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hl2sdk/dlls/player.cpp

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2008-09-15 01:33:59 -05:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Functions dealing with the player.
//
//=============================================================================//
#include "cbase.h"
#include "const.h"
#include "baseplayer_shared.h"
#include "trains.h"
#include "soundent.h"
#include "gib.h"
#include "shake.h"
#include "decals.h"
#include "gamerules.h"
#include "game.h"
#include "entityapi.h"
#include "entitylist.h"
#include "eventqueue.h"
#include "worldsize.h"
#include "isaverestore.h"
#include "globalstate.h"
#include "basecombatweapon.h"
#include "ai_basenpc.h"
#include "ai_network.h"
#include "ai_node.h"
#include "ai_networkmanager.h"
#include "ammodef.h"
#include "mathlib.h"
#include "ndebugoverlay.h"
#include "baseviewmodel.h"
#include "in_buttons.h"
#include "client.h"
#include "team.h"
#include "particle_smokegrenade.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "movehelper_server.h"
#include "igamemovement.h"
#include "saverestoretypes.h"
#include "iservervehicle.h"
#include "movevars_shared.h"
#include "vcollide_parse.h"
#include "player_command.h"
#include "vehicle_base.h"
#include "AI_Criteria.h"
#include "globals.h"
#include "usermessages.h"
#include "gamevars_shared.h"
#include "world.h"
#include "physobj.h"
#include "KeyValues.h"
#include "coordsize.h"
#include "vphysics/player_controller.h"
#include "saverestore_utlvector.h"
#include "hltvdirector.h"
#include "nav_mesh.h"
#include "env_zoom.h"
#include "rumble_shared.h"
#ifdef HL2_DLL
#include "combine_mine.h"
#include "weapon_physcannon.h"
#endif
#ifdef HL2_DLL
extern ConVar hl2_xbox_aiming;
#define UseXboxAiming() hl2_xbox_aiming.GetBool()
#else
#define UseXboxAiming() 0
#endif
ConVar autoaim_max_dist( "autoaim_max_dist", "2160" ); // 2160 = 180 feet
ConVar autoaim_max_deflect( "autoaim_max_deflect", "0.99" );
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar old_armor( "player_old_armor", "0" );
static ConVar physicsshadowupdate_render( "physicsshadowupdate_render", "0" );
bool IsInCommentaryMode( void );
bool IsListeningToCommentary( void );
// This is declared in the engine, too
ConVar sv_noclipduringpause( "sv_noclipduringpause", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)." );
extern ConVar sv_maxunlag;
extern ConVar sv_turbophysics;
extern ConVar *sv_maxreplay;
// TIME BASED DAMAGE AMOUNT
// tweak these values based on gameplay feedback:
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
#define NERVEGAS_DURATION 2
#define NERVEGAS_DAMAGE 5.0
#define POISON_DURATION 5
#define POISON_DAMAGE 2.0
#define RADIATION_DURATION 2
#define RADIATION_DAMAGE 1.0
#define ACID_DURATION 2
#define ACID_DAMAGE 5.0
#define SLOWBURN_DURATION 2
#define SLOWBURN_DAMAGE 1.0
#define SLOWFREEZE_DURATION 2
#define SLOWFREEZE_DAMAGE 1.0
//----------------------------------------------------
// Player Physics Shadow
//----------------------------------------------------
#define VPHYS_MAX_DISTANCE 2.0
#define VPHYS_MAX_VEL 10
#define VPHYS_MAX_DISTSQR (VPHYS_MAX_DISTANCE*VPHYS_MAX_DISTANCE)
#define VPHYS_MAX_VELSQR (VPHYS_MAX_VEL*VPHYS_MAX_VEL)
extern bool g_fDrawLines;
int gEvilImpulse101;
bool gInitHUD = true;
extern void respawn(CBaseEntity *pEdict, bool fCopyCorpse);
int MapTextureTypeStepType(char chTextureType);
extern void SpawnBlood(Vector vecSpot, const Vector &vecDir, int bloodColor, float flDamage);
extern void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity );
#define CMD_MOSTRECENT 0
//#define FLASH_DRAIN_TIME 1.2 //100 units/3 minutes
//#define FLASH_CHARGE_TIME 0.2 // 100 units/20 seconds (seconds per unit)
//#define PLAYER_MAX_SAFE_FALL_DIST 20// falling any farther than this many feet will inflict damage
//#define PLAYER_FATAL_FALL_DIST 60// 100% damage inflicted if player falls this many feet
//#define DAMAGE_PER_UNIT_FALLEN (float)( 100 ) / ( ( PLAYER_FATAL_FALL_DIST - PLAYER_MAX_SAFE_FALL_DIST ) * 12 )
//#define MAX_SAFE_FALL_UNITS ( PLAYER_MAX_SAFE_FALL_DIST * 12 )
// player damage adjusters
ConVar sk_player_head( "sk_player_head","2" );
ConVar sk_player_chest( "sk_player_chest","1" );
ConVar sk_player_stomach( "sk_player_stomach","1" );
ConVar sk_player_arm( "sk_player_arm","1" );
ConVar sk_player_leg( "sk_player_leg","1" );
void CC_GiveCurrentAmmo( void )
{
#ifdef _XBOX
CBasePlayer *pPlayer = UTIL_PlayerByIndex(1);
if( pPlayer )
{
CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if( pWeapon )
{
if( pWeapon->UsesPrimaryAmmo() )
{
int ammoIndex = pWeapon->GetPrimaryAmmoType();
if( ammoIndex != -1 )
{
int giveAmount;
giveAmount = GetAmmoDef()->MaxCarry(ammoIndex);
pPlayer->GiveAmmo( giveAmount, GetAmmoDef()->GetAmmoOfIndex(ammoIndex)->pName );
}
}
if( pWeapon->UsesSecondaryAmmo() && pWeapon->HasSecondaryAmmo() )
{
// Give secondary ammo out, as long as the player already has some
// from a presumeably natural source. This prevents players on XBox
// having Combine Balls and so forth in areas of the game that
// were not tested with these items.
int ammoIndex = pWeapon->GetSecondaryAmmoType();
if( ammoIndex != -1 )
{
int giveAmount;
giveAmount = GetAmmoDef()->MaxCarry(ammoIndex);
pPlayer->GiveAmmo( giveAmount, GetAmmoDef()->GetAmmoOfIndex(ammoIndex)->pName );
}
}
}
}
#endif//_XBOX
}
static ConCommand givecurrentammo("givecurrentammo", CC_GiveCurrentAmmo, "Give a supply of ammo for current weapon..\n", FCVAR_CHEAT );
// pl
BEGIN_SIMPLE_DATADESC( CPlayerState )
// DEFINE_FIELD( netname, FIELD_STRING ), // Don't stomp player name with what's in save/restore
DEFINE_FIELD( v_angle, FIELD_VECTOR ),
DEFINE_FIELD( deadflag, FIELD_BOOLEAN ),
// this is always set to true on restore, don't bother saving it.
// DEFINE_FIELD( fixangle, FIELD_INTEGER ),
// DEFINE_FIELD( anglechange, FIELD_FLOAT ),
// DEFINE_FIELD( hltv, FIELD_BOOLEAN ),
// DEFINE_FIELD( frags, FIELD_INTEGER ),
// DEFINE_FIELD( deaths, FIELD_INTEGER ),
END_DATADESC()
// Global Savedata for player
BEGIN_DATADESC( CBasePlayer )
DEFINE_EMBEDDED( m_Local ),
DEFINE_UTLVECTOR( m_hTriggerSoundscapeList, FIELD_EHANDLE ),
DEFINE_EMBEDDED( pl ),
DEFINE_FIELD( m_StuckLast, FIELD_INTEGER ),
DEFINE_FIELD( m_nButtons, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonLast, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonPressed, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonReleased, FIELD_INTEGER ),
DEFINE_FIELD( m_iFOV, FIELD_INTEGER ),
DEFINE_FIELD( m_iDefaultFOV, FIELD_INTEGER ),
//DEFINE_FIELD( m_fOnTarget, FIELD_BOOLEAN ), // Don't need to restore
DEFINE_FIELD( m_iObserverMode, FIELD_INTEGER ),
DEFINE_FIELD( m_iObserverLastMode, FIELD_INTEGER ),
DEFINE_FIELD( m_hObserverTarget, FIELD_EHANDLE ),
DEFINE_FIELD( m_bForcedObserverMode, FIELD_BOOLEAN ),
DEFINE_AUTO_ARRAY( m_szAnimExtension, FIELD_CHARACTER ),
// DEFINE_CUSTOM_FIELD( m_Activity, ActivityDataOps() ),
DEFINE_FIELD( m_nUpdateRate, FIELD_INTEGER ),
DEFINE_FIELD( m_fLerpTime, FIELD_FLOAT ),
DEFINE_FIELD( m_bLagCompensation, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bPredictWeapons, FIELD_BOOLEAN ),
DEFINE_FIELD( m_vecAdditionalPVSOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecCameraPVSOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_hUseEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_iTrain, FIELD_INTEGER ),
DEFINE_FIELD( m_iRespawnFrames, FIELD_FLOAT ),
DEFINE_FIELD( m_afPhysicsFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_hVehicle, FIELD_EHANDLE ),
// recreate, don't restore
// DEFINE_FIELD( m_CommandContext, CUtlVector < CCommandContext > ),
//DEFINE_FIELD( m_pPhysicsController, FIELD_POINTER ),
//DEFINE_FIELD( m_pShadowStand, FIELD_POINTER ),
//DEFINE_FIELD( m_pShadowCrouch, FIELD_POINTER ),
//DEFINE_FIELD( m_vphysicsCollisionState, FIELD_INTEGER ),
// DEFINE_FIELD( m_lastNavArea, CNavArea ),
DEFINE_ARRAY( m_szNetworkIDString, FIELD_CHARACTER, MAX_NETWORKID_LENGTH ),
DEFINE_FIELD( m_oldOrigin, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( m_vecSmoothedVelocity, FIELD_VECTOR ),
//DEFINE_FIELD( m_touchedPhysObject, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_iPlayerSound, FIELD_INTEGER ), // Don't restore, set in Precache()
DEFINE_FIELD( m_iTargetVolume, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_rgItems, FIELD_INTEGER ),
//DEFINE_FIELD( m_fNextSuicideTime, FIELD_TIME ),
DEFINE_FIELD( m_flTimeStepSound, FIELD_TIME ),
DEFINE_FIELD( m_flSwimTime, FIELD_TIME ),
DEFINE_FIELD( m_flDuckTime, FIELD_TIME ),
DEFINE_FIELD( m_flDuckJumpTime, FIELD_TIME ),
DEFINE_FIELD( m_flSuitUpdate, FIELD_TIME ),
DEFINE_AUTO_ARRAY( m_rgSuitPlayList, FIELD_INTEGER ),
DEFINE_FIELD( m_iSuitPlayNext, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_rgiSuitNoRepeat, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_rgflSuitNoRepeatTime, FIELD_TIME ),
DEFINE_FIELD( m_lastDamageAmount, FIELD_INTEGER ),
DEFINE_FIELD( m_tbdPrev, FIELD_TIME ),
//DEFINE_FIELD( m_flgeigerRange, FIELD_FLOAT ), // Don't restore, reset in Precache()
//DEFINE_FIELD( m_flgeigerDelay, FIELD_FLOAT ), // Don't restore, reset in Precache()
//DEFINE_FIELD( m_igeigerRangePrev, FIELD_FLOAT ), // Don't restore, reset in Precache()
//DEFINE_FIELD( m_iStepLeft, FIELD_INTEGER ), // Don't need to restore
//DEFINE_FIELD( m_chTextureType, FIELD_CHARACTER ), // Don't need to restore
DEFINE_FIELD( m_idrowndmg, FIELD_INTEGER ),
DEFINE_FIELD( m_idrownrestored, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoisonDmg, FIELD_INTEGER ),
DEFINE_FIELD( m_nPoisonRestored, FIELD_INTEGER ),
DEFINE_FIELD( m_bitsHUDDamage, FIELD_INTEGER ),
