|
m_HL2Local.m_iSquadMedicCount = 0;
|
|
m_HL2Local.m_fSquadInFollowMode = true;
|
|
}
|
|
|
|
if ( m_QueuedCommand != CC_NONE && ( m_QueuedCommand == CC_FOLLOW || gpGlobals->realtime - m_RealTimeLastSquadCommand >= player_squad_double_tap_time.GetFloat() ) )
|
|
{
|
|
CommanderExecute( m_QueuedCommand );
|
|
m_QueuedCommand = CC_NONE;
|
|
}
|
|
else if ( !bFollowMode && pCommandRepresentative && m_CommanderUpdateTimer.Expired() && player_squad_transient_commands.GetBool() )
|
|
{
|
|
m_CommanderUpdateTimer.Set(2.5);
|
|
|
|
if ( pCommandRepresentative->ShouldAutoSummon() )
|
|
CommanderExecute( CC_FOLLOW );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//
|
|
// bHandled - indicates whether to continue delivering this order to
|
|
// all allies. Allows us to stop delivering certain types of orders once we find
|
|
// a suitable candidate. (like picking up a single weapon. We don't wish for
|
|
// all allies to respond and try to pick up one weapon).
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::CommanderExecuteOne( CAI_BaseNPC *pNpc, const commandgoal_t &goal, CAI_BaseNPC **Allies, int numAllies )
|
|
{
|
|
if ( goal.m_pGoalEntity )
|
|
{
|
|
return pNpc->TargetOrder( goal.m_pGoalEntity, Allies, numAllies );
|
|
}
|
|
else if ( pNpc->IsInPlayerSquad() )
|
|
{
|
|
pNpc->MoveOrder( goal.m_vecGoalLocation, Allies, numAllies );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CHL2_Player::CommanderExecute( CommanderCommand_t command )
|
|
{
|
|
CAI_BaseNPC *pPlayerSquadLeader = GetSquadCommandRepresentative();
|
|
|
|
if ( !pPlayerSquadLeader )
|
|
{
|
|
EmitSound( "HL2Player.UseDeny" );
|
|
return;
|
|
}
|
|
|
|
int i;
|
|
CUtlVector<CAI_BaseNPC *> Allies;
|
|
commandgoal_t goal;
|
|
|
|
if ( command == CC_TOGGLE )
|
|
{
|
|
if ( pPlayerSquadLeader->GetCommandGoal() != vec3_invalid )
|
|
command = CC_FOLLOW;
|
|
else
|
|
command = CC_SEND;
|
|
}
|
|
else
|
|
{
|
|
if ( command == CC_FOLLOW && pPlayerSquadLeader->GetCommandGoal() == vec3_invalid )
|
|
return;
|
|
}
|
|
|
|
if ( command == CC_FOLLOW )
|
|
{
|
|
goal.m_pGoalEntity = this;
|
|
goal.m_vecGoalLocation = vec3_invalid;
|
|
}
|
|
else
|
|
{
|
|
goal.m_pGoalEntity = NULL;
|
|
goal.m_vecGoalLocation = vec3_invalid;
|
|
|
|
// Find a goal for ourselves.
|
|
if( !CommanderFindGoal( &goal ) )
|
|
{
|
|
EmitSound( "HL2Player.UseDeny" );
|
|
return; // just keep following
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if( goal.m_pGoalEntity == NULL && goal.m_vecGoalLocation == vec3_invalid )
|
|
{
|
|
DevMsg( 1, "**ERROR: Someone sent an invalid goal to CommanderExecute!\n" );
|
|
}
|
|
#endif // _DEBUG
|
|
|
|
AISquadIter_t iter;
|
|
for ( CAI_BaseNPC *pAllyNpc = m_pPlayerAISquad->GetFirstMember(&iter); pAllyNpc; pAllyNpc = m_pPlayerAISquad->GetNextMember(&iter) )
|
|
{
|
|
if ( pAllyNpc->IsCommandable() )
|
|
Allies.AddToTail( pAllyNpc );
|
|
}
|
|
|
|
//---------------------------------
|
|
// If the trace hits an NPC, send all ally NPCs a "target" order. Always
|
|
// goes to targeted one first
|
|
#ifdef DBGFLAG_ASSERT
|
|
int nAIs = g_AI_Manager.NumAIs();
|
|
#endif
|
|
CAI_BaseNPC * pTargetNpc = (goal.m_pGoalEntity) ? goal.m_pGoalEntity->MyNPCPointer() : NULL;
|
|
|
|
bool bHandled = false;
|
|
if( pTargetNpc )
|
|
{
|
|
bHandled = !CommanderExecuteOne( pTargetNpc, goal, Allies.Base(), Allies.Count() );
|
|
}
|
|
|
|
for ( i = 0; !bHandled && i < Allies.Count(); i++ )
|
|
{
|
|
if ( Allies[i] != pTargetNpc && Allies[i]->IsPlayerAlly() )
|
|
{
|
|
bHandled = !CommanderExecuteOne( Allies[i], goal, Allies.Base(), Allies.Count() );
|
|
}
|
|
Assert( nAIs == g_AI_Manager.NumAIs() ); // not coded to support mutating set of NPCs
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enter/exit commander mode, manage ally selection.
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::CommanderMode()
|
|
{
|
|
float commandInterval = gpGlobals->realtime - m_RealTimeLastSquadCommand;
|
|
m_RealTimeLastSquadCommand = gpGlobals->realtime;
|
|
if ( commandInterval < player_squad_double_tap_time.GetFloat() )
|
|
{
|
|
m_QueuedCommand = CC_FOLLOW;
|
|
}
|
|
else
|
|
{
|
|
m_QueuedCommand = (player_squad_transient_commands.GetBool()) ? CC_SEND : CC_TOGGLE;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iImpulse -
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::CheatImpulseCommands( int iImpulse )
|
|
{
|
|
switch( iImpulse )
|
|
{
|
|
case 50:
|
|
{
|
|
CommanderMode();
|
|
break;
|
|
}
|
|
|
|
case 51:
|
|
{
|
|
// Cheat to create a dynamic resupply item
|
|
Vector vecForward;
|
|
AngleVectors( EyeAngles(), &vecForward );
|
|
CBaseEntity *pItem = (CBaseEntity *)CreateEntityByName( "item_dynamic_resupply" );
|
|
if ( pItem )
|
|
{
|
|
Vector vecOrigin = GetAbsOrigin() + vecForward * 256 + Vector(0,0,64);
|
|
QAngle vecAngles( 0, GetAbsAngles().y - 90, 0 );
|
|
pItem->SetAbsOrigin( vecOrigin );
|
|
pItem->SetAbsAngles( vecAngles );
|
|
pItem->KeyValue( "targetname", "resupply" );
|
|
pItem->Spawn();
|
|
pItem->Activate();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case 52:
|
|
{
|
|
// Rangefinder
|
|
trace_t tr;
|
|
UTIL_TraceLine( EyePosition(), EyePosition() + EyeDirection3D() * MAX_COORD_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
if( tr.fraction != 1.0 )
|
|
{
|
|
float flDist = (tr.startpos - tr.endpos).Length();
|
|
float flDist2D = (tr.startpos - tr.endpos).Length2D();
|
|
DevMsg( 1,"\nStartPos: %.4f %.4f %.4f --- EndPos: %.4f %.4f %.4f\n", tr.startpos.x,tr.startpos.y,tr.startpos.z,tr.endpos.x,tr.endpos.y,tr.endpos.z );
|
|
DevMsg( 1,"3D Distance: %.4f units (%.2f feet) --- 2D Distance: %.4f units (%.2f feet)\n", flDist, flDist / 12.0, flDist2D, flDist2D / 12.0 );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
BaseClass::CheatImpulseCommands( iImpulse );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
|
|
{
|
|
BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
|
|
|
|
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum();
|
|
PointCameraSetupVisibility( this, area, pvs, pvssize );
|
|
|
|
// If the intro script is playing, we want to get it's visibility points
|
|
if ( g_hIntroScript )
|
|
{
|
|
Vector vecOrigin;
|
|
CBaseEntity *pCamera;
|
|
if ( g_hIntroScript->GetIncludedPVSOrigin( &vecOrigin, &pCamera ) )
|
|
{
|
|
// If it's a point camera, turn it on
|
|
CPointCamera *pPointCamera = dynamic_cast< CPointCamera* >(pCamera);
|
|
if ( pPointCamera )
|
|
{
|
|
pPointCamera->SetActive( true );
|
|
}
|
|
engine->AddOriginToPVS( vecOrigin );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::SuitPower_Update( void )
|
|
{
|
|
if( SuitPower_ShouldRecharge() )
|
|
{
|
|
SuitPower_Charge( SUITPOWER_CHARGE_RATE * gpGlobals->frametime );
|
|
}
|
|
else if( m_HL2Local.m_bitsActiveDevices )
|
|
{
|
|
float flPowerLoad = m_flSuitPowerLoad;
|
|
|
|
//Since stickysprint quickly shuts off sprint if it isn't being used, this isn't an issue.
|
|
if ( !sv_stickysprint.GetBool() )
|
|
{
|
|
if( SuitPower_IsDeviceActive(SuitDeviceSprint) )
|
|
{
|
|
if( !fabs(GetAbsVelocity().x) && !fabs(GetAbsVelocity().y) )
|
|
{
|
|
// If player's not moving, don't drain sprint juice.
|
|
flPowerLoad -= SuitDeviceSprint.GetDeviceDrainRate();
|
|
}
|
|
}
|
|
}
|
|
|
|
if( SuitPower_IsDeviceActive(SuitDeviceFlashlight) )
|
|
{
|
|
float factor;
|
|
|
|
factor = 1.0f / m_flFlashlightPowerDrainScale;
|
|
|
|
flPowerLoad -= ( SuitDeviceFlashlight.GetDeviceDrainRate() * (1.0f - factor) );
|
|
}
|
|
|
|
if( !SuitPower_Drain( flPowerLoad * gpGlobals->frametime ) )
|
|
{
|
|
// TURN OFF ALL DEVICES!!
|
|
if( IsSprinting() )
|
|
{
|
|
StopSprinting();
|
|
}
|
|
|
|
if ( Flashlight_UseLegacyVersion() )
|
|
{
|
|
if( FlashlightIsOn() )
|
|
{
|
|
#ifndef HL2MP
|
|
FlashlightTurnOff();
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( Flashlight_UseLegacyVersion() )
|
|
{
|
|
// turn off flashlight a little bit after it hits below one aux power notch (5%)
|
|
if( m_HL2Local.m_flSuitPower < 4.8f && FlashlightIsOn() )
|
|
{
|
|
#ifndef HL2MP
|
|
FlashlightTurnOff();
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Charge battery fully, turn off all devices.