DEFINE_FIELD( m_fInitHUD, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flDeathTime, FIELD_TIME ),
//DEFINE_FIELD( m_fGameHUDInitialized, FIELD_BOOLEAN ), // only used in multiplayer games
//DEFINE_FIELD( m_fWeapon, FIELD_BOOLEAN ), // Don't restore, client needs reset
//DEFINE_FIELD( m_iUpdateTime, FIELD_INTEGER ), // Don't need to restore
//DEFINE_FIELD( m_iClientBattery, FIELD_INTEGER ), // Don't restore, client needs reset
//DEFINE_FIELD( m_iClientHideHUD, FIELD_INTEGER ), // Don't restore, client needs reset
//DEFINE_FIELD( m_vecAutoAim, FIELD_VECTOR ), // Don't save/restore - this is recomputed
//DEFINE_FIELD( m_lastx, FIELD_INTEGER ),
//DEFINE_FIELD( m_lasty, FIELD_INTEGER ),
DEFINE_FIELD( m_iFrags, FIELD_INTEGER ),
DEFINE_FIELD( m_iDeaths, FIELD_INTEGER ),
DEFINE_FIELD( m_flNextDecalTime, FIELD_TIME ),
//DEFINE_AUTO_ARRAY( m_szTeamName, FIELD_STRING ), // mp
//DEFINE_FIELD( m_iConnected, FIELD_INTEGER ),
// from edict_t
DEFINE_FIELD( m_ArmorValue, FIELD_INTEGER ),
DEFINE_FIELD( m_DmgOrigin, FIELD_VECTOR ),
DEFINE_FIELD( m_DmgTake, FIELD_FLOAT ),
DEFINE_FIELD( m_DmgSave, FIELD_FLOAT ),
DEFINE_FIELD( m_AirFinished, FIELD_TIME ),
DEFINE_FIELD( m_PainFinished, FIELD_TIME ),
DEFINE_FIELD( m_iPlayerLocked, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_hViewModel, FIELD_EHANDLE ),
DEFINE_FIELD( m_flMaxspeed, FIELD_FLOAT ),
DEFINE_FIELD( m_flWaterJumpTime, FIELD_TIME ),
DEFINE_FIELD( m_vecWaterJumpVel, FIELD_VECTOR ),
DEFINE_FIELD( m_nImpulse, FIELD_INTEGER ),
DEFINE_FIELD( m_flStepSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_flSwimSoundTime, FIELD_TIME ),
DEFINE_FIELD( m_vecLadderNormal, FIELD_VECTOR ),
DEFINE_FIELD( m_flFlashTime, FIELD_TIME ),
DEFINE_FIELD( m_nDrownDmgRate, FIELD_INTEGER ),
// NOT SAVED
//DEFINE_FIELD( m_vForcedOrigin, FIELD_VECTOR ),
//DEFINE_FIELD( m_bForceOrigin, FIELD_BOOLEAN ),
//DEFINE_FIELD( m_nTickBase, FIELD_INTEGER ),
//DEFINE_FIELD( m_LastCmd, FIELD_ ),
// DEFINE_FIELD( m_pCurrentCommand, CUserCmd ),
//DEFINE_FIELD( m_bGamePaused, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bitsDamageType, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_rgbTimeBasedDamage, FIELD_CHARACTER ),
DEFINE_FIELD( m_fLastPlayerTalkTime, FIELD_FLOAT ),
DEFINE_FIELD( m_hLastWeapon, FIELD_EHANDLE ),
#if !defined( NO_ENTITY_PREDICTION )
// DEFINE_FIELD( m_SimulatedByThisPlayer, CUtlVector < CHandle < CBaseEntity > > ),
#endif
DEFINE_FIELD( m_flOldPlayerZ, FIELD_FLOAT ),
DEFINE_FIELD( m_flOldPlayerViewOffsetZ, FIELD_FLOAT ),
DEFINE_FIELD( m_bPlayerUnderwater, FIELD_BOOLEAN ),
DEFINE_FIELD( m_hViewEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_hConstraintEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_vecConstraintCenter, FIELD_VECTOR ),
DEFINE_FIELD( m_flConstraintRadius, FIELD_FLOAT ),
DEFINE_FIELD( m_flConstraintWidth, FIELD_FLOAT ),
DEFINE_FIELD( m_flConstraintSpeedFactor, FIELD_FLOAT ),
DEFINE_FIELD( m_hZoomOwner, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLaggedMovementValue, FIELD_FLOAT ),
DEFINE_FIELD( m_vNewVPhysicsPosition, FIELD_VECTOR ),
DEFINE_FIELD( m_vNewVPhysicsVelocity, FIELD_VECTOR ),
DEFINE_FIELD( m_bSinglePlayerGameEnding, FIELD_BOOLEAN ),
// Function Pointers
DEFINE_FUNCTION( PlayerDeathThink ),
// Inputs
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "SetHUDVisibility", InputSetHUDVisibility ),
DEFINE_FIELD( m_nNumCrouches, FIELD_INTEGER ),
DEFINE_FIELD( m_bDuckToggled, FIELD_BOOLEAN ),
DEFINE_FIELD( m_nNumCrateHudHints, FIELD_INTEGER ),
END_DATADESC()
int giPrecacheGrunt = 0;
edict_t *CBasePlayer::s_PlayerEdict = NULL;
inline bool ShouldRunCommandsInContext( const CCommandContext *ctx )
{
// TODO: This should be enabled at some point. If usercmds can run while paused, then
// they can create entities which will never die and it will fill up the entity list.
#ifdef NO_USERCMDS_DURING_PAUSE
return !ctx->paused || sv_noclipduringpause.GetInt();
#else
return true;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseViewModel
//-----------------------------------------------------------------------------
CBaseViewModel *CBasePlayer::GetViewModel( int index /*= 0*/ )
{
Assert( index >= 0 && index < MAX_VIEWMODELS );
return m_hViewModel[ index ].Get();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::CreateViewModel( int index /*=0*/ )
{
Assert( index >= 0 && index < MAX_VIEWMODELS );
if ( GetViewModel( index ) )
return;
CBaseViewModel *vm = ( CBaseViewModel * )CreateEntityByName( "viewmodel" );
if ( vm )
{
vm->SetAbsOrigin( GetAbsOrigin() );
vm->SetOwner( this );
vm->SetIndex( index );
DispatchSpawn( vm );
vm->FollowEntity( this );
m_hViewModel.Set( index, vm );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::DestroyViewModels( void )
{
int i;
for ( i = MAX_VIEWMODELS - 1; i >= 0; i-- )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
UTIL_Remove( vm );
m_hViewModel.Set( i, NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Static member function to create a player of the specified class
// Input : *className -
// *ed -
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBasePlayer *CBasePlayer::CreatePlayer( const char *className, edict_t *ed )
{
CBasePlayer *player;
CBasePlayer::s_PlayerEdict = ed;
player = ( CBasePlayer * )CreateEntityByName( className );
return player;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
CBasePlayer::CBasePlayer( )
{
AddEFlags( EFL_NO_AUTO_EDICT_ATTACH );
#ifdef _DEBUG
m_vecAutoAim.Init();
m_vecAdditionalPVSOrigin.Init();
m_vecCameraPVSOrigin.Init();
m_DmgOrigin.Init();
m_vecLadderNormal.Init();
m_oldOrigin.Init();
m_vecSmoothedVelocity.Init();
#endif
if ( s_PlayerEdict )
{
// take the assigned edict_t and attach it
Assert( s_PlayerEdict != NULL );
NetworkProp()->AttachEdict( s_PlayerEdict );
s_PlayerEdict = NULL;
}
m_flFlashTime = -1;
pl.fixangle = FIXANGLE_ABSOLUTE;
pl.hltv = false;
pl.frags = 0;
pl.deaths = 0;
m_szNetname[0] = '\0';
m_iHealth = 0;
Weapon_SetLast( NULL );
m_bitsDamageType = 0;
m_bForceOrigin = false;
m_hVehicle = NULL;
m_pCurrentCommand = NULL;
// Setup our default FOV
m_iDefaultFOV = g_pGameRules->DefaultFOV();
m_hZoomOwner = NULL;
m_nUpdateRate = 20; // cl_updaterate defualt
m_fLerpTime = 0.1f; // cl_interp default
m_bPredictWeapons = true;
m_bLagCompensation = false;
m_flLaggedMovementValue = 1.0f;
m_StuckLast = 0;
m_impactEnergyScale = 1.0f;
m_fLastPlayerTalkTime = 0.0f;
m_PlayerInfo.SetParent( this );
ResetObserverMode();
m_surfaceProps = 0;
m_pSurfaceData = NULL;
m_surfaceFriction = 1.0f;
m_chTextureType = 0;
m_chPreviousTextureType = 0;
m_fDelay = 0.0f;
m_fReplayEnd = -1;
m_iReplayEntity = 0;
m_autoKickDisabled = false;
m_nNumCrouches = 0;
m_bDuckToggled = false;
}
CBasePlayer::~CBasePlayer( )
{
VPhysicsDestroyObject();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBasePlayer::UpdateOnRemove( void )
{
VPhysicsDestroyObject();
// Remove him from his current team
if ( GetTeam() )
{
GetTeam()->RemovePlayer( this );
}
// Chain at end to mimic destructor unwind order
BaseClass::UpdateOnRemove();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : **pvs -
// **pas -
//-----------------------------------------------------------------------------
void CBasePlayer::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize )
{
// If we have a viewentity, we don't add the player's origin.
if ( pViewEntity )
return;
Vector org;
org = EyePosition();
engine->AddOriginToPVS( org );
}
int CBasePlayer::UpdateTransmitState()
{
// always call ShouldTransmit() for players
return SetTransmitState( FL_EDICT_FULLCHECK );
}
int CBasePlayer::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
// Allow me to introduce myself to, err, myself.
// I.e., always update the recipient player data even if it's nodraw (first person mode)
if ( pInfo->m_pClientEnt == edict() )
{
return FL_EDICT_ALWAYS;
}
// when HLTV is connected and spectators press +USE, they
// signal that they are recording a interesting scene
// so transmit these 'cameramans' to the HLTV client
if ( HLTVDirector()->GetCameraMan() == entindex() )
{
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
Assert( pRecipientEntity->IsPlayer() );
CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
if ( pRecipientPlayer->IsHLTV() )
{
// HACK force calling RecomputePVSInformation to update PVS data
NetworkProp()->AreaNum();
return FL_EDICT_ALWAYS;
}
}
// Transmit for a short time after death so ragdolls can access reliable player data
if ( IsEffectActive( EF_NODRAW ) || ( IsObserver() && ( gpGlobals->curtime - m_flDeathTime > 0.5 ) ) )
{
return FL_EDICT_DONTSEND;
}
return BaseClass::ShouldTransmit( pInfo );
}
bool CBasePlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
{
// Team members shouldn't be adjusted unless friendly fire is on.
if ( !friendlyfire.GetInt() && pPlayer->GetTeamNumber() == GetTeamNumber() )
return false;
// If this entity hasn't been transmitted to us and acked, then don't bother lag compensating it.
if ( pEntityTransmitBits && !pEntityTransmitBits->Get( pPlayer->entindex() ) )
return false;
const Vector &vMyOrigin = GetAbsOrigin();
const Vector &vHisOrigin = pPlayer->GetAbsOrigin();
// get max distance player could have moved within max lag compensation time,
// multiply by 1.5 to to avoid "dead zones" (sqrt(2) would be the exact value)
float maxDistance = 1.5 * pPlayer->MaxSpeed() * sv_maxunlag.GetFloat();
// If the player is within this distance, lag compensate them in case they're running past us.
if ( vHisOrigin.DistTo( vMyOrigin ) < maxDistance )
return true;
// If their origin is not within a 45 degree cone in front of us, no need to lag compensate.
Vector vForward;
AngleVectors( pCmd->viewangles, &vForward );
Vector vDiff = vHisOrigin - vMyOrigin;
VectorNormalize( vDiff );
float flCosAngle = 0.707107f; // 45 degree angle
if ( vForward.Dot( vDiff ) < flCosAngle )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Sets the view angles
//-----------------------------------------------------------------------------
void CBasePlayer::SnapEyeAngles( const QAngle &viewAngles )
{
pl.v_angle = viewAngles;
pl.fixangle = FIXANGLE_ABSOLUTE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : iSpeed -
// iMax -
// Output : int
//-----------------------------------------------------------------------------
int TrainSpeed(int iSpeed, int iMax)
{
float fSpeed, fMax;
int iRet = 0;
fMax = (float)iMax;
fSpeed = iSpeed;
fSpeed = fSpeed/fMax;
if (iSpeed < 0)
iRet = TRAIN_BACK;
else if (iSpeed == 0)
iRet = TRAIN_NEUTRAL;
else if (fSpeed < 0.33)
iRet = TRAIN_SLOW;
else if (fSpeed < 0.66)
iRet = TRAIN_MEDIUM;
else
iRet = TRAIN_FAST;
return iRet;
}
void CBasePlayer::DeathSound( const CTakeDamageInfo &info )
{
// temporarily using pain sounds for death sounds
// Did we die from falling?
if ( m_bitsDamageType & DMG_FALL )
{
// They died in the fall. Play a splat sound.
EmitSound( "Player.FallGib" );
}
else
{
EmitSound( "Player.Death" );
}
// play one of the suit death alarms
if ( IsSuitEquipped() )
{
UTIL_EmitGroupnameSuit(edict(), "HEV_DEAD");
}
}
// override takehealth
// bitsDamageType indicates type of damage healed.
int CBasePlayer::TakeHealth( float flHealth, int bitsDamageType )
{
// clear out any damage types we healed.
// UNDONE: generic health should not heal any
// UNDONE: time-based damage
if (m_takedamage)
{
m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED);
}
return BaseClass::TakeHealth (flHealth, bitsDamageType);
}
//-----------------------------------------------------------------------------
// Purpose: Draw all overlays (should be implemented in cascade by subclass to add
// any additional non-text overlays)
// Input :
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
void CBasePlayer::DrawDebugGeometryOverlays(void)
{
// --------------------------------------------------------
// If in buddha mode and dead draw lines to indicate death
// --------------------------------------------------------
if ((m_debugOverlays & OVERLAY_BUDDHA_MODE) && m_iHealth == 1)
{
Vector vBodyDir = BodyDirection2D( );
Vector eyePos = EyePosition() + vBodyDir*10.0;
Vector vUp = Vector(0,0,8);
Vector vSide;
CrossProduct( vBodyDir, vUp, vSide);
NDebugOverlay::Line(eyePos+vSide+vUp, eyePos-vSide-vUp, 255,0,0, false, 0);
NDebugOverlay::Line(eyePos+vSide-vUp, eyePos-vSide+vUp, 255,0,0, false, 0);
}
BaseClass::DrawDebugGeometryOverlays();
}
//=========================================================
// TraceAttack
//=========================================================
void CBasePlayer::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr )
{
if ( m_takedamage )
{
CTakeDamageInfo info = inputInfo;
// --------------------------------------------------
// If an NPC check if friendly fire is disallowed
// --------------------------------------------------
CAI_BaseNPC *pNPC = info.GetAttacker()->MyNPCPointer();
if ( pNPC && (pNPC->CapabilitiesGet() & bits_CAP_NO_HIT_PLAYER) && pNPC->IRelationType( this ) != D_HT )
{
return;
}
// Prevent team damage here so blood doesn't appear
if ( info.GetAttacker()->IsPlayer() )
{
if ( !g_pGameRules->FPlayerCanTakeDamage( this, info.GetAttacker() ) )
return;
}
SetLastHitGroup( ptr->hitgroup );
switch ( ptr->hitgroup )
{
case HITGROUP_GENERIC:
break;
case HITGROUP_HEAD:
info.ScaleDamage( sk_player_head.GetFloat() );
break;
case HITGROUP_CHEST:
info.ScaleDamage( sk_player_chest.GetFloat() );
break;
case HITGROUP_STOMACH:
info.ScaleDamage( sk_player_stomach.GetFloat() );
break;
case HITGROUP_LEFTARM:
case HITGROUP_RIGHTARM:
info.ScaleDamage( sk_player_arm.GetFloat() );
break;
case HITGROUP_LEFTLEG:
case HITGROUP_RIGHTLEG:
info.ScaleDamage( sk_player_leg.GetFloat() );
break;
default:
break;
}
SpawnBlood(ptr->endpos, vecDir, BloodColor(), info.GetDamage());// a little surface blood.
TraceBleed( info.GetDamage(), vecDir, ptr, info.GetDamageType() );
AddMultiDamage( info, this );
}
}
//------------------------------------------------------------------------------
// Purpose : Do some kind of damage effect for the type of damage
// Input :
// Output :
//------------------------------------------------------------------------------
void CBasePlayer::DamageEffect(float flDamage, int fDamageType)
{
if (fDamageType & DMG_CRUSH)
{
//Red damage indicator
color32 red = {128,0,0,128};
UTIL_ScreenFade( this, red, 1.0f, 0.1f, FFADE_IN );
}
else if (fDamageType & DMG_DROWN)
{
//Red damage indicator
color32 blue = {0,0,128,128};
UTIL_ScreenFade( this, blue, 1.0f, 0.1f, FFADE_IN );
}
else if (fDamageType & DMG_SLASH)
{
// If slash damage shoot some blood
SpawnBlood(EyePosition(), g_vecAttackDir, BloodColor(), flDamage);
}
else if (fDamageType & DMG_PLASMA)
{
// Blue screen fade
color32 blue = {0,0,255,100};
UTIL_ScreenFade( this, blue, 0.2, 0.4, FFADE_MODULATE );
// Very small screen shake
ViewPunch(QAngle(random->RandomFloat(-0.1,0.1), random->RandomFloat(-0.1,0.1), random->RandomFloat(-0.1,0.1)));
// Burn sound
EmitSound( "Player.PlasmaDamage" );
}
else if (fDamageType & DMG_SONIC)
{
// Sonic damage sound
EmitSound( "Player.SonicDamage" );
}
else if ( fDamageType & DMG_BULLET )
{
EmitSound( "Flesh.BulletImpact" );
}
}
/*
Take some damage.
NOTE: each call to OnTakeDamage with bitsDamageType set to a time-based damage
type will cause the damage time countdown to be reset. Thus the ongoing effects of poison, radiation
etc are implemented with subsequent calls to OnTakeDamage using DMG_GENERIC.
*/
// Old values
#define OLD_ARMOR_RATIO 0.2 // Armor Takes 80% of the damage
#define OLD_ARMOR_BONUS 0.5 // Each Point of Armor is work 1/x points of health
// New values
#define ARMOR_RATIO 0.2
#define ARMOR_BONUS 1.0
//---------------------------------------------------------
//---------------------------------------------------------
bool CBasePlayer::ShouldTakeDamageInCommentaryMode( const CTakeDamageInfo &inputInfo )
{
// Only ignore damage when we're listening to a commentary node
if ( !IsListeningToCommentary() )
return true;
// Allow SetHealth inputs to kill player.
if ( inputInfo.GetInflictor() == this && inputInfo.GetAttacker() == this )
return true;
// In commentary, ignore all damage except for falling and leeches
if ( !(inputInfo.GetDamageType() & (DMG_BURN | DMG_PLASMA | DMG_FALL | DMG_CRUSH)) && inputInfo.GetDamageType() != DMG_GENERIC )
return false;
// We let DMG_CRUSH pass the check above so that we can check here for stress damage. Deny the CRUSH damage if there is no attacker,
// or if the attacker isn't a BSP model. Therefore, we're allowing any CRUSH damage done by a BSP model.
if ( (inputInfo.GetDamageType() & DMG_CRUSH) && ( inputInfo.GetAttacker() == NULL || !inputInfo.GetAttacker()->IsBSPModel() ) )
return false;
return true;
}
int CBasePlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo )
{
// have suit diagnose the problem - ie: report damage type
int bitsDamage = inputInfo.GetDamageType();
int ffound = true;
int fmajor;
int fcritical;
int fTookDamage;
int ftrivial;
float flRatio;
float flBonus;
float flHealthPrev = m_iHealth;
CTakeDamageInfo info = inputInfo;
IServerVehicle *pVehicle = GetVehicle();
if ( pVehicle )
{
// Players don't take blast or radiation damage while in vehicles.
// The vehicle has to deal it to him
if ( info.GetDamageType() & (DMG_BLAST|DMG_RADIATION) )
return 0;
info.ScaleDamage(pVehicle->DamageModifier(info));
}
if ( IsInCommentaryMode() )
{
if( !ShouldTakeDamageInCommentaryMode( info ) )
return 0;
}
if ( GetFlags() & FL_GODMODE )
return 0;
if ( m_debugOverlays & OVERLAY_BUDDHA_MODE )
{
if ((m_iHealth - info.GetDamage()) <= 0)
{
m_iHealth = 1;
return 0;
}
}
// Early out if there's no damage
if ( !info.GetDamage() )
return 0;
if( old_armor.GetBool() )
{
flBonus = OLD_ARMOR_BONUS;
flRatio = OLD_ARMOR_RATIO;
}
else
{
flBonus = ARMOR_BONUS;
flRatio = ARMOR_RATIO;
}
if ( ( info.GetDamageType() & DMG_BLAST ) && g_pGameRules->IsMultiplayer() )
{
// blasts damage armor more.
flBonus *= 2;
}
// Already dead
if ( !IsAlive() )
return 0;
// go take the damage first
if ( !g_pGameRules->FPlayerCanTakeDamage( this, info.GetAttacker() ) )
{
// Refuse the damage
return 0;
}
// keep track of amount of damage last sustained
m_lastDamageAmount = static_cast<int>(info.GetDamage());
// Armor.
if (m_ArmorValue && !(info.GetDamageType() & (DMG_FALL | DMG_DROWN | DMG_POISON | DMG_RADIATION)) )// armor doesn't protect against fall or drown damage!
{
float flNew = info.GetDamage() * flRatio;
float flArmor;
flArmor = (info.GetDamage() - flNew) * flBonus;
if( !old_armor.GetBool() )
{
if( flArmor < 1.0 )
{
flArmor = 1.0;
}
}
// Does this use more armor than we have?
if (flArmor > m_ArmorValue)
{
flArmor = m_ArmorValue;
flArmor *= (1/flBonus);
flNew = info.GetDamage() - flArmor;
m_DmgSave = m_ArmorValue;
m_ArmorValue = 0;
}
else
{
m_DmgSave = flArmor;
m_ArmorValue -= flArmor;
}
info.SetDamage( flNew );
}
// this cast to INT is critical!!! If a player ends up with 0.5 health, the engine will get that
// as an int (zero) and think the player is dead! (this will incite a clientside screentilt, etc)
// NOTENOTE: jdw - We are now capable of retaining the matissa of this damage value and deferring its application
// info.SetDamage( (int)info.GetDamage() );
// Call up to the base class
fTookDamage = BaseClass::OnTakeDamage( info );
// Early out if the base class took no damage
if ( !fTookDamage )
return 0;
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// todo: remove after combining shotgun blasts?
if ( info.GetInflictor() && info.GetInflictor()->edict() )
m_DmgOrigin = info.GetInflictor()->GetAbsOrigin();
m_DmgTake += (int)info.GetDamage();
// reset damage time countdown for each type of time based damage player just sustained
for (int i = 0; i < CDMG_TIMEBASED; i++)
{
if (info.GetDamageType() & (DMG_PARALYZE << i))
{
m_rgbTimeBasedDamage[i] = 0;
}
}
// Display any effect associate with this damage type
DamageEffect(info.GetDamage(),bitsDamage);
// how bad is it, doc?