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::SuitPower_Initialize( void )
|
|
{
|
|
m_HL2Local.m_bitsActiveDevices = 0x00000000;
|
|
m_HL2Local.m_flSuitPower = 100.0;
|
|
m_flSuitPowerLoad = 0.0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Interface to drain power from the suit's power supply.
|
|
// Input: Amount of charge to remove (expressed as percentage of full charge)
|
|
// Output: Returns TRUE if successful, FALSE if not enough power available.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::SuitPower_Drain( float flPower )
|
|
{
|
|
// Suitpower cheat on?
|
|
if ( sv_infinite_aux_power.GetBool() )
|
|
return true;
|
|
|
|
m_HL2Local.m_flSuitPower -= flPower;
|
|
|
|
if( m_HL2Local.m_flSuitPower < 0.0 )
|
|
{
|
|
// Power is depleted!
|
|
// Clamp and fail
|
|
m_HL2Local.m_flSuitPower = 0.0;
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Interface to add power to the suit's power supply
|
|
// Input: Amount of charge to add
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::SuitPower_Charge( float flPower )
|
|
{
|
|
m_HL2Local.m_flSuitPower += flPower;
|
|
|
|
if( m_HL2Local.m_flSuitPower > 100.0 )
|
|
{
|
|
// Full charge, clamp.
|
|
m_HL2Local.m_flSuitPower = 100.0;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::SuitPower_IsDeviceActive( const CSuitPowerDevice &device )
|
|
{
|
|
return (m_HL2Local.m_bitsActiveDevices & device.GetDeviceID()) != 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::SuitPower_AddDevice( const CSuitPowerDevice &device )
|
|
{
|
|
// Make sure this device is NOT active!!
|
|
if( m_HL2Local.m_bitsActiveDevices & device.GetDeviceID() )
|
|
return false;
|
|
|
|
if( !IsSuitEquipped() )
|
|
return false;
|
|
|
|
m_HL2Local.m_bitsActiveDevices |= device.GetDeviceID();
|
|
m_flSuitPowerLoad += device.GetDeviceDrainRate();
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::SuitPower_RemoveDevice( const CSuitPowerDevice &device )
|
|
{
|
|
// Make sure this device is active!!
|
|
if( ! (m_HL2Local.m_bitsActiveDevices & device.GetDeviceID()) )
|
|
return false;
|
|
|
|
if( !IsSuitEquipped() )
|
|
return false;
|
|
|
|
// Take a little bit of suit power when you disable a device. If the device is shutting off
|
|
// because the battery is drained, no harm done, the battery charge cannot go below 0.
|
|
// This code in combination with the delay before the suit can start recharging are a defense
|
|
// against exploits where the player could rapidly tap sprint and never run out of power.
|
|
SuitPower_Drain( device.GetDeviceDrainRate() * 0.1f );
|
|
|
|
m_HL2Local.m_bitsActiveDevices &= ~device.GetDeviceID();
|
|
m_flSuitPowerLoad -= device.GetDeviceDrainRate();
|
|
|
|
if( m_HL2Local.m_bitsActiveDevices == 0x00000000 )
|
|
{
|
|
// With this device turned off, we can set this timer which tells us when the
|
|
// suit power system entered a no-load state.
|
|
m_flTimeAllSuitDevicesOff = gpGlobals->curtime;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define SUITPOWER_BEGIN_RECHARGE_DELAY 0.5f
|
|
bool CHL2_Player::SuitPower_ShouldRecharge( void )
|
|
{
|
|
// Make sure all devices are off.
|
|
if( m_HL2Local.m_bitsActiveDevices != 0x00000000 )
|
|
return false;
|
|
|
|
// Is the system fully charged?
|
|
if( m_HL2Local.m_flSuitPower >= 100.0f )
|
|
return false;
|
|
|
|
// Has the system been in a no-load state for long enough
|
|
// to begin recharging?
|
|
if( gpGlobals->curtime < m_flTimeAllSuitDevicesOff + SUITPOWER_BEGIN_RECHARGE_DELAY )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
ConVar sk_battery( "sk_battery","0" );
|
|
|
|
bool CHL2_Player::ApplyBattery( float powerMultiplier )
|
|
{
|
|
const float MAX_NORMAL_BATTERY = 100;
|
|
if ((ArmorValue() < MAX_NORMAL_BATTERY) && IsSuitEquipped())
|
|
{
|
|
int pct;
|
|
char szcharge[64];
|
|
|
|
IncrementArmorValue( sk_battery.GetFloat() * powerMultiplier, MAX_NORMAL_BATTERY );
|
|
|
|
CPASAttenuationFilter filter( this, "ItemBattery.Touch" );
|
|
EmitSound( filter, entindex(), "ItemBattery.Touch" );
|
|
|
|
CSingleUserRecipientFilter user( this );
|
|
user.MakeReliable();
|
|
|
|
UserMessageBegin( user, "ItemPickup" );
|
|
WRITE_STRING( "item_battery" );
|
|
MessageEnd();
|
|
|
|
|
|
// Suit reports new power level
|
|
// For some reason this wasn't working in release build -- round it.
|
|
pct = (int)( (float)(ArmorValue() * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5);
|
|
pct = (pct / 5);
|
|
if (pct > 0)
|
|
pct--;
|
|
|
|
Q_snprintf( szcharge,sizeof(szcharge),"!HEV_%1dP", pct );
|
|
|
|
//UTIL_EmitSoundSuit(edict(), szcharge);
|
|
//SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CHL2_Player::FlashlightIsOn( void )
|
|
{
|
|
return IsEffectActive( EF_DIMLIGHT );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::FlashlightTurnOn( void )
|
|
{
|
|
if( m_bFlashlightDisabled )
|
|
return;
|
|
|
|
if ( Flashlight_UseLegacyVersion() )
|
|
{
|
|
if( !SuitPower_AddDevice( SuitDeviceFlashlight ) )
|
|
return;
|
|
}
|
|
#ifdef HL2_DLL
|
|
if( !IsSuitEquipped() )
|
|
return;
|
|
#endif
|
|
|
|
AddEffects( EF_DIMLIGHT );
|
|
EmitSound( "HL2Player.FlashLightOn" );
|
|
|
|
variant_t flashlighton;
|
|
flashlighton.SetFloat( m_HL2Local.m_flSuitPower / 100.0f );
|
|
FirePlayerProxyOutput( "OnFlashlightOn", flashlighton, this, this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::FlashlightTurnOff( void )
|
|
{
|
|
if ( Flashlight_UseLegacyVersion() )
|
|
{
|
|
if( !SuitPower_RemoveDevice( SuitDeviceFlashlight ) )
|
|
return;
|
|
}
|
|
|
|
RemoveEffects( EF_DIMLIGHT );
|
|
EmitSound( "HL2Player.FlashLightOff" );
|
|
|
|
variant_t flashlightoff;
|
|
flashlightoff.SetFloat( m_HL2Local.m_flSuitPower / 100.0f );
|
|
FirePlayerProxyOutput( "OnFlashlightOff", flashlightoff, this, this );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
#define FLASHLIGHT_RANGE Square(600)
|
|
bool CHL2_Player::IsIlluminatedByFlashlight( CBaseEntity *pEntity, float *flReturnDot )
|
|
{
|
|
if( !FlashlightIsOn() )
|
|
return false;
|
|
|
|
if( pEntity->Classify() == CLASS_BARNACLE && pEntity->GetEnemy() == this )
|
|
{
|
|
// As long as my flashlight is on, the barnacle that's pulling me in is considered illuminated.
|
|
// This is because players often shine their flashlights at Alyx when they are in a barnacle's
|
|
// grasp, and wonder why Alyx isn't helping. Alyx isn't helping because the light isn't pointed
|
|
// at the barnacle. This will allow Alyx to see the barnacle no matter which way the light is pointed.
|
|
return true;
|
|
}
|
|
|
|
// Within 50 feet?
|
|
float flDistSqr = GetAbsOrigin().DistToSqr(pEntity->GetAbsOrigin());
|
|
if( flDistSqr > FLASHLIGHT_RANGE )
|
|
return false;
|
|
|
|
// Within 45 degrees?
|
|
Vector vecSpot = pEntity->WorldSpaceCenter();
|
|
Vector los;
|
|
|
|
// If the eyeposition is too close, move it back. Solves problems
|
|
// caused by the player being too close the target.
|
|
if ( flDistSqr < (128 * 128) )
|
|
{
|
|
Vector vecForward;
|
|
EyeVectors( &vecForward );
|
|
Vector vecMovedEyePos = EyePosition() - (vecForward * 128);
|
|
los = ( vecSpot - vecMovedEyePos );
|
|
}
|
|
else
|
|
{
|
|
los = ( vecSpot - EyePosition() );
|
|
}
|
|
|
|
VectorNormalize( los );
|
|
Vector facingDir = EyeDirection3D( );
|
|
float flDot = DotProduct( los, facingDir );
|
|
|
|
if ( flReturnDot )
|
|
{
|
|
*flReturnDot = flDot;
|
|
}
|
|
|
|
if ( flDot < 0.92387f )
|
|
return false;
|
|
|
|
if( !FVisible(pEntity) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Let NPCs know when the flashlight is trained on them
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::CheckFlashlight( void )
|
|
{
|
|
if ( !FlashlightIsOn() )
|
|
return;
|
|
|
|
if ( m_flNextFlashlightCheckTime > gpGlobals->curtime )
|
|
return;
|
|
m_flNextFlashlightCheckTime = gpGlobals->curtime + FLASHLIGHT_NPC_CHECK_INTERVAL;
|
|
|
|
// Loop through NPCs looking for illuminated ones
|
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
CAI_BaseNPC *pNPC = g_AI_Manager.AccessAIs()[i];
|
|
|
|
float flDot;
|
|
|
|
if ( IsIlluminatedByFlashlight( pNPC, &flDot ) )
|
|
{
|
|
pNPC->PlayerHasIlluminatedNPC( this, flDot );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::SetPlayerUnderwater( bool state )
|
|
{
|
|
if ( state )
|
|
{
|
|
SuitPower_AddDevice( SuitDeviceBreather );
|
|
}
|
|
else
|
|
{
|
|
SuitPower_RemoveDevice( SuitDeviceBreather );
|
|
}
|
|
|
|
BaseClass::SetPlayerUnderwater( state );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::PassesDamageFilter( const CTakeDamageInfo &info )
|
|
{
|
|
CBaseEntity *pAttacker = info.GetAttacker();
|
|
if( pAttacker && pAttacker->MyNPCPointer() && pAttacker->MyNPCPointer()->IsPlayerAlly() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if( m_hPlayerProxy && !m_hPlayerProxy->PassesDamageFilter( info ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return BaseClass::PassesDamageFilter( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::SetFlashlightEnabled( bool bState )
|
|
{
|
|
m_bFlashlightDisabled = !bState;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::InputDisableFlashlight( inputdata_t &inputdata )
|
|
{
|
|
if( FlashlightIsOn() )
|
|
FlashlightTurnOff();
|
|
|
|
SetFlashlightEnabled( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::InputEnableFlashlight( inputdata_t &inputdata )
|
|
{
|
|
SetFlashlightEnabled( true );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Prevent the player from taking fall damage for [n] seconds, but
|
|
// reset back to taking fall damage after the first impact (so players will be
|
|
// hurt if they bounce off what they hit). This is the original behavior.
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::InputIgnoreFallDamage( inputdata_t &inputdata )
|
|
{
|
|
float timeToIgnore = inputdata.value.Float();
|
|
|
|
if ( timeToIgnore <= 0.0 )
|
|
timeToIgnore = TIME_IGNORE_FALL_DAMAGE;
|
|
|
|
m_flTimeIgnoreFallDamage = gpGlobals->curtime + timeToIgnore;
|
|
m_bIgnoreFallDamageResetAfterImpact = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Absolutely prevent the player from taking fall damage for [n] seconds.
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::InputIgnoreFallDamageWithoutReset( inputdata_t &inputdata )
|
|
{
|
|
float timeToIgnore = inputdata.value.Float();
|
|
|
|
if ( timeToIgnore <= 0.0 )
|
|
timeToIgnore = TIME_IGNORE_FALL_DAMAGE;
|
|
|
|
m_flTimeIgnoreFallDamage = gpGlobals->curtime + timeToIgnore;
|
|
m_bIgnoreFallDamageResetAfterImpact = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notification of a player's npc ally in the players squad being killed
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::OnSquadMemberKilled( inputdata_t &data )
|
|
{
|
|
// send a message to the client, to notify the hud of the loss
|
|
CSingleUserRecipientFilter user( this );
|
|
user.MakeReliable();
|
|
UserMessageBegin( user, "SquadMemberDied" );
|
|
MessageEnd();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::NotifyFriendsOfDamage( CBaseEntity *pAttackerEntity )
|
|
{
|
|
CAI_BaseNPC *pAttacker = pAttackerEntity->MyNPCPointer();
|
|
if ( pAttacker )
|
|
{
|
|
const Vector &origin = GetAbsOrigin();
|
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
const float NEAR_Z = 12*12;
|
|
const float NEAR_XY_SQ = Square( 50*12 );
|
|
CAI_BaseNPC *pNpc = g_AI_Manager.AccessAIs()[i];
|
|
if ( pNpc->IsPlayerAlly() )
|
|
{
|
|
const Vector &originNpc = pNpc->GetAbsOrigin();
|
|
if ( fabsf( originNpc.z - origin.z ) < NEAR_Z )
|
|
{
|
|
if ( (originNpc.AsVector2D() - origin.AsVector2D()).LengthSqr() < NEAR_XY_SQ )
|
|
{
|
|
pNpc->OnFriendDamaged( this, pAttacker );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
ConVar test_massive_dmg("test_massive_dmg", "30" );
|
|
ConVar test_massive_dmg_clip("test_massive_dmg_clip", "0.5" );
|
|
int CHL2_Player::OnTakeDamage( const CTakeDamageInfo &info )
|
|
{
|
|
if ( GlobalEntity_GetState( "gordon_invulnerable" ) == GLOBAL_ON )
|
|
return 0;
|
|
|
|
// ignore fall damage if instructed to do so by input
|
|
if ( ( info.GetDamageType() & DMG_FALL ) && m_flTimeIgnoreFallDamage > gpGlobals->curtime )
|
|
{
|
|
// usually, we will reset the input flag after the first impact. However there is another input that
|
|
// prevents this behavior.
|
|
if ( m_bIgnoreFallDamageResetAfterImpact )
|
|
{
|
|
m_flTimeIgnoreFallDamage = 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
if( info.GetDamageType() & DMG_BLAST_SURFACE )
|
|
{
|
|
if( GetWaterLevel() > 2 )
|
|
{
|
|
// Don't take blast damage from anything above the surface.
|
|
if( info.GetInflictor()->GetWaterLevel() == 0 )
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( info.GetDamage() > 0.0f )
|
|
{
|
|
m_flLastDamageTime = gpGlobals->curtime;
|
|
|
|
if ( info.GetAttacker() )
|
|
NotifyFriendsOfDamage( info.GetAttacker() );
|
|
}
|
|
|
|
// Modify the amount of damage the player takes, based on skill.
|
|
CTakeDamageInfo playerDamage = info;
|
|
|
|
// Should we run this damage through the skill level adjustment?
|
|
bool bAdjustForSkillLevel = true;
|
|
|
|
if( info.GetDamageType() == DMG_GENERIC && info.GetAttacker() == this && info.GetInflictor() == this )
|
|
{
|
|
// Only do a skill level adjustment if the player isn't his own attacker AND inflictor.
|
|
// This prevents damage from SetHealth() inputs from being adjusted for skill level.
|
|
bAdjustForSkillLevel = false;
|
|
}
|
|
|
|
if ( GetVehicleEntity() != NULL && GlobalEntity_GetState("gordon_protect_driver") == GLOBAL_ON )
|
|
{
|
|
if( playerDamage.GetDamage() > test_massive_dmg.GetFloat() && playerDamage.GetInflictor() == GetVehicleEntity() && (playerDamage.GetDamageType() & DMG_CRUSH) )
|
|
{
|
|
playerDamage.ScaleDamage( test_massive_dmg_clip.GetFloat() / playerDamage.GetDamage() );
|
|
}
|
|
}
|
|
|
|
if( bAdjustForSkillLevel )
|
|
{
|
|
playerDamage.AdjustPlayerDamageTakenForSkillLevel();
|
|
}
|
|
|
|
gamestats->Event_PlayerDamage( this, info );
|
|
|
|
return BaseClass::OnTakeDamage( playerDamage );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &info -
|
|
//-----------------------------------------------------------------------------
|
|
int CHL2_Player::OnTakeDamage_Alive( const CTakeDamageInfo &info )
|
|
{
|
|
// Drown
|
|
if( info.GetDamageType() & DMG_DROWN )
|
|
{
|
|
if( m_idrowndmg == m_idrownrestored )
|
|
{
|
|
EmitSound( "Player.DrownStart" );
|
|
}
|
|
else
|
|
{
|
|
EmitSound( "Player.DrownContinue" );
|
|
}
|
|
}
|
|
|
|
// Burnt
|
|
if ( info.GetDamageType() & DMG_BURN )
|
|
{
|
|
EmitSound( "HL2Player.BurnPain" );
|
|
}
|
|
|
|
|
|
if( (info.GetDamageType() & DMG_SLASH) && hl2_episodic.GetBool() )
|
|
{
|
|
if( m_afPhysicsFlags & PFLAG_USING )
|
|
{
|
|
// Stop the player using a rotating button for a short time if hit by a creature's melee attack.
|
|
// This is for the antlion burrow-corking training in EP1 (sjb).
|
|
SuspendUse( 0.5f );
|
|
}
|
|
}
|
|
|
|
|
|
// Call the base class implementation
|
|
return BaseClass::OnTakeDamage_Alive( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::OnDamagedByExplosion( const CTakeDamageInfo &info )
|
|
{
|
|
if ( info.GetInflictor() && info.GetInflictor()->ClassMatches( "mortarshell" ) )
|
|
{
|
|
// No ear ringing for mortar
|
|
UTIL_ScreenShake( info.GetInflictor()->GetAbsOrigin(), 4.0, 1.0, 0.5, 1000, SHAKE_START, false );
|
|
return;
|
|
}
|
|
BaseClass::OnDamagedByExplosion( info );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::ShouldShootMissTarget( CBaseCombatCharacter *pAttacker )
|
|
{
|
|
if( gpGlobals->curtime > m_flTargetFindTime )
|
|
{
|
|
// Put this off into the future again.