ftrivial = (m_iHealth > 75 || m_lastDamageAmount < 5);
fmajor = (m_lastDamageAmount > 25);
fcritical = (m_iHealth < 30);
// handle all bits set in this damage message,
// let the suit give player the diagnosis
// UNDONE: add sounds for types of damage sustained (ie: burn, shock, slash )
// UNDONE: still need to record damage and heal messages for the following types
// DMG_BURN
// DMG_FREEZE
// DMG_BLAST
// DMG_SHOCK
m_bitsDamageType |= bitsDamage; // Save this so we can report it to the client
m_bitsHUDDamage = -1; // make sure the damage bits get resent
while (fTookDamage && (!ftrivial || (bitsDamage & DMG_TIMEBASED)) && ffound && bitsDamage)
{
ffound = false;
if (bitsDamage & DMG_CLUB)
{
if (fmajor)
SetSuitUpdate("!HEV_DMG4", false, SUIT_NEXT_IN_30SEC); // minor fracture
bitsDamage &= ~DMG_CLUB;
ffound = true;
}
if (bitsDamage & (DMG_FALL | DMG_CRUSH))
{
if (fmajor)
SetSuitUpdate("!HEV_DMG5", false, SUIT_NEXT_IN_30SEC); // major fracture
else
SetSuitUpdate("!HEV_DMG4", false, SUIT_NEXT_IN_30SEC); // minor fracture
bitsDamage &= ~(DMG_FALL | DMG_CRUSH);
ffound = true;
}
if (bitsDamage & DMG_BULLET)
{
if (m_lastDamageAmount > 5)
SetSuitUpdate("!HEV_DMG6", false, SUIT_NEXT_IN_30SEC); // blood loss detected
//else
// SetSuitUpdate("!HEV_DMG0", false, SUIT_NEXT_IN_30SEC); // minor laceration
bitsDamage &= ~DMG_BULLET;
ffound = true;
}
if (bitsDamage & DMG_SLASH)
{
if (fmajor)
SetSuitUpdate("!HEV_DMG1", false, SUIT_NEXT_IN_30SEC); // major laceration
else
SetSuitUpdate("!HEV_DMG0", false, SUIT_NEXT_IN_30SEC); // minor laceration
bitsDamage &= ~DMG_SLASH;
ffound = true;
}
if (bitsDamage & DMG_SONIC)
{
if (fmajor)
SetSuitUpdate("!HEV_DMG2", false, SUIT_NEXT_IN_1MIN); // internal bleeding
bitsDamage &= ~DMG_SONIC;
ffound = true;
}
if (bitsDamage & (DMG_POISON | DMG_PARALYZE))
{
if (bitsDamage & DMG_POISON)
{
m_nPoisonDmg += static_cast<int>(info.GetDamage());
m_tbdPrev = gpGlobals->curtime;
m_rgbTimeBasedDamage[itbd_PoisonRecover] = 0;
}
SetSuitUpdate("!HEV_DMG3", false, SUIT_NEXT_IN_1MIN); // blood toxins detected
bitsDamage &= ~( DMG_POISON | DMG_PARALYZE );
ffound = true;
}
if (bitsDamage & DMG_ACID)
{
SetSuitUpdate("!HEV_DET1", false, SUIT_NEXT_IN_1MIN); // hazardous chemicals detected
bitsDamage &= ~DMG_ACID;
ffound = true;
}
if (bitsDamage & DMG_NERVEGAS)
{
SetSuitUpdate("!HEV_DET0", false, SUIT_NEXT_IN_1MIN); // biohazard detected
bitsDamage &= ~DMG_NERVEGAS;
ffound = true;
}
if (bitsDamage & DMG_RADIATION)
{
SetSuitUpdate("!HEV_DET2", false, SUIT_NEXT_IN_1MIN); // radiation detected
bitsDamage &= ~DMG_RADIATION;
ffound = true;
}
if (bitsDamage & DMG_SHOCK)
{
bitsDamage &= ~DMG_SHOCK;
ffound = true;
}
}
m_Local.m_vecPunchAngle.SetX( -2 );
if (fTookDamage && !ftrivial && fmajor && flHealthPrev >= 75)
{
// first time we take major damage...
// turn automedic on if not on
SetSuitUpdate("!HEV_MED1", false, SUIT_NEXT_IN_30MIN); // automedic on
// give morphine shot if not given recently
SetSuitUpdate("!HEV_HEAL7", false, SUIT_NEXT_IN_30MIN); // morphine shot
}
if (fTookDamage && !ftrivial && fcritical && flHealthPrev < 75)
{
// already took major damage, now it's critical...
if (m_iHealth < 6)
SetSuitUpdate("!HEV_HLTH3", false, SUIT_NEXT_IN_10MIN); // near death
else if (m_iHealth < 20)
SetSuitUpdate("!HEV_HLTH2", false, SUIT_NEXT_IN_10MIN); // health critical
// give critical health warnings
if (!random->RandomInt(0,3) && flHealthPrev < 50)
SetSuitUpdate("!HEV_DMG7", false, SUIT_NEXT_IN_5MIN); //seek medical attention
}
// if we're taking time based damage, warn about its continuing effects
if (fTookDamage && (info.GetDamageType() & DMG_TIMEBASED) && flHealthPrev < 75)
{
if (flHealthPrev < 50)
{
if (!random->RandomInt(0,3))
SetSuitUpdate("!HEV_DMG7", false, SUIT_NEXT_IN_5MIN); //seek medical attention
}
else
SetSuitUpdate("!HEV_HLTH1", false, SUIT_NEXT_IN_10MIN); // health dropping
}
// Do special explosion damage effect
if ( bitsDamage & DMG_BLAST )
{
OnDamagedByExplosion( info );
}
return fTookDamage;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
// damageAmount -
//-----------------------------------------------------------------------------
#define MIN_SHOCK_AND_CONFUSION_DAMAGE 30.0f
#define MIN_EAR_RINGING_DISTANCE 240.0f // 20 feet
//-----------------------------------------------------------------------------
// Purpose:
// Input : &info -
//-----------------------------------------------------------------------------
void CBasePlayer::OnDamagedByExplosion( const CTakeDamageInfo &info )
{
float lastDamage = info.GetDamage();
float distanceFromPlayer = 9999.0f;
CBaseEntity *inflictor = info.GetInflictor();
if ( inflictor )
{
Vector delta = GetAbsOrigin() - inflictor->GetAbsOrigin();
distanceFromPlayer = delta.Length();
}
bool ear_ringing = distanceFromPlayer < MIN_EAR_RINGING_DISTANCE ? true : false;
bool shock = lastDamage >= MIN_SHOCK_AND_CONFUSION_DAMAGE;
if ( !shock && !ear_ringing )
return;
int effect = shock ?
random->RandomInt( 35, 37 ) :
random->RandomInt( 32, 34 );
CSingleUserRecipientFilter user( this );
enginesound->SetPlayerDSP( user, effect, false );
}
//=========================================================
// PackDeadPlayerItems - call this when a player dies to
// pack up the appropriate weapons and ammo items, and to
// destroy anything that shouldn't be packed.
//
// This is pretty brute force :(
//=========================================================
void CBasePlayer::PackDeadPlayerItems( void )
{
int iWeaponRules;
int iAmmoRules;
int i;
CBaseCombatWeapon *rgpPackWeapons[ 20 ];// 20 hardcoded for now. How to determine exactly how many weapons we have?
int iPackAmmo[ MAX_AMMO_SLOTS + 1];
int iPW = 0;// index into packweapons array
int iPA = 0;// index into packammo array
memset(rgpPackWeapons, 0, sizeof(rgpPackWeapons) );
memset(iPackAmmo, -1, sizeof(iPackAmmo) );
// get the game rules
iWeaponRules = g_pGameRules->DeadPlayerWeapons( this );
iAmmoRules = g_pGameRules->DeadPlayerAmmo( this );
if ( iWeaponRules == GR_PLR_DROP_GUN_NO && iAmmoRules == GR_PLR_DROP_AMMO_NO )
{
// nothing to pack. Remove the weapons and return. Don't call create on the box!
RemoveAllItems( true );
return;
}
// go through all of the weapons and make a list of the ones to pack
for ( i = 0 ; i < WeaponCount() ; i++ )
{
// there's a weapon here. Should I pack it?
CBaseCombatWeapon *pPlayerItem = GetWeapon( i );
if ( pPlayerItem )
{
switch( iWeaponRules )
{
case GR_PLR_DROP_GUN_ACTIVE:
if ( GetActiveWeapon() && pPlayerItem == GetActiveWeapon() )
{
// this is the active item. Pack it.
rgpPackWeapons[ iPW++ ] = pPlayerItem;
}
break;
case GR_PLR_DROP_GUN_ALL:
rgpPackWeapons[ iPW++ ] = pPlayerItem;
break;
default:
break;
}
}
}
// now go through ammo and make a list of which types to pack.
if ( iAmmoRules != GR_PLR_DROP_AMMO_NO )
{
for ( i = 0 ; i < MAX_AMMO_SLOTS ; i++ )
{
if ( GetAmmoCount( i ) > 0 )
{
// player has some ammo of this type.
switch ( iAmmoRules )
{
case GR_PLR_DROP_AMMO_ALL:
iPackAmmo[ iPA++ ] = i;
break;
case GR_PLR_DROP_AMMO_ACTIVE:
// WEAPONTODO: Make this work
/*
if ( GetActiveWeapon() && i == GetActiveWeapon()->m_iPrimaryAmmoType )
{
// this is the primary ammo type for the active weapon
iPackAmmo[ iPA++ ] = i;
}
else if ( GetActiveWeapon() && i == GetActiveWeapon()->m_iSecondaryAmmoType )
{
// this is the secondary ammo type for the active weapon
iPackAmmo[ iPA++ ] = i;
}
*/
break;
default:
break;
}
}
}
}
RemoveAllItems( true );// now strip off everything that wasn't handled by the code above.
}
void CBasePlayer::RemoveAllItems( bool removeSuit )
{
if (GetActiveWeapon())
{
ResetAutoaim( );
GetActiveWeapon()->Holster( );
}
Weapon_SetLast( NULL );
RemoveAllWeapons();
RemoveAllAmmo();
if ( removeSuit )
{
RemoveSuit();
}
UpdateClientData();
}
bool CBasePlayer::IsDead() const
{
return m_lifeState == LIFE_DEAD;
}
static float DamageForce( const Vector &size, float damage )
{
float force = damage * ((32 * 32 * 72.0) / (size.x * size.y * size.z)) * 5;
if ( force > 1000.0)
{
force = 1000.0;
}
return force;
}
int CBasePlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
// set damage type sustained
m_bitsDamageType |= info.GetDamageType();
if ( !BaseClass::OnTakeDamage_Alive( info ) )
return 0;
CBaseEntity * attacker = info.GetAttacker();
if ( !attacker )
return 0;
Vector vecDir = vec3_origin;
if ( info.GetInflictor() )
{
vecDir = info.GetInflictor()->WorldSpaceCenter() - Vector ( 0, 0, 10 ) - WorldSpaceCenter();
VectorNormalize( vecDir );
}
if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK) &&
( !attacker->IsSolidFlagSet(FSOLID_TRIGGER)) )
{
Vector force = vecDir * -DamageForce( WorldAlignSize(), info.GetBaseDamage() );
if ( force.z > 250.0f )
{
force.z = 250.0f;
}
ApplyAbsVelocityImpulse( force );
}
// fire global game event
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("health", MAX(0, m_iHealth) );
2008-09-15 01:33:59 -05:00
event->SetInt("priority", 5 ); // HLTV event priority, not transmitted
if ( attacker->IsPlayer() )
{
CBasePlayer *player = ToBasePlayer( attacker );
event->SetInt("attacker", player->GetUserID() ); // hurt by other player
}
else
{
event->SetInt("attacker", 0 ); // hurt by "world"
}
gameeventmanager->FireEvent( event );
}
// Insert a combat sound so that nearby NPCs hear battle
if ( attacker->IsNPC() )
{
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), 512, 0.5, this );//<<TODO>>//magic number
}
return 1;
}
void CBasePlayer::Event_Killed( const CTakeDamageInfo &info )
{
CSound *pSound;
g_pGameRules->PlayerKilled( this, info );
RumbleEffect( RUMBLE_STOP_ALL, 0, RUMBLE_FLAGS_NONE );
ClearUseEntity();
// this client isn't going to be thinking for a while, so reset the sound until they respawn
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) );
{
if ( pSound )
{
pSound->Reset();
}
}
// don't let the status bar glitch for players with <0 health.
if (m_iHealth < -99)
{
m_iHealth = 0;
}
// holster the current weapon
if ( GetActiveWeapon() )
{
GetActiveWeapon()->Holster();
}
SetAnimation( PLAYER_DIE );
SetViewOffset( VEC_DEAD_VIEWHEIGHT );
m_lifeState = LIFE_DYING;
pl.deadflag = true;
AddSolidFlags( FSOLID_NOT_SOLID );
// force contact points to get flushed if no longer valid
// UNDONE: Always do this on RecheckCollisionFilter() ?