|
|
m_flTargetFindTime = gpGlobals->curtime + random->RandomFloat( 3, 5 );
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Notifies Alyx that player has put a combine ball into a socket so she can comment on it.
|
|
// Input : pCombineBall - ball the was socketed
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::CombineBallSocketed( CPropCombineBall *pCombineBall )
|
|
{
|
|
#ifdef HL2_EPISODIC
|
|
CNPC_Alyx *pAlyx = CNPC_Alyx::GetAlyx();
|
|
if ( pAlyx )
|
|
{
|
|
pAlyx->CombineBallSocketed( pCombineBall->NumBounces() );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info )
|
|
{
|
|
BaseClass::Event_KilledOther( pVictim, info );
|
|
|
|
#ifdef HL2_EPISODIC
|
|
|
|
CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
|
|
|
|
for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
|
|
{
|
|
if ( ppAIs[i] && ppAIs[i]->IRelationType(this) == D_LI )
|
|
{
|
|
ppAIs[i]->OnPlayerKilledOther( pVictim, info );
|
|
}
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::Event_Killed( const CTakeDamageInfo &info )
|
|
{
|
|
BaseClass::Event_Killed( info );
|
|
|
|
FirePlayerProxyOutput( "PlayerDied", variant_t(), this, this );
|
|
NotifyScriptsOfDeath();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::NotifyScriptsOfDeath( void )
|
|
{
|
|
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "scripted_sequence" );
|
|
|
|
while( pEnt )
|
|
{
|
|
variant_t emptyVariant;
|
|
pEnt->AcceptInput( "ScriptPlayerDeath", NULL, NULL, emptyVariant, 0 );
|
|
|
|
pEnt = gEntList.FindEntityByClassname( pEnt, "scripted_sequence" );
|
|
}
|
|
|
|
pEnt = gEntList.FindEntityByClassname( NULL, "logic_choreographed_scene" );
|
|
|
|
while( pEnt )
|
|
{
|
|
variant_t emptyVariant;
|
|
pEnt->AcceptInput( "ScriptPlayerDeath", NULL, NULL, emptyVariant, 0 );
|
|
|
|
pEnt = gEntList.FindEntityByClassname( pEnt, "logic_choreographed_scene" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::GetAutoaimVector( autoaim_params_t ¶ms )
|
|
{
|
|
BaseClass::GetAutoaimVector( params );
|
|
|
|
if ( IsX360() )
|
|
{
|
|
if( IsInAVehicle() )
|
|
{
|
|
if( m_hLockedAutoAimEntity && m_hLockedAutoAimEntity->IsAlive() && ShouldKeepLockedAutoaimTarget(m_hLockedAutoAimEntity) )
|
|
{
|
|
if( params.m_hAutoAimEntity && params.m_hAutoAimEntity != m_hLockedAutoAimEntity )
|
|
{
|
|
// Autoaim has picked a new target. Switch.
|
|
m_hLockedAutoAimEntity = params.m_hAutoAimEntity;
|
|
}
|
|
|
|
// Ignore autoaim and just keep aiming at this target.
|
|
params.m_hAutoAimEntity = m_hLockedAutoAimEntity;
|
|
Vector vecTarget = m_hLockedAutoAimEntity->BodyTarget( EyePosition(), false );
|
|
Vector vecDir = vecTarget - EyePosition();
|
|
VectorNormalize( vecDir );
|
|
|
|
params.m_vecAutoAimDir = vecDir;
|
|
params.m_vecAutoAimPoint = vecTarget;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
m_hLockedAutoAimEntity = NULL;
|
|
}
|
|
}
|
|
|
|
// If the player manually gets his crosshair onto a target, make that target sticky
|
|
if( params.m_fScale != AUTOAIM_SCALE_DIRECT_ONLY )
|
|
{
|
|
// Only affect this for 'real' queries
|
|
//if( params.m_hAutoAimEntity && params.m_bOnTargetNatural )
|
|
if( params.m_hAutoAimEntity )
|
|
{
|
|
// Turn on sticky.
|
|
m_HL2Local.m_bStickyAutoAim = true;
|
|
|
|
if( IsInAVehicle() )
|
|
{
|
|
m_hLockedAutoAimEntity = params.m_hAutoAimEntity;
|
|
}
|
|
}
|
|
else if( !params.m_hAutoAimEntity )
|
|
{
|
|
// Turn off sticky only if there's no target at all.
|
|
m_HL2Local.m_bStickyAutoAim = false;
|
|
|
|
m_hLockedAutoAimEntity = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::ShouldKeepLockedAutoaimTarget( EHANDLE hLockedTarget )
|
|
{
|
|
Vector vecLooking;
|
|
Vector vecToTarget;
|
|
|
|
vecToTarget = hLockedTarget->WorldSpaceCenter() - EyePosition();
|
|
float flDist = vecToTarget.Length2D();
|
|
VectorNormalize( vecToTarget );
|
|
|
|
if( flDist > autoaim_max_dist.GetFloat() )
|
|
return false;
|
|
|
|
float flDot;
|
|
|
|
vecLooking = EyeDirection3D();
|
|
flDot = DotProduct( vecLooking, vecToTarget );
|
|
|
|
if( flDot < autoaim_unlock_target.GetFloat() )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : iCount -
|
|
// iAmmoIndex -
|
|
// bSuppressSound -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CHL2_Player::GiveAmmo( int nCount, int nAmmoIndex, bool bSuppressSound)
|
|
{
|
|
// Don't try to give the player invalid ammo indices.
|
|
if (nAmmoIndex < 0)
|
|
return 0;
|
|
|
|
bool bCheckAutoSwitch = false;
|
|
if (!HasAnyAmmoOfType(nAmmoIndex))
|
|
{
|
|
bCheckAutoSwitch = true;
|
|
}
|
|
|
|
int nAdd = BaseClass::GiveAmmo(nCount, nAmmoIndex, bSuppressSound);
|
|
|
|
if ( nCount > 0 && nAdd == 0 )
|
|
{
|
|
// we've been denied the pickup, display a hud icon to show that
|
|
CSingleUserRecipientFilter user( this );
|
|
user.MakeReliable();
|
|
UserMessageBegin( user, "AmmoDenied" );
|
|
WRITE_SHORT( nAmmoIndex );
|
|
MessageEnd();
|
|
}
|
|
|
|
//
|
|
// If I was dry on ammo for my best weapon and justed picked up ammo for it,
|
|
// autoswitch to my best weapon now.
|
|
//
|
|
if (bCheckAutoSwitch)
|
|
{
|
|
CBaseCombatWeapon *pWeapon = g_pGameRules->GetNextBestWeapon(this, GetActiveWeapon());
|
|
|
|
if ( pWeapon && pWeapon->GetPrimaryAmmoType() == nAmmoIndex )
|
|
{
|
|
SwitchToNextBestWeapon(GetActiveWeapon());
|
|
}
|
|
}
|
|
|
|
return nAdd;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
#ifndef HL2MP
|
|
if ( pWeapon->ClassMatches( "weapon_stunstick" ) )
|
|
{
|
|
if ( ApplyBattery( 0.5 ) )
|
|
UTIL_Remove( pWeapon );
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
return BaseClass::Weapon_CanUse( pWeapon );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pWeapon -
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::Weapon_Equip( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
#if HL2_SINGLE_PRIMARY_WEAPON_MODE
|
|
|
|
if ( pWeapon->GetSlot() == WEAPON_PRIMARY_SLOT )
|
|
{
|
|
Weapon_DropSlot( WEAPON_PRIMARY_SLOT );
|
|
}
|
|
|
|
#endif
|
|
|
|
if( GetActiveWeapon() == NULL )
|
|
{
|
|
m_HL2Local.m_bWeaponLowered = false;
|
|
}
|
|
|
|
BaseClass::Weapon_Equip( pWeapon );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player reacts to bumping a weapon.
|
|
// Input : pWeapon - the weapon that the player bumped into.
|
|
// Output : Returns true if player picked up the weapon
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
|
|
#if HL2_SINGLE_PRIMARY_WEAPON_MODE
|
|
|
|
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
|
|
|
|
// Can I have this weapon type?
|
|
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
|
|
{
|
|
if ( gEvilImpulse101 )
|
|
{
|
|
UTIL_Remove( pWeapon );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// ----------------------------------------
|
|
// If I already have it just take the ammo
|
|
// ----------------------------------------
|
|
if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()))
|
|
{
|
|
//Only remove the weapon if we attained ammo from it
|
|
if ( Weapon_EquipAmmoOnly( pWeapon ) == false )
|
|
return false;
|
|
|
|
// Only remove me if I have no ammo left
|
|
// Can't just check HasAnyAmmo because if I don't use clips, I want to be removed,
|
|
if ( pWeapon->UsesClipsForAmmo1() && pWeapon->HasPrimaryAmmo() )
|
|
return false;
|
|
|
|
UTIL_Remove( pWeapon );
|
|
return false;
|
|
}
|
|
// -------------------------
|
|
// Otherwise take the weapon
|
|
// -------------------------
|
|
else
|
|
{
|
|
//Make sure we're not trying to take a new weapon type we already have
|
|
if ( Weapon_SlotOccupied( pWeapon ) )
|
|
{
|
|
CBaseCombatWeapon *pActiveWeapon = Weapon_GetSlot( WEAPON_PRIMARY_SLOT );
|
|
|
|
if ( pActiveWeapon != NULL && pActiveWeapon->HasAnyAmmo() == false && Weapon_CanSwitchTo( pWeapon ) )
|
|
{
|
|
Weapon_Equip( pWeapon );
|
|
return true;
|
|
}
|
|
|
|
//Attempt to take ammo if this is the gun we're holding already
|
|
if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) )
|
|
{
|
|
Weapon_EquipAmmoOnly( pWeapon );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
pWeapon->CheckRespawn();
|
|
|
|
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
|
|
pWeapon->AddEffects( EF_NODRAW );
|
|
|
|
Weapon_Equip( pWeapon );
|
|
|
|
EmitSound( "HL2Player.PickupWeapon" );
|
|
|
|
return true;
|
|
}
|
|
#else
|
|
|
|
return BaseClass::BumpWeapon( pWeapon );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *cmd -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::ClientCommand( const CCommand &args )
|
|
{
|
|
#if HL2_SINGLE_PRIMARY_WEAPON_MODE
|
|
|
|
//Drop primary weapon
|
|
if ( !Q_stricmp( args[0], "DropPrimary" ) )
|
|
{
|
|
Weapon_DropSlot( WEAPON_PRIMARY_SLOT );
|
|
return true;
|
|
}
|
|
|
|
#endif
|
|
|
|
if ( !Q_stricmp( args[0], "emit" ) )
|
|
{
|
|
CSingleUserRecipientFilter filter( this );
|
|
if ( args.ArgC() > 1 )
|
|
{
|
|
EmitSound( filter, entindex(), args[ 1 ] );
|
|
}
|
|
else
|
|
{
|
|
EmitSound( filter, entindex(), "Test.Sound" );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return BaseClass::ClientCommand( args );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : void CBasePlayer::PlayerUse
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::PlayerUse ( void )
|
|
{
|
|
// Was use pressed or released?
|
|
if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
|
|
return;
|
|
|
|
if ( m_afButtonPressed & IN_USE )
|
|
{
|
|
// Currently using a 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( "HL2Player.TrainUse" );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Tracker 3926: We can't +USE something if we're climbing a ladder
|
|
if ( GetMoveType() == MOVETYPE_LADDER )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if( m_flTimeUseSuspended > gpGlobals->curtime )
|
|
{
|
|
// Something has temporarily stopped us being able to USE things.
|
|
// Obviously, this should be used very carefully.(sjb)
|
|
return;
|
|
}
|
|
|
|
CBaseEntity *pUseEntity = FindUseEntity();
|
|
|
|
bool usedSomething = false;
|
|
|
|
// Found an object
|
|
if ( pUseEntity )
|
|
{
|
|
//!!!UNDONE: traceline here to prevent +USEing buttons through walls
|
|
int caps = pUseEntity->ObjectCaps();
|
|
variant_t emptyVariant;
|
|
|
|
if ( m_afButtonPressed & IN_USE )
|
|
{
|
|
// Robin: Don't play sounds for NPCs, because NPCs will allow respond with speech.
|
|
if ( !pUseEntity->MyNPCPointer() )
|
|
{
|
|
EmitSound( "HL2Player.Use" );
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
|
|
|
|
usedSomething = true;
|
|
}
|
|
// 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_TOGGLE );
|
|
|
|
usedSomething = true;
|
|
}
|
|
|
|
#if HL2_SINGLE_PRIMARY_WEAPON_MODE
|
|
|
|
//Check for weapon pick-up
|
|
if ( m_afButtonPressed & IN_USE )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(pUseEntity);
|
|
|
|
if ( ( pWeapon != NULL ) && ( Weapon_CanSwitchTo( pWeapon ) ) )
|
|
{
|
|
//Try to take ammo or swap the weapon
|
|
if ( Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType() ) )
|
|
{
|
|
Weapon_EquipAmmoOnly( pWeapon );
|
|
}
|
|
else
|
|
{
|
|
Weapon_DropSlot( pWeapon->GetSlot() );
|
|
Weapon_Equip( pWeapon );
|
|
}
|
|
|
|
usedSomething = true;
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
else if ( m_afButtonPressed & IN_USE )
|
|
{
|
|
// Signal that we want to play the deny sound, unless the user is +USEing on a ladder!
|
|
// The sound is emitted in ItemPostFrame, since that occurs after GameMovement::ProcessMove which
|
|
// lets the ladder code unset this flag.
|
|
m_bPlayUseDenySound = true;
|
|
}
|
|
|
|
// Debounce the use key
|
|
if ( usedSomething && pUseEntity )
|
|
{
|
|
m_Local.m_nOldButtons |= IN_USE;
|
|
m_afButtonPressed &= ~IN_USE;
|
|
}
|
|
}
|
|
|
|
ConVar sv_show_crosshair_target( "sv_show_crosshair_target", "0" );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Updates the posture of the weapon from lowered to ready
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::UpdateWeaponPosture( void )
|
|
{
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());
|
|
|
|
if ( pWeapon && m_LowerWeaponTimer.Expired() && pWeapon->CanLower() )
|
|
{
|
|
m_LowerWeaponTimer.Set( .3 );
|
|
VPROF( "CHL2_Player::UpdateWeaponPosture-CheckLower" );
|
|
Vector vecAim = BaseClass::GetAutoaimVector( AUTOAIM_SCALE_DIRECT_ONLY );
|
|
|
|
const float CHECK_FRIENDLY_RANGE = 50 * 12;
|
|
trace_t tr;
|
|
UTIL_TraceLine( EyePosition(), EyePosition() + vecAim * CHECK_FRIENDLY_RANGE, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
|
|
|
|
CBaseEntity *aimTarget = tr.m_pEnt;
|
|
|
|
//If we're over something
|
|
if ( aimTarget && !tr.DidHitWorld() )
|
|
{
|
|
if ( !aimTarget->IsNPC() || aimTarget->MyNPCPointer()->GetState() != NPC_STATE_COMBAT )
|
|
{
|
|
Disposition_t dis = IRelationType( aimTarget );
|
|
|
|
//Debug info for seeing what an object "cons" as
|
|
if ( sv_show_crosshair_target.GetBool() )
|
|
{
|
|
int text_offset = BaseClass::DrawDebugTextOverlays();
|
|
|
|
char tempstr[255];
|
|
|
|
switch ( dis )
|
|
{
|
|
case D_LI:
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Like" );
|
|
break;
|
|
|
|
case D_HT:
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Hate" );
|
|
break;
|
|
|
|
case D_FR:
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Fear" );
|
|
break;
|
|
|
|
case D_NU:
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Disposition: Neutral" );
|
|
break;
|
|
|
|
default:
|
|
case D_ER:
|
|
Q_snprintf( tempstr, sizeof(tempstr), "Disposition: !!!ERROR!!!" );
|
|
break;
|
|
}
|
|
|
|
//Draw the text
|
|
NDebugOverlay::EntityText( aimTarget->entindex(), text_offset, tempstr, 0 );
|
|
}
|
|
|
|
//See if we hates it
|
|
if ( dis == D_LI )
|
|
{
|
|
//We're over a friendly, drop our weapon
|
|
if ( Weapon_Lower() == false )
|
|
{
|
|
//FIXME: We couldn't lower our weapon!
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( Weapon_Ready() == false )
|
|
{
|
|
//FIXME: We couldn't raise our weapon!
|
|
}
|
|
}
|
|
|
|
if( g_pGameRules->GetAutoAimMode() != AUTOAIM_NONE )
|
|
{
|
|
if( !pWeapon )
|
|
{
|
|
// This tells the client to draw no crosshair
|
|
m_HL2Local.m_bWeaponLowered = true;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if( !pWeapon->CanLower() && m_HL2Local.m_bWeaponLowered )
|
|
m_HL2Local.m_bWeaponLowered = false;
|
|
}
|
|
|
|
if( !m_AutoaimTimer.Expired() )
|
|
return;
|
|
|
|
m_AutoaimTimer.Set( .1 );
|
|
|
|
VPROF( "hl2_x360_aiming" );
|
|
|
|
// Call the autoaim code to update the local player data, which allows the client to update.
|
|
autoaim_params_t params;
|
|
params.m_vecAutoAimPoint.Init();
|
|
params.m_vecAutoAimDir.Init();
|
|
params.m_fScale = AUTOAIM_SCALE_DEFAULT;
|
|
params.m_fMaxDist = autoaim_max_dist.GetFloat();
|
|
GetAutoaimVector( params );
|
|
m_HL2Local.m_hAutoAimTarget.Set( params.m_hAutoAimEntity );
|
|
m_HL2Local.m_vecAutoAimPoint.Set( params.m_vecAutoAimPoint );
|
|
m_HL2Local.m_bAutoAimTarget = ( params.m_bAutoAimAssisting || params.m_bOnTargetNatural );
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Make sure there's no residual autoaim target if the user changes the xbox_aiming convar on the fly.
|
|
m_HL2Local.m_hAutoAimTarget.Set(NULL);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Lowers the weapon posture (for hovering over friendlies)
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::Weapon_Lower( void )
|
|
{
|
|
VPROF( "CHL2_Player::Weapon_Lower" );
|
|
// Already lowered?
|
|
if ( m_HL2Local.m_bWeaponLowered )
|
|
return true;
|
|
|
|
m_HL2Local.m_bWeaponLowered = true;
|
|
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());
|
|
|
|
if ( pWeapon == NULL )
|
|
return false;
|
|
|
|
return pWeapon->Lower();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the weapon posture to normal
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::Weapon_Ready( void )
|
|
{
|
|
VPROF( "CHL2_Player::Weapon_Ready" );
|
|
|
|
// Already ready?
|
|
if ( m_HL2Local.m_bWeaponLowered == false )
|
|
return true;
|
|
|
|
m_HL2Local.m_bWeaponLowered = false;
|
|
|
|
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>(GetActiveWeapon());
|
|
|
|
if ( pWeapon == NULL )
|
|
return false;
|
|
|
|
return pWeapon->Ready();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether or not we can switch to the given weapon.