IPhysicsObject *pObject = VPhysicsGetObject();
if ( pObject )
{
pObject->RecheckContactPoints();
}
SetMoveType( MOVETYPE_FLYGRAVITY );
SetGroundEntity( NULL );
// clear out the suit message cache so we don't keep chattering
SetSuitUpdate(NULL, false, 0);
// reset FOV
SetFOV( this, 0 );
if ( FlashlightIsOn() )
{
FlashlightTurnOff();
}
m_flDeathTime = gpGlobals->curtime;
// only count alive players
if (m_lastNavArea)
{
m_lastNavArea->DecrementPlayerCount( GetTeamNumber() );
m_lastNavArea = NULL;
}
BaseClass::Event_Killed( info );
}
void CBasePlayer::Event_Dying()
{
// NOT GIBBED, RUN THIS CODE
CTakeDamageInfo info;
DeathSound( info );
// The dead body rolls out of the vehicle.
if ( IsInAVehicle() )
{
LeaveVehicle();
}
QAngle angles = GetLocalAngles();
angles.x = 0;
angles.z = 0;
SetLocalAngles( angles );
SetThink(&CBasePlayer::PlayerDeathThink);
SetNextThink( gpGlobals->curtime + 0.1f );
BaseClass::Event_Dying();
}
// Set the activity based on an event or current state
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
{
int animDesired;
char szAnim[64];
float speed;
speed = GetAbsVelocity().Length2D();
if (GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
{
speed = 0;
playerAnim = PLAYER_IDLE;
}
Activity idealActivity = ACT_WALK;// TEMP!!!!!
// This could stand to be redone. Why is playerAnim abstracted from activity? (sjb)
if (playerAnim == PLAYER_JUMP)
{
idealActivity = ACT_HOP;
}
else if (playerAnim == PLAYER_SUPERJUMP)
{
idealActivity = ACT_LEAP;
}
else if (playerAnim == PLAYER_DIE)
{
if ( m_lifeState == LIFE_ALIVE )
{
idealActivity = GetDeathActivity();
}
}
else if (playerAnim == PLAYER_ATTACK1)
{
if ( m_Activity == ACT_HOVER ||
m_Activity == ACT_SWIM ||
m_Activity == ACT_HOP ||
m_Activity == ACT_LEAP ||
m_Activity == ACT_DIESIMPLE )
{
idealActivity = m_Activity;
}
else
{
idealActivity = ACT_RANGE_ATTACK1;
}
}
else if (playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK)
{
if ( !( GetFlags() & FL_ONGROUND ) && (m_Activity == ACT_HOP || m_Activity == ACT_LEAP) ) // Still jumping
{
idealActivity = m_Activity;
}
else if ( GetWaterLevel() > 1 )
{
if ( speed == 0 )
idealActivity = ACT_HOVER;
else
idealActivity = ACT_SWIM;
}
else
{
idealActivity = ACT_WALK;
}
}
if (idealActivity == ACT_RANGE_ATTACK1)
{
if ( GetFlags() & FL_DUCKING ) // crouching
{
Q_strncpy( szAnim, "crouch_shoot_" ,sizeof(szAnim));
}
else
{
Q_strncpy( szAnim, "ref_shoot_" ,sizeof(szAnim));
}
Q_strncat( szAnim, m_szAnimExtension ,sizeof(szAnim), COPY_ALL_CHARACTERS );
animDesired = LookupSequence( szAnim );
if (animDesired == -1)
animDesired = 0;
if ( GetSequence() != animDesired || !SequenceLoops() )
{
SetCycle( 0 );
}
// Tracker 24588: In single player when firing own weapon this causes eye and punchangle to jitter
//if (!SequenceLoops())
//{
// AddEffects( EF_NOINTERP );
//}
SetActivity( idealActivity );
ResetSequence( animDesired );
}
else if (idealActivity == ACT_WALK)
{
if (GetActivity() != ACT_RANGE_ATTACK1 || IsActivityFinished())
{
if ( GetFlags() & FL_DUCKING ) // crouching
{
Q_strncpy( szAnim, "crouch_aim_" ,sizeof(szAnim));
}
else
{
Q_strncpy( szAnim, "ref_aim_" ,sizeof(szAnim));
}
Q_strncat( szAnim, m_szAnimExtension,sizeof(szAnim), COPY_ALL_CHARACTERS );
animDesired = LookupSequence( szAnim );
if (animDesired == -1)
animDesired = 0;
SetActivity( ACT_WALK );
}
else
{
animDesired = GetSequence();
}
}
else
{
if ( GetActivity() == idealActivity)
return;
SetActivity( idealActivity );
animDesired = SelectWeightedSequence( m_Activity );
// Already using the desired animation?
if (GetSequence() == animDesired)
return;
ResetSequence( animDesired );
SetCycle( 0 );
return;
}
// Already using the desired animation?
if (GetSequence() == animDesired)
return;
//Msg( "Set animation to %d\n", animDesired );
// Reset to first frame of desired animation
ResetSequence( animDesired );
SetCycle( 0 );
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
// ensure that for every emitsound there is a matching stopsound
//-----------------------------------------------------------------------------
void CBasePlayer::SetPlayerUnderwater( bool state )
{
if ( m_bPlayerUnderwater != state )
{
m_bPlayerUnderwater = state;
if ( state )
EmitSound( "Player.AmbientUnderWater" );
else
StopSound( "Player.AmbientUnderWater" );
}
}
/*
===========
WaterMove
============
*/
#ifdef HL2_DLL
// test for HL2 drowning damage increase (aux power used instead)
#define AIRTIME 7 // lung full of air lasts this many seconds
#define DROWNING_DAMAGE_INITIAL 10
#define DROWNING_DAMAGE_MAX 10
#else
#define AIRTIME 12 // lung full of air lasts this many seconds
#define DROWNING_DAMAGE_INITIAL 2
#define DROWNING_DAMAGE_MAX 5
#endif
void CBasePlayer::WaterMove()
{
int air;
if ( ( GetMoveType() == MOVETYPE_NOCLIP ) && !GetMoveParent() )
{
m_AirFinished = gpGlobals->curtime + AIRTIME;
return;
}
if ( m_iHealth < 0 || !IsAlive() )
{
if ( GetWaterLevel() < WL_Eyes )
{
if ( IsPlayerUnderwater() )
{
SetPlayerUnderwater( false );
}
}
else if ( GetWaterLevel() < WL_Waist )
{
if ( GetWaterLevel() == 0 )
{
if ( GetFlags() & FL_INWATER )
{
RemoveFlag( FL_INWATER );
}
return;
}
}
else if ( GetWaterLevel() > WL_Waist )
{
if ( IsPlayerUnderwater() == false )
{
SetPlayerUnderwater( true );
}
return;
}
return;
}
// waterlevel 0 - not in water (WL_NotInWater)
// waterlevel 1 - feet in water (WL_Feet)
// waterlevel 2 - waist in water (WL_Waist)
// waterlevel 3 - head in water (WL_Eyes)
if (GetWaterLevel() != WL_Eyes || CanBreatheUnderwater())
{
// not underwater
// play 'up for air' sound
if (m_AirFinished < gpGlobals->curtime)
{
EmitSound( "Player.DrownStart" );
}
m_AirFinished = gpGlobals->curtime + AIRTIME;
m_nDrownDmgRate = DROWNING_DAMAGE_INITIAL;
// if we took drowning damage, give it back slowly
if (m_idrowndmg > m_idrownrestored)
{
// set drowning damage bit. hack - dmg_drownrecover actually
// makes the time based damage code 'give back' health over time.
// make sure counter is cleared so we start count correctly.
// NOTE: this actually causes the count to continue restarting
// until all drowning damage is healed.
m_bitsDamageType |= DMG_DROWNRECOVER;
m_bitsDamageType &= ~DMG_DROWN;
m_rgbTimeBasedDamage[itbd_DrownRecover] = 0;
}
}
else
{ // fully under water
// stop restoring damage while underwater
m_bitsDamageType &= ~DMG_DROWNRECOVER;
m_rgbTimeBasedDamage[itbd_DrownRecover] = 0;
if (m_AirFinished < gpGlobals->curtime && !(GetFlags() & FL_GODMODE) ) // drown!
{
if (m_PainFinished < gpGlobals->curtime)
{
// take drowning damage
m_nDrownDmgRate += 1;
if (m_nDrownDmgRate > DROWNING_DAMAGE_MAX)
{
m_nDrownDmgRate = DROWNING_DAMAGE_MAX;
}
OnTakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), m_nDrownDmgRate, DMG_DROWN ) );
m_PainFinished = gpGlobals->curtime + 1;
// track drowning damage, give it back when
// player finally takes a breath
m_idrowndmg += m_nDrownDmgRate;
}
}
else
{
m_bitsDamageType &= ~DMG_DROWN;
}
}
if ( GetWaterLevel() < WL_Eyes )
{
if ( IsPlayerUnderwater() )
{
SetPlayerUnderwater( false );
}
}
else if ( GetWaterLevel() < WL_Waist )
{
if ( GetWaterLevel() == 0 )
{
if ( GetFlags() & FL_INWATER )
{
EmitSound( "Player.Wade" );
RemoveFlag( FL_INWATER );
}
return;
}
}
else if ( GetWaterLevel() > WL_Waist )
{
if ( IsPlayerUnderwater() == false )
{
SetPlayerUnderwater( true );
}
return;
}
// make bubbles
air = (int)( m_AirFinished - gpGlobals->curtime );
#if 0
if (GetWaterType() == CONTENT_LAVA) // do damage
{
if (m_flDamageTime < gpGlobals->curtime)
{
OnTakeDamage( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 10 * GetWaterLevel(), DMG_BURN);
}
}
else if (GetWaterType() == CONTENT_SLIME) // do damage
{
m_flDamageTime = gpGlobals->curtime + 1;
OnTakeDamage(GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 4 * GetWaterLevel(), DMG_ACID);
}
#endif
if (!(GetFlags() & FL_INWATER))
{
// player enter water sound
if (GetWaterType() == CONTENTS_WATER)
{
EmitSound( "Player.Wade" );
}
AddFlag( FL_INWATER );
}
}
// true if the player is attached to a ladder
bool CBasePlayer::IsOnLadder( void )
{
return (GetMoveType() == MOVETYPE_LADDER);
}
float CBasePlayer::GetWaterJumpTime() const
{
return m_flWaterJumpTime;
}
void CBasePlayer::SetWaterJumpTime( float flWaterJumpTime )
{
m_flWaterJumpTime = flWaterJumpTime;
}
float CBasePlayer::GetSwimSoundTime( void ) const
{
return m_flSwimSoundTime;
}
void CBasePlayer::SetSwimSoundTime( float flSwimSoundTime )
{
m_flSwimSoundTime = flSwimSoundTime;
}
void CBasePlayer::ShowViewPortPanel( const char * name, bool bShow, KeyValues *data )
{
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
int count = 0;
KeyValues *subkey = NULL;
if ( data )
{
subkey = data->GetFirstSubKey();
while ( subkey )
{
count++; subkey = subkey->GetNextKey();
}
subkey = data->GetFirstSubKey(); // reset
}
UserMessageBegin( filter, "VGUIMenu" );
WRITE_STRING( name ); // menu name
WRITE_BYTE( bShow?1:0 );
WRITE_BYTE( count );
// write additional data (be carefull not more than 192 bytes!)
while ( subkey )
{
WRITE_STRING( subkey->GetName() );
WRITE_STRING( subkey->GetString() );
subkey = subkey->GetNextKey();
}
MessageEnd();
}
void CBasePlayer::PlayerDeathThink(void)
{
float flForward;
SetNextThink( gpGlobals->curtime + 0.1f );
if (GetFlags() & FL_ONGROUND)
{
flForward = GetAbsVelocity().Length() - 20;
if (flForward <= 0)
{
SetAbsVelocity( vec3_origin );
}
else
{
Vector vecNewVelocity = GetAbsVelocity();
VectorNormalize( vecNewVelocity );
vecNewVelocity *= flForward;
SetAbsVelocity( vecNewVelocity );
}
}
if ( HasWeapons() )
{
// we drop the guns here because weapons that have an area effect and can kill their user
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
// player class sometimes is freed. It's safer to manipulate the weapons once we know
// we aren't calling into any of their code anymore through the player pointer.