|
|
// Input : pWeapon -
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
CBasePlayer *pPlayer = (CBasePlayer *)this;
|
|
#if !defined( CLIENT_DLL )
|
|
IServerVehicle *pVehicle = pPlayer->GetVehicle();
|
|
#else
|
|
IClientVehicle *pVehicle = pPlayer->GetVehicle();
|
|
#endif
|
|
if (pVehicle && !pPlayer->UsingStandardWeaponsInVehicle())
|
|
return false;
|
|
|
|
if ( !pWeapon->HasAnyAmmo() && !GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) )
|
|
return false;
|
|
|
|
if ( !pWeapon->CanDeploy() )
|
|
return false;
|
|
|
|
if ( GetActiveWeapon() )
|
|
{
|
|
if ( PhysCannonGetHeldEntity( GetActiveWeapon() ) == pWeapon &&
|
|
Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()) )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if ( !GetActiveWeapon()->CanHolster() )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CHL2_Player::PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize )
|
|
{
|
|
// can't pick up what you're standing on
|
|
if ( GetGroundEntity() == pObject )
|
|
return;
|
|
|
|
if ( bLimitMassAndSize == true )
|
|
{
|
|
if ( CBasePlayer::CanPickupObject( pObject, 35, 128 ) == false )
|
|
return;
|
|
}
|
|
|
|
// Can't be picked up if NPCs are on me
|
|
if ( pObject->HasNPCsOnIt() )
|
|
return;
|
|
|
|
PlayerPickupObject( this, pObject );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : CBaseEntity
|
|
//-----------------------------------------------------------------------------
|
|
bool CHL2_Player::IsHoldingEntity( CBaseEntity *pEnt )
|
|
{
|
|
return PlayerPickupControllerIsHoldingEntity( m_hUseEntity, pEnt );
|
|
}
|
|
|
|
float CHL2_Player::GetHeldObjectMass( IPhysicsObject *pHeldObject )
|
|
{
|
|
float mass = PlayerPickupGetHeldObjectMass( m_hUseEntity, pHeldObject );
|
|
if ( mass == 0.0f )
|
|
{
|
|
mass = PhysCannonGetHeldObjectMass( GetActiveWeapon(), pHeldObject );
|
|
}
|
|
return mass;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Force the player to drop any physics objects he's carrying
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::ForceDropOfCarriedPhysObjects( CBaseEntity *pOnlyIfHoldingThis )
|
|
{
|
|
if ( PhysIsInCallback() )
|
|
{
|
|
variant_t value;
|
|
g_EventQueue.AddEvent( this, "ForceDropPhysObjects", value, 0.01f, pOnlyIfHoldingThis, this );
|
|
return;
|
|
}
|
|
|
|
#ifdef HL2_EPISODIC
|
|
if ( hl2_episodic.GetBool() )
|
|
{
|
|
CBaseEntity *pHeldEntity = PhysCannonGetHeldEntity( GetActiveWeapon() );
|
|
if( pHeldEntity && pHeldEntity->ClassMatches( "grenade_helicopter" ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Drop any objects being handheld.
|
|
ClearUseEntity();
|
|
|
|
// Then force the physcannon to drop anything it's holding, if it's our active weapon
|
|
PhysCannonForceDrop( GetActiveWeapon(), NULL );
|
|
}
|
|
|
|
void CHL2_Player::InputForceDropPhysObjects( inputdata_t &data )
|
|
{
|
|
ForceDropOfCarriedPhysObjects( data.pActivator );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::UpdateClientData( void )
|
|
{
|
|
if (m_DmgTake || m_DmgSave || m_bitsHUDDamage != m_bitsDamageType)
|
|
{
|
|
// Comes from inside me if not set
|
|
Vector damageOrigin = GetLocalOrigin();
|
|
// send "damage" message
|
|
// causes screen to flash, and pain compass to show direction of damage
|
|
damageOrigin = m_DmgOrigin;
|
|
|
|
// only send down damage type that have hud art
|
|
int iShowHudDamage = g_pGameRules->Damage_GetShowOnHud();
|
|
int visibleDamageBits = m_bitsDamageType & iShowHudDamage;
|
|
|
|
m_DmgTake = clamp( m_DmgTake, 0, 255 );
|
|
m_DmgSave = clamp( m_DmgSave, 0, 255 );
|
|
|
|
// If we're poisoned, but it wasn't this frame, don't send the indicator
|
|
// Without this check, any damage that occured to the player while they were
|
|
// recovering from a poison bite would register as poisonous as well and flash
|
|
// the whole screen! -- jdw
|
|
if ( visibleDamageBits & DMG_POISON )
|
|
{
|
|
float flLastPoisonedDelta = gpGlobals->curtime - m_tbdPrev;
|
|
if ( flLastPoisonedDelta > 0.1f )
|
|
{
|
|
visibleDamageBits &= ~DMG_POISON;
|
|
}
|
|
}
|
|
|
|
CSingleUserRecipientFilter user( this );
|
|
user.MakeReliable();
|
|
UserMessageBegin( user, "Damage" );
|
|
WRITE_BYTE( m_DmgSave );
|
|
WRITE_BYTE( m_DmgTake );
|
|
WRITE_LONG( visibleDamageBits );
|
|
WRITE_FLOAT( damageOrigin.x ); //BUG: Should be fixed point (to hud) not floats
|
|
WRITE_FLOAT( damageOrigin.y ); //BUG: However, the HUD does _not_ implement bitfield messages (yet)
|
|
WRITE_FLOAT( damageOrigin.z ); //BUG: We use WRITE_VEC3COORD for everything else
|
|
MessageEnd();
|
|
|
|
m_DmgTake = 0;
|
|
m_DmgSave = 0;
|
|
m_bitsHUDDamage = m_bitsDamageType;
|
|
|
|
// Clear off non-time-based damage indicators
|
|
int iTimeBasedDamage = g_pGameRules->Damage_GetTimeBased();
|
|
m_bitsDamageType &= iTimeBasedDamage;
|
|
}
|
|
|
|
// Update Flashlight
|
|
#ifdef HL2_EPISODIC
|
|
if ( Flashlight_UseLegacyVersion() == false )
|
|
{
|
|
if ( FlashlightIsOn() && sv_infinite_aux_power.GetBool() == false )
|
|
{
|
|
m_HL2Local.m_flFlashBattery -= FLASH_DRAIN_TIME * gpGlobals->frametime;
|
|
if ( m_HL2Local.m_flFlashBattery < 0.0f )
|
|
{
|
|
FlashlightTurnOff();
|
|
m_HL2Local.m_flFlashBattery = 0.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_HL2Local.m_flFlashBattery += FLASH_CHARGE_TIME * gpGlobals->frametime;
|
|
if ( m_HL2Local.m_flFlashBattery > 100.0f )
|
|
{
|
|
m_HL2Local.m_flFlashBattery = 100.0f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_HL2Local.m_flFlashBattery = -1.0f;
|
|
}
|
|
#endif // HL2_EPISODIC
|
|
|
|
BaseClass::UpdateClientData();
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
void CHL2_Player::OnRestore()
|
|
{
|
|
BaseClass::OnRestore();
|
|
m_pPlayerAISquad = g_AI_SquadManager.FindCreateSquad(AllocPooledString(PLAYER_SQUADNAME));
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
Vector CHL2_Player::EyeDirection2D( void )
|
|
{
|
|
Vector vecReturn = EyeDirection3D();
|
|
vecReturn.z = 0;
|
|
vecReturn.AsVector2D().NormalizeInPlace();
|
|
|
|
return vecReturn;
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
Vector CHL2_Player::EyeDirection3D( void )
|
|
{
|
|
Vector vecForward;
|
|
|
|
// Return the vehicle angles if we request them
|
|
if ( GetVehicle() != NULL )
|
|
{
|
|
CacheVehicleView();
|
|
EyeVectors( &vecForward );
|
|
return vecForward;
|
|
}
|
|
|
|
AngleVectors( EyeAngles(), &vecForward );
|
|
return vecForward;
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
bool CHL2_Player::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
// Recalculate proficiency!
|
|
SetCurrentWeaponProficiency( CalcWeaponProficiency( pWeapon ) );
|
|
|
|
// Come out of suit zoom mode
|
|
if ( IsZooming() )
|
|
{
|
|
StopZooming();
|
|
}
|
|
|
|
return BaseClass::Weapon_Switch( pWeapon, viewmodelindex );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
WeaponProficiency_t CHL2_Player::CalcWeaponProficiency( CBaseCombatWeapon *pWeapon )
|
|
{
|
|
WeaponProficiency_t proficiency;
|
|
|
|
proficiency = WEAPON_PROFICIENCY_PERFECT;
|
|
|
|
if( weapon_showproficiency.GetBool() != 0 )
|
|
{
|
|
Msg("Player switched to %s, proficiency is %s\n", pWeapon->GetClassname(), GetWeaponProficiencyName( proficiency ) );
|
|
}
|
|
|
|
return proficiency;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: override how single player rays hit the player
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool LineCircleIntersection(
|
|
const Vector2D ¢er,
|
|
const float radius,
|
|
const Vector2D &vLinePt,
|
|
const Vector2D &vLineDir,
|
|
float *fIntersection1,
|
|
float *fIntersection2)
|
|
{
|
|
// Line = P + Vt
|
|
// Sphere = r (assume we've translated to origin)
|
|
// (P + Vt)^2 = r^2
|
|
// VVt^2 + 2PVt + (PP - r^2)
|
|
// Solve as quadratic: (-b +/- sqrt(b^2 - 4ac)) / 2a
|
|
// If (b^2 - 4ac) is < 0 there is no solution.
|
|
// If (b^2 - 4ac) is = 0 there is one solution (a case this function doesn't support).
|
|
// If (b^2 - 4ac) is > 0 there are two solutions.
|
|
Vector2D P;
|
|
float a, b, c, sqr, insideSqr;
|
|
|
|
|
|
// Translate circle to origin.
|
|
P[0] = vLinePt[0] - center[0];
|
|
P[1] = vLinePt[1] - center[1];
|
|
|
|
a = vLineDir.Dot(vLineDir);
|
|
b = 2.0f * P.Dot(vLineDir);
|
|
c = P.Dot(P) - (radius * radius);
|
|
|
|
insideSqr = b*b - 4*a*c;
|
|
if(insideSqr <= 0.000001f)
|
|
return false;
|
|
|
|
// Ok, two solutions.
|
|
sqr = (float)FastSqrt(insideSqr);
|
|
|
|
float denom = 1.0 / (2.0f * a);
|
|
|
|
*fIntersection1 = (-b - sqr) * denom;
|
|
*fIntersection2 = (-b + sqr) * denom;
|
|
|
|
return true;
|
|
}
|
|
|
|
static void Collision_ClearTrace( const Vector &vecRayStart, const Vector &vecRayDelta, CBaseTrace *pTrace )
|
|
{
|
|
pTrace->startpos = vecRayStart;
|
|
pTrace->endpos = vecRayStart;
|
|
pTrace->endpos += vecRayDelta;
|
|
pTrace->startsolid = false;
|
|
pTrace->allsolid = false;
|
|
pTrace->fraction = 1.0f;
|
|
pTrace->contents = 0;
|
|
}
|
|
|
|
|
|
bool IntersectRayWithAACylinder( const Ray_t &ray,
|
|
const Vector ¢er, float radius, float height, CBaseTrace *pTrace )
|
|
{
|
|
Assert( ray.m_IsRay );
|
|
Collision_ClearTrace( ray.m_Start, ray.m_Delta, pTrace );
|
|
|
|
// First intersect the ray with the top + bottom planes
|
|
float halfHeight = height * 0.5;
|
|
|
|
// Handle parallel case
|
|
Vector vStart = ray.m_Start - center;
|
|
Vector vEnd = vStart + ray.m_Delta;
|
|
|
|
float flEnterFrac, flLeaveFrac;
|
|
if (FloatMakePositive(ray.m_Delta.z) < 1e-8)
|
|
{
|
|
if ( (vStart.z < -halfHeight) || (vStart.z > halfHeight) )
|
|
{
|
|
return false; // no hit
|
|
}
|
|
flEnterFrac = 0.0f; flLeaveFrac = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
// Clip the ray to the top and bottom of box
|
|
flEnterFrac = IntersectRayWithAAPlane( vStart, vEnd, 2, 1, halfHeight);
|
|
flLeaveFrac = IntersectRayWithAAPlane( vStart, vEnd, 2, 1, -halfHeight);
|
|
|
|
if ( flLeaveFrac < flEnterFrac )
|
|
{
|
|
float temp = flLeaveFrac;
|
|
flLeaveFrac = flEnterFrac;
|
|
flEnterFrac = temp;
|
|
}
|
|
|
|
if ( flLeaveFrac < 0 || flEnterFrac > 1)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Intersect with circle
|
|
float flCircleEnterFrac, flCircleLeaveFrac;
|
|
if ( !LineCircleIntersection( vec3_origin.AsVector2D(), radius,
|
|
vStart.AsVector2D(), ray.m_Delta.AsVector2D(), &flCircleEnterFrac, &flCircleLeaveFrac ) )
|
|
{
|
|
return false; // no hit
|
|
}
|
|
|
|
Assert( flCircleEnterFrac <= flCircleLeaveFrac );
|
|
if ( flCircleLeaveFrac < 0 || flCircleEnterFrac > 1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( flEnterFrac < flCircleEnterFrac )
|
|
flEnterFrac = flCircleEnterFrac;
|
|
if ( flLeaveFrac > flCircleLeaveFrac )
|
|
flLeaveFrac = flCircleLeaveFrac;
|
|
|
|
if ( flLeaveFrac < flEnterFrac )
|
|
return false;
|
|
|
|
VectorMA( ray.m_Start, flEnterFrac , ray.m_Delta, pTrace->endpos );
|
|
pTrace->fraction = flEnterFrac;
|
|
pTrace->contents = CONTENTS_SOLID;
|
|
|
|
// Calculate the point on our center line where we're nearest the intersection point
|
|
Vector collisionCenter;
|
|
CalcClosestPointOnLineSegment( pTrace->endpos, center + Vector( 0, 0, halfHeight ), center - Vector( 0, 0, halfHeight ), collisionCenter );
|
|
|
|
// Our normal is the direction from that center point to the intersection point
|
|
pTrace->plane.normal = pTrace->endpos - collisionCenter;
|
|
VectorNormalize( pTrace->plane.normal );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool CHL2_Player::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
|
|
{
|
|
if( g_pGameRules->IsMultiplayer() )
|
|
{
|
|
return BaseClass::TestHitboxes( ray, fContentsMask, tr );
|
|
}
|
|
else
|
|
{
|
|
Assert( ray.m_IsRay );
|
|
|
|
Vector mins, maxs;
|
|
|
|
mins = WorldAlignMins();
|
|
maxs = WorldAlignMaxs();
|
|
|
|
if ( IntersectRayWithAACylinder( ray, WorldSpaceCenter(), maxs.x * PLAYER_HULL_REDUCTION, maxs.z - mins.z, &tr ) )
|
|
{
|
|
tr.hitbox = 0;
|
|
CStudioHdr *pStudioHdr = GetModelPtr( );
|
|
if (!pStudioHdr)
|
|
return false;
|
|
|
|
mstudiohitboxset_t *set = pStudioHdr->pHitboxSet( m_nHitboxSet );
|
|
if ( !set || !set->numhitboxes )
|
|
return false;
|
|
|
|
mstudiobbox_t *pbox = set->pHitbox( tr.hitbox );
|
|
mstudiobone_t *pBone = pStudioHdr->pBone(pbox->bone);
|
|
tr.surface.name = "**studio**";
|
|
tr.surface.flags = SURF_HITBOX;
|
|
tr.surface.surfaceProps = physprops->GetSurfaceIndex( pBone->pszSurfaceProp() );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------
|
|
// Show the player's scaled down bbox that we use for
|
|
// bullet impacts.
|
|
//---------------------------------------------------------
|
|
void CHL2_Player::DrawDebugGeometryOverlays(void)
|
|
{
|
|
BaseClass::DrawDebugGeometryOverlays();
|
|
|
|
if (m_debugOverlays & OVERLAY_BBOX_BIT)
|
|
{
|
|
Vector mins, maxs;
|
|
|
|
mins = WorldAlignMins();
|
|
maxs = WorldAlignMaxs();
|
|
|
|
mins.x *= PLAYER_HULL_REDUCTION;
|
|
mins.y *= PLAYER_HULL_REDUCTION;
|
|
|
|
maxs.x *= PLAYER_HULL_REDUCTION;
|
|
maxs.y *= PLAYER_HULL_REDUCTION;
|
|
|
|
NDebugOverlay::Box( GetAbsOrigin(), mins, maxs, 255, 0, 0, 100, 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Helper to remove from ladder
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::ExitLadder()
|
|
{
|
|
if ( MOVETYPE_LADDER != GetMoveType() )
|
|
return;
|
|
|
|
SetMoveType( MOVETYPE_WALK );
|
|
SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
// Remove from ladder
|
|
m_HL2Local.m_hLadder.Set( NULL );
|
|
}
|
|
|
|
|
|
surfacedata_t *CHL2_Player::GetLadderSurface( const Vector &origin )
|
|
{
|
|
extern const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity);
|
|
|
|
CBaseEntity *pLadder = m_HL2Local.m_hLadder.Get();
|
|
if ( pLadder )
|
|
{
|
|
const char *pSurfaceprops = FuncLadder_GetSurfaceprops(pLadder);
|
|
// get ladder material from func_ladder
|
|
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( pSurfaceprops ) );
|
|
|
|
}
|
|
return BaseClass::GetLadderSurface(origin);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Queues up a use deny sound, played in ItemPostFrame.