PackDeadPlayerItems();
}
if (GetModelIndex() && (!IsSequenceFinished()) && (m_lifeState == LIFE_DYING))
{
StudioFrameAdvance( );
m_iRespawnFrames++;
if ( m_iRespawnFrames < 60 ) // animations should be no longer than this
return;
}
if (m_lifeState == LIFE_DYING)
m_lifeState = LIFE_DEAD;
StopAnimation();
AddEffects( EF_NOINTERP );
m_flPlaybackRate = 0.0;
int fAnyButtonDown = (m_nButtons & ~IN_SCORE);
// Strip out the duck key from this check if it's toggled
if ( (fAnyButtonDown & IN_DUCK) && GetToggledDuckState())
{
fAnyButtonDown &= ~IN_DUCK;
}
// wait for all buttons released
if (m_lifeState == LIFE_DEAD)
{
if (fAnyButtonDown)
return;
if ( g_pGameRules->FPlayerCanRespawn( this ) )
{
m_lifeState = LIFE_RESPAWNABLE;
}
return;
}
// if the player has been dead for one second longer than allowed by forcerespawn,
// forcerespawn isn't on. Send the player off to an intermission camera until they
// choose to respawn.
if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->curtime > (m_flDeathTime + DEATH_ANIMATION_TIME) ) && !IsObserver() )
{
// go to dead camera.
StartObserverMode( m_iObserverLastMode );
}
// wait for any button down, or mp_forcerespawn is set and the respawn time is up
if (!fAnyButtonDown
&& !( g_pGameRules->IsMultiplayer() && forcerespawn.GetInt() > 0 && (gpGlobals->curtime > (m_flDeathTime + 5))) )
return;
m_nButtons = 0;
m_iRespawnFrames = 0;
//Msg( "Respawn\n");
respawn( this, !IsObserver() );// don't copy a corpse if we're in deathcam.
SetNextThink( TICK_NEVER_THINK );
}
/*
//=========================================================
// StartDeathCam - find an intermission spot and send the
// player off into observer mode
//=========================================================
void CBasePlayer::StartDeathCam( void )
{
CBaseEntity *pSpot, *pNewSpot;
int iRand;
if ( GetViewOffset() == vec3_origin )
{
// don't accept subsequent attempts to StartDeathCam()
return;
}
pSpot = gEntList.FindEntityByClassname( NULL, "info_intermission");
if ( pSpot )
{
// at least one intermission spot in the world.
iRand = random->RandomInt( 0, 3 );
while ( iRand > 0 )
{
pNewSpot = gEntList.FindEntityByClassname( pSpot, "info_intermission");
if ( pNewSpot )
{
pSpot = pNewSpot;
}
iRand--;
}
CreateCorpse();
StartObserverMode( pSpot->GetAbsOrigin(), pSpot->GetAbsAngles() );
}
else
{
// no intermission spot. Push them up in the air, looking down at their corpse
trace_t tr;
CreateCorpse();
UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + Vector( 0, 0, 128 ),
MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
QAngle angles;
VectorAngles( GetAbsOrigin() - tr.endpos, angles );
StartObserverMode( tr.endpos, angles );
return;
}
} */
void CBasePlayer::StopObserverMode()
{
m_bForcedObserverMode = false;
m_afPhysicsFlags &= ~PFLAG_OBSERVER;
if ( m_iObserverMode == OBS_MODE_NONE )
return;
if ( m_iObserverMode > OBS_MODE_DEATHCAM )
{
m_iObserverLastMode = m_iObserverMode;
}
m_iObserverMode.Set( OBS_MODE_NONE );
ShowViewPortPanel( "specmenu", false );
ShowViewPortPanel( "specgui", false );
ShowViewPortPanel( "overview", false );
}
bool CBasePlayer::StartObserverMode(int mode)
{
if ( !IsObserver() )
{
// set position to last view offset
SetAbsOrigin( GetAbsOrigin() + GetViewOffset() );
SetViewOffset( vec3_origin );
}
Assert( mode > OBS_MODE_NONE );
m_afPhysicsFlags |= PFLAG_OBSERVER;
// Holster weapon immediately, to allow it to cleanup
if ( GetActiveWeapon() )
GetActiveWeapon()->Holster();
// clear out the suit message cache so we don't keep chattering
SetSuitUpdate(NULL, FALSE, 0);
SetGroundEntity( (CBaseEntity *)NULL );
RemoveFlag( FL_DUCKING );
AddSolidFlags( FSOLID_NOT_SOLID );
SetObserverMode( mode );
ShowViewPortPanel( "specgui" );
// Setup flags
m_Local.m_iHideHUD = HIDEHUD_HEALTH;
m_takedamage = DAMAGE_NO;
//Don't set the player to EF_NODRAW - the client can determine
//whether to draw the player or not with ShouldDraw
//AddEffects( EF_NODRAW );
m_iHealth = 1;
m_lifeState = LIFE_DEAD; // Can't be dead, otherwise movement doesn't work right.
pl.deadflag = true;
return true;
}
bool CBasePlayer::SetObserverMode(int mode )
{
if ( mode < OBS_MODE_NONE || mode > OBS_MODE_ROAMING )
return false;
// check mp_forcecamera settings for dead players
if ( mode > OBS_MODE_FIXED && GetTeamNumber() > TEAM_SPECTATOR )
{
switch ( mp_forcecamera.GetInt() )
{
case OBS_ALLOW_ALL : break; // no restrictions
case OBS_ALLOW_TEAM : mode = OBS_MODE_IN_EYE; break;
case OBS_ALLOW_NONE : mode = OBS_MODE_FIXED; break; // donw't allow anything
}
}
if ( m_iObserverMode > OBS_MODE_DEATHCAM )
{
// remember mode if we were really spectating before
m_iObserverLastMode = m_iObserverMode;
}
m_iObserverMode = mode;
switch ( mode )
{
case OBS_MODE_NONE:
case OBS_MODE_FIXED :
case OBS_MODE_DEATHCAM :
SetFOV( this, 0 ); // Reset FOV
SetViewOffset( vec3_origin );
SetMoveType( MOVETYPE_NONE );
break;
case OBS_MODE_CHASE :
case OBS_MODE_IN_EYE :
// udpate FOV and viewmodels
SetObserverTarget( m_hObserverTarget );
SetMoveType( MOVETYPE_OBSERVER );
break;
case OBS_MODE_ROAMING :
SetFOV( this, 0 ); // Reset FOV
SetObserverTarget( m_hObserverTarget );
SetViewOffset( vec3_origin );
SetMoveType( MOVETYPE_OBSERVER );
break;
}
CheckObserverSettings();
return true;
}
int CBasePlayer::GetObserverMode()
{
return m_iObserverMode;
}
void CBasePlayer::ForceObserverMode(int mode)
{
int tempMode = OBS_MODE_ROAMING;
if ( m_iObserverMode == mode )
return;
// don't change last mode if already in forced mode
if ( m_bForcedObserverMode )
{
tempMode = m_iObserverLastMode;
}
SetObserverMode( mode );
if ( m_bForcedObserverMode )
{
m_iObserverLastMode = tempMode;
}
m_bForcedObserverMode = true;
}
void CBasePlayer::CheckObserverSettings()
{
// check if we are in forced mode and may go back to old mode
if ( m_bForcedObserverMode )
{
CBaseEntity * target = m_hObserverTarget;
if ( !IsValidObserverTarget(target) )
{
// if old target is still invalid, try to find valid one
target = FindNextObserverTarget( false );
}
if ( target )
{
// we found a valid target
m_bForcedObserverMode = false; // disable force mode
SetObserverMode( m_iObserverLastMode ); // switch to last mode
SetObserverTarget( target ); // goto target
// TODO check for HUD icons
return;
}
else
{
// else stay in forced mode, no changes
return;
}
}
// make sure our last mode is valid
if ( m_iObserverLastMode < OBS_MODE_FIXED )
{
m_iObserverLastMode = OBS_MODE_ROAMING;
}
// check if our spectating target is still a valid one
if ( m_iObserverMode == OBS_MODE_IN_EYE || m_iObserverMode == OBS_MODE_CHASE )
{
if ( !IsValidObserverTarget( m_hObserverTarget.Get() ) )
{
// our target is not valid, try to find new target
CBaseEntity * target = FindNextObserverTarget( false );
if ( target )
{
// switch to new valid target
SetObserverTarget( target );
}
else
{
// couldn't find new target, switch to temporary mode
if ( mp_forcecamera.GetInt() == OBS_ALLOW_ALL )
{
// let player roam around
ForceObserverMode( OBS_MODE_ROAMING );
}
else
{
// fix player view right where it is
ForceObserverMode( OBS_MODE_FIXED );
m_hObserverTarget.Set( NULL ); // no traget to follow
}
}
}
CBasePlayer *target = ToBasePlayer( m_hObserverTarget.Get() );
// for ineye mode we have to copy several data to see exactly the same
if ( target && m_iObserverMode == OBS_MODE_IN_EYE )
{
int flagMask = FL_ONGROUND | FL_DUCKING ;
int flags = target->GetFlags() & flagMask;
if ( (GetFlags() & flagMask) != flags )
{
flags |= GetFlags() & (~flagMask); // keep other flags
ClearFlags();
AddFlag( flags );
}
if ( target->GetViewOffset() != GetViewOffset() )
{
SetViewOffset( target->GetViewOffset() );
}
}
}
}
bool CBasePlayer::StartReplayMode( float fDelay, float fDuration, int iEntity )
{
if ( ( sv_maxreplay == NULL ) || ( sv_maxreplay->GetFloat() <= 0 ) )
return false;
m_fDelay = fDelay;
m_fReplayEnd = gpGlobals->curtime + fDuration;
m_iReplayEntity = iEntity;
return true;
}
void CBasePlayer::StopReplayMode()
{
m_fDelay = 0.0f;
m_fReplayEnd = -1;
m_iReplayEntity = 0;
}
int CBasePlayer::GetDelayTicks()
{
if ( m_fReplayEnd > gpGlobals->curtime )
{
return TIME_TO_TICKS( m_fDelay );
}
else
{
if ( m_fDelay > 0.0f )
StopReplayMode();
return 0;
}
}
int CBasePlayer::GetReplayEntity()
{
return m_iReplayEntity;
}
CBaseEntity * CBasePlayer::GetObserverTarget()
{
return m_hObserverTarget.Get();
}
void CBasePlayer::ObserverUse( bool bIsPressed )
{
#ifndef _XBOX
if ( !HLTVDirector()->IsActive() )
return;
if ( GetTeamNumber() != TEAM_SPECTATOR )
return; // only pure spectators can play cameraman
if ( !bIsPressed )
return;
int iCameraManIndex = HLTVDirector()->GetCameraMan();
if ( iCameraManIndex == 0 )
{
// turn camera on
HLTVDirector()->SetCameraMan( entindex() );
}
else if ( iCameraManIndex == entindex() )
{
// turn camera off
HLTVDirector()->SetCameraMan( 0 );
}
else
{
ClientPrint( this, HUD_PRINTTALK, "Camera in use by other player." );
}
/* UTIL_SayText( "Spectator can not USE anything", this );
Vector dir,end;
Vector start = GetAbsOrigin();
AngleVectors( GetAbsAngles(), &dir );
VectorNormalize( dir );
VectorMA( start, 32.0f, dir, end );
trace_t tr;
UTIL_TraceLine( start, end, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.fraction == 1.0f )
return; // no obstacles in spectators way
VectorMA( start, 128.0f, dir, end );
Ray_t ray;
ray.Init( end, start, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
UTIL_TraceRay( ray, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
if ( tr.startsolid || tr.allsolid )
return;
SetAbsOrigin( tr.endpos ); */
#endif
}
void CBasePlayer::JumptoPosition(const Vector &origin, const QAngle &angles)
{
SetAbsOrigin( origin );
SetAbsVelocity( vec3_origin ); // stop movement
SetLocalAngles( angles );
SnapEyeAngles( angles );
}
bool CBasePlayer::SetObserverTarget(CBaseEntity *target)
{
if ( !IsValidObserverTarget( target ) )
return false;
// set new target
m_hObserverTarget.Set( target );
// reset fov to default
SetFOV( this, 0 );
if ( m_iObserverMode == OBS_MODE_ROAMING )
{
Vector dir, end;
Vector start = target->EyePosition();
AngleVectors( target->EyeAngles(), &dir );
VectorNormalize( dir );
VectorMA( start, -64.0f, dir, end );
Ray_t ray;
ray.Init( start, end, VEC_DUCK_HULL_MIN , VEC_DUCK_HULL_MAX );
trace_t tr;
UTIL_TraceRay( ray, MASK_PLAYERSOLID, target, COLLISION_GROUP_PLAYER_MOVEMENT, &tr );
JumptoPosition( tr.endpos, target->EyeAngles() );
}
return true;
}
bool CBasePlayer::IsValidObserverTarget(CBaseEntity * target)
{
if ( target == NULL )
return false;
// MOD AUTHORS: Add checks on target here or in derived methode
if ( !target->IsPlayer() ) // only track players
return false;
CBasePlayer * player = ToBasePlayer( target );
/* Don't spec observers or players who haven't picked a class yet
if ( player->IsObserver() )
return false; */
if( player == this )
return false; // We can't observe ourselves.