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::PlayUseDenySound()
|
|
{
|
|
m_bPlayUseDenySound = true;
|
|
}
|
|
|
|
|
|
void CHL2_Player::ItemPostFrame()
|
|
{
|
|
BaseClass::ItemPostFrame();
|
|
|
|
if ( m_bPlayUseDenySound )
|
|
{
|
|
m_bPlayUseDenySound = false;
|
|
EmitSound( "HL2Player.UseDeny" );
|
|
}
|
|
}
|
|
|
|
|
|
void CHL2_Player::StartWaterDeathSounds( void )
|
|
{
|
|
CPASAttenuationFilter filter( this );
|
|
|
|
if ( m_sndLeeches == NULL )
|
|
{
|
|
m_sndLeeches = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "coast.leech_bites_loop" , ATTN_NORM );
|
|
}
|
|
|
|
if ( m_sndLeeches )
|
|
{
|
|
(CSoundEnvelopeController::GetController()).Play( m_sndLeeches, 1.0f, 100 );
|
|
}
|
|
|
|
if ( m_sndWaterSplashes == NULL )
|
|
{
|
|
m_sndWaterSplashes = (CSoundEnvelopeController::GetController()).SoundCreate( filter, entindex(), CHAN_STATIC, "coast.leech_water_churn_loop" , ATTN_NORM );
|
|
}
|
|
|
|
if ( m_sndWaterSplashes )
|
|
{
|
|
(CSoundEnvelopeController::GetController()).Play( m_sndWaterSplashes, 1.0f, 100 );
|
|
}
|
|
}
|
|
|
|
void CHL2_Player::StopWaterDeathSounds( void )
|
|
{
|
|
if ( m_sndLeeches )
|
|
{
|
|
(CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndLeeches, 0.5f, true );
|
|
m_sndLeeches = NULL;
|
|
}
|
|
|
|
if ( m_sndWaterSplashes )
|
|
{
|
|
(CSoundEnvelopeController::GetController()).SoundFadeOut( m_sndWaterSplashes, 0.5f, true );
|
|
m_sndWaterSplashes = NULL;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::MissedAR2AltFire()
|
|
{
|
|
if( GetPlayerProxy() != NULL )
|
|
{
|
|
GetPlayerProxy()->m_PlayerMissedAR2AltFire.FireOutput( this, this );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::DisplayLadderHudHint()
|
|
{
|
|
#if !defined( CLIENT_DLL )
|
|
if( gpGlobals->curtime > m_flTimeNextLadderHint )
|
|
{
|
|
m_flTimeNextLadderHint = gpGlobals->curtime + 60.0f;
|
|
|
|
CFmtStr hint;
|
|
hint.sprintf( "#Valve_Hint_Ladder" );
|
|
UTIL_HudHintText( this, hint.Access() );
|
|
}
|
|
#endif//CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Shuts down sounds
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::StopLoopingSounds( void )
|
|
{
|
|
if ( m_sndLeeches != NULL )
|
|
{
|
|
(CSoundEnvelopeController::GetController()).SoundDestroy( m_sndLeeches );
|
|
m_sndLeeches = NULL;
|
|
}
|
|
|
|
if ( m_sndWaterSplashes != NULL )
|
|
{
|
|
(CSoundEnvelopeController::GetController()).SoundDestroy( m_sndWaterSplashes );
|
|
m_sndWaterSplashes = NULL;
|
|
}
|
|
|
|
BaseClass::StopLoopingSounds();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
|
|
{
|
|
BaseClass::ModifyOrAppendPlayerCriteria( set );
|
|
|
|
if ( GlobalEntity_GetIndex( "gordon_precriminal" ) == -1 )
|
|
{
|
|
set.AppendCriteria( "gordon_precriminal", "0" );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
const impactdamagetable_t &CHL2_Player::GetPhysicsImpactDamageTable()
|
|
{
|
|
if ( m_bUseCappedPhysicsDamageTable )
|
|
return gCappedPlayerImpactDamageTable;
|
|
|
|
return BaseClass::GetPhysicsImpactDamageTable();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Makes a splash when the player transitions between water states
|
|
//-----------------------------------------------------------------------------
|
|
void CHL2_Player::Splash( void )
|
|
{
|
|
CEffectData data;
|
|
data.m_fFlags = 0;
|
|
data.m_vOrigin = GetAbsOrigin();
|
|
data.m_vNormal = Vector(0,0,1);
|
|
data.m_vAngles = QAngle( 0, 0, 0 );
|
|
|
|
if ( GetWaterType() & CONTENTS_SLIME )
|
|
{
|
|
data.m_fFlags |= FX_WATER_IN_SLIME;
|
|
}
|
|
|
|
float flSpeed = GetAbsVelocity().Length();
|
|
if ( flSpeed < 300 )
|
|
{
|
|
data.m_flScale = random->RandomFloat( 10, 12 );
|
|
DispatchEffect( "waterripple", data );
|
|
}
|
|
else
|
|
{
|
|
data.m_flScale = random->RandomFloat( 6, 8 );
|
|
DispatchEffect( "watersplash", data );
|
|
}
|
|
}
|
|
|
|
CLogicPlayerProxy *CHL2_Player::GetPlayerProxy( void )
|
|
{
|
|
CLogicPlayerProxy *pProxy = dynamic_cast< CLogicPlayerProxy* > ( m_hPlayerProxy.Get() );
|
|
|
|
if ( pProxy == NULL )
|
|
{
|
|
pProxy = (CLogicPlayerProxy*)gEntList.FindEntityByClassname(NULL, "logic_playerproxy" );
|
|
|
|
if ( pProxy == NULL )
|
|
return NULL;
|
|
|
|
pProxy->m_hPlayer = this;
|
|
m_hPlayerProxy = pProxy;
|
|
}
|
|
|
|
return pProxy;
|
|
}
|
|
|
|
void CHL2_Player::FirePlayerProxyOutput( const char *pszOutputName, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller )
|
|
{
|
|
if ( GetPlayerProxy() == NULL )
|
|
return;
|
|
|
|
GetPlayerProxy()->FireNamedOutput( pszOutputName, variant, pActivator, pCaller );
|
|
}
|
|
|
|
LINK_ENTITY_TO_CLASS( logic_playerproxy, CLogicPlayerProxy);
|
|
|
|
BEGIN_DATADESC( CLogicPlayerProxy )
|
|
DEFINE_OUTPUT( m_OnFlashlightOn, "OnFlashlightOn" ),
|
|
DEFINE_OUTPUT( m_OnFlashlightOff, "OnFlashlightOff" ),
|
|
DEFINE_OUTPUT( m_RequestedPlayerHealth, "PlayerHealth" ),
|
|
DEFINE_OUTPUT( m_PlayerHasAmmo, "PlayerHasAmmo" ),
|
|
DEFINE_OUTPUT( m_PlayerHasNoAmmo, "PlayerHasNoAmmo" ),
|
|
DEFINE_OUTPUT( m_PlayerDied, "PlayerDied" ),
|
|
DEFINE_OUTPUT( m_PlayerMissedAR2AltFire, "PlayerMissedAR2AltFire" ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "RequestPlayerHealth", InputRequestPlayerHealth ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightSlowDrain", InputSetFlashlightSlowDrain ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SetFlashlightNormalDrain", InputSetFlashlightNormalDrain ),
|
|
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetPlayerHealth", InputSetPlayerHealth ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "RequestAmmoState", InputRequestAmmoState ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "LowerWeapon", InputLowerWeapon ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "EnableCappedPhysicsDamage", InputEnableCappedPhysicsDamage ),
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "DisableCappedPhysicsDamage", InputDisableCappedPhysicsDamage ),
|
|
DEFINE_INPUTFUNC( FIELD_STRING, "SetLocatorTargetEntity", InputSetLocatorTargetEntity ),
|
|
#ifdef PORTAL
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "SuppressCrosshair", InputSuppressCrosshair ),
|
|
#endif // PORTAL
|
|
DEFINE_FIELD( m_hPlayer, FIELD_EHANDLE ),
|
|
END_DATADESC()
|
|
|
|
void CLogicPlayerProxy::Activate( void )
|
|
{
|
|
BaseClass::Activate();
|
|
|
|
if ( m_hPlayer == NULL )
|
|
{
|
|
m_hPlayer = AI_GetSinglePlayer();
|
|
}
|
|
}
|
|
|
|
bool CLogicPlayerProxy::PassesDamageFilter( const CTakeDamageInfo &info )
|
|
{
|
|
if (m_hDamageFilter)
|
|
{
|
|
CBaseFilter *pFilter = (CBaseFilter *)(m_hDamageFilter.Get());
|
|
return pFilter->PassesDamageFilter(info);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputSetPlayerHealth( inputdata_t &inputdata )
|
|
{
|
|
if ( m_hPlayer == NULL )
|
|
return;
|
|
|
|
m_hPlayer->SetHealth( inputdata.value.Int() );
|
|
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputRequestPlayerHealth( inputdata_t &inputdata )
|
|
{
|
|
if ( m_hPlayer == NULL )
|
|
return;
|
|
|
|
m_RequestedPlayerHealth.Set( m_hPlayer->GetHealth(), inputdata.pActivator, inputdata.pCaller );
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputSetFlashlightSlowDrain( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
|
|
if( pPlayer )
|
|
pPlayer->SetFlashlightPowerDrainScale( hl2_darkness_flashlight_factor.GetFloat() );
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputSetFlashlightNormalDrain( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
|
|
if( pPlayer )
|
|
pPlayer->SetFlashlightPowerDrainScale( 1.0f );
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputRequestAmmoState( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
|
|
for ( int i = 0 ; i < pPlayer->WeaponCount(); ++i )
|
|
{
|
|
CBaseCombatWeapon* pCheck = pPlayer->GetWeapon( i );
|
|
|
|
if ( pCheck )
|
|
{
|
|
if ( pCheck->HasAnyAmmo() && (pCheck->UsesPrimaryAmmo() || pCheck->UsesSecondaryAmmo()))
|
|
{
|
|
m_PlayerHasAmmo.FireOutput( this, this, 0 );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_PlayerHasNoAmmo.FireOutput( this, this, 0 );
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputLowerWeapon( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
|
|
pPlayer->Weapon_Lower();
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputEnableCappedPhysicsDamage( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
pPlayer->EnableCappedPhysicsDamage();
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputDisableCappedPhysicsDamage( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
pPlayer->DisableCappedPhysicsDamage();
|
|
}
|
|
|
|
void CLogicPlayerProxy::InputSetLocatorTargetEntity( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CBaseEntity *pTarget = NULL; // assume no target
|
|
string_t iszTarget = MAKE_STRING( inputdata.value.String() );
|
|
|
|
if( iszTarget != NULL_STRING )
|
|
{
|
|
pTarget = gEntList.FindEntityByName( NULL, iszTarget );
|
|
}
|
|
|
|
CHL2_Player *pPlayer = dynamic_cast<CHL2_Player*>(m_hPlayer.Get());
|
|
pPlayer->SetLocatorTargetEntity(pTarget);
|
|
}
|
|
|
|
#ifdef PORTAL
|
|
void CLogicPlayerProxy::InputSuppressCrosshair( inputdata_t &inputdata )
|
|
{
|
|
if( m_hPlayer == NULL )
|
|
return;
|
|
|
|
CPortal_Player *pPlayer = ToPortalPlayer(m_hPlayer.Get());
|
|
pPlayer->SuppressCrosshair( true );
|
|
}
|
|
#endif // PORTAL
|