if ( player->IsEffectActive( EF_NODRAW ) ) // don't watch invisible players
return false;
if ( player->m_lifeState == LIFE_RESPAWNABLE ) // target is dead, waiting for respawn
return false;
if ( player->m_lifeState == LIFE_DEAD || player->m_lifeState == LIFE_DYING )
{
if ( (player->m_flDeathTime + DEATH_ANIMATION_TIME ) < gpGlobals->curtime )
{
return false; // allow watching until 3 seconds after death to see death animation
}
}
// check forcecamera settings for active players
if ( GetTeamNumber() != TEAM_SPECTATOR )
{
switch ( mp_forcecamera.GetInt() )
{
case OBS_ALLOW_ALL : break;
case OBS_ALLOW_TEAM : if ( GetTeamNumber() != target->GetTeamNumber() )
return false;
break;
case OBS_ALLOW_NONE : return false;
}
}
return true; // passed all test
}
int CBasePlayer::GetNextObserverSearchStartPoint( bool bReverse )
{
int iDir = bReverse ? -1 : 1;
int startIndex;
if ( m_hObserverTarget )
{
// start using last followed player
startIndex = m_hObserverTarget->entindex();
}
else
{
// start using own player index
startIndex = this->entindex();
}
startIndex += iDir;
if (startIndex > gpGlobals->maxClients)
startIndex = 1;
else if (startIndex < 1)
startIndex = gpGlobals->maxClients;
return startIndex;
}
CBaseEntity * CBasePlayer::FindNextObserverTarget(bool bReverse)
{
// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
// only a subset of the players. e.g. Make it check the target's team.
/* if ( m_flNextFollowTime && m_flNextFollowTime > gpGlobals->time )
{
return;
}
m_flNextFollowTime = gpGlobals->time + 0.25;
*/ // TODO move outside this function
int startIndex = GetNextObserverSearchStartPoint( bReverse );
int currentIndex = startIndex;
int iDir = bReverse ? -1 : 1;
do
{
CBaseEntity * nextTarget = UTIL_PlayerByIndex( currentIndex );
if ( IsValidObserverTarget( nextTarget ) )
{
return nextTarget; // found next valid player
}
currentIndex += iDir;
// Loop through the clients
if (currentIndex > gpGlobals->maxClients)
currentIndex = 1;
else if (currentIndex < 1)
currentIndex = gpGlobals->maxClients;
} while ( currentIndex != startIndex );
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this object can be +used by the player
//-----------------------------------------------------------------------------
bool CBasePlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps )
{
if ( pEntity )
{
int caps = pEntity->ObjectCaps();
if ( caps & (FCAP_IMPULSE_USE|FCAP_CONTINUOUS_USE|FCAP_ONOFF_USE|FCAP_DIRECTIONAL_USE) )
{
if ( (caps & requiredCaps) == requiredCaps )
{
return true;
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBasePlayer::CanPickupObject( CBaseEntity *pObject, float massLimit, float sizeLimit )
{
// UNDONE: Make this virtual and move to HL2 player
#ifdef HL2_DLL
//Must be valid
if ( pObject == NULL )
return false;
//Must move with physics
if ( pObject->GetMoveType() != MOVETYPE_VPHYSICS )
return false;
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = pObject->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
//Must have a physics object
if (!count)
return false;
float objectMass = 0;
bool checkEnable = false;
for ( int i = 0; i < count; i++ )
{
objectMass += pList[i]->GetMass();
if ( !pList[i]->IsMoveable() )
{
checkEnable = true;
}
if ( pList[i]->GetGameFlags() & FVPHYSICS_NO_PLAYER_PICKUP )
return false;
if ( pList[i]->IsHinged() )
return false;
}
//Msg( "Target mass: %f\n", pPhys->GetMass() );
//Must be under our threshold weight
if ( massLimit > 0 && objectMass > massLimit )
return false;
if ( checkEnable )
{
// Allowing picking up of bouncebombs.
CBounceBomb *pBomb = dynamic_cast<CBounceBomb*>(pObject);
if( pBomb )
return true;
// Allow pickup of phys props that are motion enabled on player pickup
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>(pObject);
CPhysBox *pBox = dynamic_cast<CPhysBox*>(pObject);
if ( !pProp && !pBox )
return false;
if ( pProp && !(pProp->HasSpawnFlags( SF_PHYSPROP_ENABLE_ON_PHYSCANNON )) )
return false;
if ( pBox && !(pBox->HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON )) )
return false;
}
if ( sizeLimit > 0 )
{
const Vector &size = pObject->CollisionProp()->OBBSize();
if ( size.x > sizeLimit || size.y > sizeLimit || size.z > sizeLimit )
return false;
}
return true;
#else
return false;
#endif
}
float CBasePlayer::GetHeldObjectMass( IPhysicsObject *pHeldObject )
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Server side of jumping rules. Most jumping logic is already
// handled in shared gamemovement code. Put stuff here that should
// only be done server side.
//-----------------------------------------------------------------------------
void CBasePlayer::Jump()
{
}
void CBasePlayer::Duck( )
{
if (m_nButtons & IN_DUCK)
{
if ( m_Activity != ACT_LEAP )
{
SetAnimation( PLAYER_WALK );
}
}
}
//
// ID's player as such.
//
Class_T CBasePlayer::Classify ( void )
{
return CLASS_PLAYER;
}
void CBasePlayer::ResetFragCount()
{
m_iFrags = 0;
pl.frags = m_iFrags;
}
void CBasePlayer::IncrementFragCount( int nCount )
{
m_iFrags += nCount;
pl.frags = m_iFrags;
}
void CBasePlayer::ResetDeathCount()
{
m_iDeaths = 0;
pl.deaths = m_iDeaths;
}
void CBasePlayer::IncrementDeathCount( int nCount )
{
m_iDeaths += nCount;
pl.deaths = m_iDeaths;
}
void CBasePlayer::AddPoints( int score, bool bAllowNegativeScore )
{
// Positive score always adds
if ( score < 0 )
{
if ( !bAllowNegativeScore )
{
if ( m_iFrags < 0 ) // Can't go more negative
return;
if ( -score > m_iFrags ) // Will this go negative?
{
score = -m_iFrags; // Sum will be 0
}
}
}
m_iFrags += score;
pl.frags = m_iFrags;
}
void CBasePlayer::AddPointsToTeam( int score, bool bAllowNegativeScore )
{
if ( GetTeam() )
{
GetTeam()->AddScore( score );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayer::GetCommandContextCount( void ) const
{
return m_CommandContext.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : CCommandContext
//-----------------------------------------------------------------------------
CCommandContext *CBasePlayer::GetCommandContext( int index )
{
if ( index < 0 || index >= m_CommandContext.Count() )
return NULL;
return &m_CommandContext[ index ];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCommandContext *CBasePlayer::AllocCommandContext( void )
{
int idx = m_CommandContext.AddToTail();
return &m_CommandContext[ idx ];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
//-----------------------------------------------------------------------------
void CBasePlayer::RemoveCommandContext( int index )
{
m_CommandContext.Remove( index );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::RemoveAllCommandContexts()
{
m_CommandContext.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Determine how much time we will be running this frame
// Output : float
//-----------------------------------------------------------------------------
int CBasePlayer::DetermineSimulationTicks( void )
{
int command_context_count = GetCommandContextCount();
int context_number;
int simulation_ticks = 0;
// Determine how much time we will be running this frame and fixup player clock as needed
for ( context_number = 0; context_number < command_context_count; context_number++ )
{
CCommandContext const *ctx = GetCommandContext( context_number );
Assert( ctx );
Assert( ctx->numcmds > 0 );
Assert( ctx->dropped_packets >= 0 );
// Determine how long it will take to run those packets
simulation_ticks += ctx->numcmds + ctx->dropped_packets;
}
return simulation_ticks;
}
// 2 ticks ahead or behind current clock means we need to fix clock on client
#define TARGET_CLOCK_CORRECTION_TICKS (TIME_TO_TICKS(0.06f))
extern ConVar skip;
//-----------------------------------------------------------------------------
// Purpose: Based upon amount of time in simulation time, adjust m_nTickBase so that
// we just end at the end of the current frame (so the player is basically on clock
// with the server)
// Input : simulation_ticks -
//-----------------------------------------------------------------------------
void CBasePlayer::AdjustPlayerTimeBase( int simulation_ticks )
{
Assert( simulation_ticks >= 0 );
if ( simulation_ticks < 0 )
return;
// Start in the past so that we get to the sv.time that we'll hit at the end of the
// frame, just as we process the final command
if ( gpGlobals->maxClients == 1 )
{
// set TickBase so that player simulation tick matches gpGlobals->tickcount after
// all commands have been executed
m_nTickBase = gpGlobals->tickcount - simulation_ticks + 1;
}
else // multiplayer
{
// set the target tick 2 ticks ahead in the future. this way the client can
// alternate around this targettick without getting smaller than gpGlobals->tickcount
// after running the commands simulation time should never be smaller than the
// current gpGlobals->tickcount, otherwise the simulation time drops out of the
// clientside view interpolation buffer.
int end_of_frame_ticks = gpGlobals->tickcount + TARGET_CLOCK_CORRECTION_TICKS;
int estimated_end_tick = m_nTickBase + simulation_ticks;
// If client gets ahead of this, we'll need to correct
int too_fast_limit = end_of_frame_ticks + TARGET_CLOCK_CORRECTION_TICKS;
// If client falls behind this, we'll also need to correct
int too_slow_limit = end_of_frame_ticks - TARGET_CLOCK_CORRECTION_TICKS;
// See if we are too fast
if ( estimated_end_tick > too_fast_limit )
{
// DevMsg( "client too fast by %i ticks\n", estimated_end_tick - end_of_frame_ticks );
m_nTickBase = end_of_frame_ticks - simulation_ticks + 1;
}
// Or to slow
else if ( estimated_end_tick < too_slow_limit )
{
// DevMsg( "client too slow by %i ticks\n", end_of_frame_ticks - estimated_end_tick );
m_nTickBase = end_of_frame_ticks - simulation_ticks + 1;
}
}
}
void CBasePlayer::RunNullCommand( void )
{
CUserCmd cmd; // NULL command
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime;
float flOldCurtime = gpGlobals->curtime;
pl.fixangle = FIXANGLE_NONE;
cmd.viewangles = EyeAngles();
float flTimeBase = gpGlobals->curtime;
SetTimeBase( flTimeBase );
MoveHelperServer()->SetHost( this );
PlayerRunCommand( &cmd, MoveHelperServer() );
// save off the last good usercmd
SetLastUserCommand( cmd );
// Restore the globals..
gpGlobals->frametime = flOldFrametime;
gpGlobals->curtime = flOldCurtime;
MoveHelperServer()->SetHost( NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Note, don't chain to BaseClass::PhysicsSimulate
//-----------------------------------------------------------------------------
void CBasePlayer::PhysicsSimulate( void )
{
VPROF_BUDGET( "CBasePlayer::PhysicsSimulate", VPROF_BUDGETGROUP_PLAYER );
// If we've got a moveparent, we must simulate that first.
CBaseEntity *pMoveParent = GetMoveParent();
if (pMoveParent)
{
pMoveParent->PhysicsSimulate();
}
// Make sure not to simulate this guy twice per frame
if (m_nSimulationTick == gpGlobals->tickcount )
{
return;
}
m_nSimulationTick = gpGlobals->tickcount;
// See how much time has queued up for running
int simulation_ticks = DetermineSimulationTicks();
// If some time will elapse, make sure our clock (m_nTickBase) starts at the correct time
if ( simulation_ticks > 0 )
{
AdjustPlayerTimeBase( simulation_ticks );
}
if ( IsHLTV() )
{
// just run a single, empty command to makke sure
// all preThink/Postthink functions are called as usual
Assert ( GetCommandContextCount() == 0 );
RunNullCommand();
RemoveAllCommandContexts();
return;
}
// Store off true server timestamps
float savetime = gpGlobals->curtime;
float saveframetime = gpGlobals->frametime;
int command_context_count = GetCommandContextCount();
for ( int context_number = 0; context_number < command_context_count; context_number++ )
{
// Get oldest ( newer are added to tail )
CCommandContext *ctx = GetCommandContext( context_number );
Assert( ctx );
int i;
int numbackup = ctx->totalcmds - ctx->numcmds;
// If the server is paused, zero out motion,buttons,view changes
if ( ctx->paused )
{
bool clear_angles = true;
// If no clipping and cheats enabled and noclipduring game enabled, then leave
// forwardmove and angles stuff in usercmd
if ( GetMoveType() == MOVETYPE_NOCLIP &&
sv_cheats->GetBool() &&
sv_noclipduringpause.GetBool() )
{
clear_angles = false;
}
for ( i = 0; i < ctx->numcmds; i++ )
{
ctx->cmds[ i ].buttons = 0;
if ( clear_angles )
{
ctx->cmds[ i ].forwardmove = 0;
ctx->cmds[ i ].sidemove = 0;
ctx->cmds[ i ].upmove = 0;
VectorCopy ( pl.v_angle, ctx->cmds[ i ].viewangles );
}
}
ctx->dropped_packets = 0;
}
MoveHelperServer()->SetHost( this );
// Suppress predicted events, etc.
if ( IsPredictingWeapons() )
{
IPredictionSystem::SuppressHostEvents( this );
}
// If we haven't dropped too many packets, then run some commands
if ( ctx->dropped_packets < 24 )
{
int droppedcmds = ctx->dropped_packets;
if ( droppedcmds > numbackup )
{
// Msg( "lost %i cmds\n", droppedcmds );
}
// run the last known cmd for each dropped cmd we don't have a backup for
while ( droppedcmds > numbackup )
{
m_LastCmd.tick_count++;
if ( ShouldRunCommandsInContext( ctx ) )
{
PlayerRunCommand( &m_LastCmd, MoveHelperServer() );
}
droppedcmds--;
}
// Now run the "history" commands if we still have dropped packets
while ( droppedcmds > 0 )
{
int cmdnum = ctx->numcmds + droppedcmds - 1;
if ( ShouldRunCommandsInContext( ctx ) )
{
PlayerRunCommand( &ctx->cmds[cmdnum], MoveHelperServer() );
}
droppedcmds--;
}
}
// Now run any new command(s). Go backward because the most recent command is at index 0.
for ( i = ctx->numcmds - 1; i >= 0; i-- )
{
if ( ShouldRunCommandsInContext( ctx ) )
{
PlayerRunCommand( &ctx->cmds[ i ], MoveHelperServer() );
}
}
// Save off the last good command in case we drop > numbackup packets and need to rerun them
// we'll use this to "guess" at what was in the missing packets
m_LastCmd = ctx->cmds[ CMD_MOSTRECENT ];
// Update our vphysics object.
if ( m_pPhysicsController )
{
VPROF( "CBasePlayer::PhysicsSimulate-UpdateVPhysicsPosition" );
// If simulating at 2 * TICK_INTERVAL, add an extra TICK_INTERVAL to position arrival computation
int additionalTick = CBaseEntity::IsSimulatingOnAlternateTicks() ? 1 : 0;
float flSecondsToArrival = ( ctx->numcmds + ctx->dropped_packets + additionalTick ) * TICK_INTERVAL;
UpdateVPhysicsPosition( m_vNewVPhysicsPosition, m_vNewVPhysicsVelocity, flSecondsToArrival );
}
// Always reset after running commands
IPredictionSystem::SuppressHostEvents( NULL );
MoveHelperServer()->SetHost( NULL );
}
// Clear all contexts
RemoveAllCommandContexts();
// Restore the true server clock
// FIXME: Should this occur after simulation of children so
// that they are in the timespace of the player?
gpGlobals->curtime = savetime;
gpGlobals->frametime = saveframetime;
}
unsigned int CBasePlayer::PhysicsSolidMaskForEntity() const
{
return MASK_PLAYERSOLID;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *buf -
// totalcmds -
// dropped_packets -
// ignore -
// paused -
// Output : float -- Time in seconds of last movement command
//-----------------------------------------------------------------------------
void CBasePlayer::ProcessUsercmds( CUserCmd *cmds, int numcmds, int totalcmds,
int dropped_packets, bool paused )
{
CCommandContext *ctx = AllocCommandContext();
Assert( ctx );
int i;
for ( i = totalcmds - 1; i >= 0; i-- )
{
ctx->cmds[ i ] = cmds[ i ];
}
ctx->numcmds = numcmds;
ctx->totalcmds = totalcmds,
ctx->dropped_packets = dropped_packets;
ctx->paused = paused;
// Set global pause state for this player
m_bGamePaused = paused;
if ( paused )
{
m_nSimulationTick = -1;
// Just run the commands right away if paused
PhysicsSimulate();
}
}
// Duck debouncing code to stop menu changes from disallowing crouch/uncrouch
ConVar xc_crouch_debounce( "xc_crouch_debounce", "0", FCVAR_NONE );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *ucmd -
// *moveHelper -
//-----------------------------------------------------------------------------
void CBasePlayer::PlayerRunCommand(CUserCmd *ucmd, IMoveHelper *moveHelper)
{
m_touchedPhysObject = false;
if ( pl.fixangle == FIXANGLE_NONE)
{
VectorCopy ( ucmd->viewangles, pl.v_angle );
}
// Handle FL_FROZEN.
// Prevent player moving for some seconds after New Game, so that they pick up everything
if( GetFlags() & FL_FROZEN ||
(developer.GetInt() == 0 && gpGlobals->eLoadType == MapLoad_NewGame && gpGlobals->curtime < 3.0 ) )
{
ucmd->forwardmove = 0;
ucmd->sidemove = 0;
ucmd->upmove = 0;
ucmd->buttons = 0;
ucmd->impulse = 0;
VectorCopy ( pl.v_angle, ucmd->viewangles );
}
#ifdef _XBOX
else
{
// Force a duck if we're toggled
if ( GetToggledDuckState() )
{
// If this is set, we've altered our menu options and need to debounce the duck
if ( xc_crouch_debounce.GetBool() )
{
ToggleDuck();
// Mark it as handled
xc_crouch_debounce.SetValue( 0 );
}
else
{
ucmd->buttons |= IN_DUCK;
}
}
}
#endif // _XBOX
PlayerMove()->RunCommand(this, ucmd, moveHelper);
}
void CBasePlayer::HandleFuncTrain(void)
{
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
AddFlag( FL_ONTRAIN );
else
RemoveFlag( FL_ONTRAIN );
// Train speed control
if (( m_afPhysicsFlags & PFLAG_DIROVERRIDE ) == 0)
{
if (m_iTrain & TRAIN_ACTIVE)
{
m_iTrain = TRAIN_NEW; // turn off train
}
return;
}
CBaseEntity *pTrain = GetGroundEntity();
float vel;
if ( pTrain )
{
if ( !(pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) )
pTrain = NULL;
}
if ( !pTrain )
{
if ( 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) )
{
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(static_cast<int>(pTrain->m_flSpeed), static_cast<int>(((CFuncTrackTrain*)pTrain)->GetMaxSpeed()));
m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
}
}
void CBasePlayer::PreThink(void)
{
if ( g_fGameOver || m_iPlayerLocked )
return; // intermission or finale
ItemPreFrame( );
WaterMove();
if ( g_pGameRules && g_pGameRules->FAllowFlashlight() )
m_Local.m_iHideHUD &= ~HIDEHUD_FLASHLIGHT;
else
m_Local.m_iHideHUD |= HIDEHUD_FLASHLIGHT;
// checks if new client data (for HUD and view control) needs to be sent to the client
UpdateClientData();
CheckTimeBasedDamage();
CheckSuitUpdate();
if ( GetObserverMode() > OBS_MODE_FIXED )
{
CheckObserverSettings(); // do this each frame
}
if (m_lifeState >= LIFE_DYING)
return;
HandleFuncTrain();
if (m_nButtons & IN_JUMP)
{
// If on a ladder, jump off the ladder
// else Jump
Jump();
}
// If trying to duck, already ducked, or in the process of ducking
if ((m_nButtons & IN_DUCK) || (GetFlags() & FL_DUCKING) || (m_afPhysicsFlags & PFLAG_DUCKING) )
Duck();
//
// If we're not on the ground, we're falling. Update our falling velocity.
//
if ( !( GetFlags() & FL_ONGROUND ) )
{
m_Local.m_flFallVelocity = -GetAbsVelocity().z;
}
#ifndef _XBOX
CNavArea *area = TheNavMesh->GetNavArea( GetAbsOrigin() );
if (area && area != m_lastNavArea)
{
// player entered a new nav area
if (m_lastNavArea)
{
m_lastNavArea->DecrementPlayerCount( GetTeamNumber() );
}
area->IncrementPlayerCount( GetTeamNumber() );
m_lastNavArea = area;
if ( area->GetPlace() != UNDEFINED_PLACE )
{
const char *placeName = TheNavMesh->PlaceToName( area->GetPlace() );
if ( placeName && *placeName )
{
Q_strncpy( m_szLastPlaceName.GetForModify(), placeName, MAX_PLACE_NAME_LENGTH );
}
}
// generate event
//KeyValues *event = new KeyValues( "player_entered_area" );
//event->SetInt( "userid", GetUserID() );
//event->SetInt( "areaid", area->GetID() );
//gameeventmanager->FireEvent( event );
}
#endif
// StudioFrameAdvance( );//!!!HACKHACK!!! Can't be hit by traceline when not animating?
}
/* Time based Damage works as follows:
1) There are several types of timebased damage:
#define DMG_PARALYZE (1 << 14) // slows affected creature down
#define DMG_NERVEGAS (1 << 15) // nerve toxins, very bad
#define DMG_POISON (1 << 16) // blood poisioning
#define DMG_RADIATION (1 << 17) // radiation exposure
#define DMG_DROWNRECOVER (1 << 18) // drown recovery
#define DMG_ACID (1 << 19) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1 << 20) // in an oven
2) A new hit inflicting tbd restarts the tbd counter - each NPC has an 8bit counter,
per damage type. The counter is decremented every second, so the maximum time
an effect will last is 255/60 = 4.25 minutes. Of course, staying within the radius
of a damaging effect like fire, nervegas, radiation will continually reset the counter to max.
3) Every second that a tbd counter is running, the player takes damage. The damage
is determined by the type of tdb.
Paralyze - 1/2 movement rate, 30 second duration.
Nervegas - 5 points per second, 16 second duration = 80 points max dose.
Poison - 2 points per second, 25 second duration = 50 points max dose.
Radiation - 1 point per second, 50 second duration = 50 points max dose.
Drown - 5 points per second, 2 second duration.
Acid/Chemical - 5 points per second, 10 second duration = 50 points max.
Burn - 10 points per second, 2 second duration.
Freeze - 3 points per second, 10 second duration = 30 points max.
4) Certain actions or countermeasures counteract the damaging effects of tbds:
Armor/Heater/Cooler - Chemical(acid),burn, freeze all do damage to armor power, then to body
- recharged by suit recharger
Air In Lungs - drowning damage is done to air in lungs first, then to body
- recharged by poking head out of water
- 10 seconds if swiming fast
Air In SCUBA - drowning damage is done to air in tanks first, then to body
- 2 minutes in tanks. Need new tank once empty.
Radiation Syringe - Each syringe full provides protection vs one radiation dosage
Antitoxin Syringe - Each syringe full provides protection vs one poisoning (nervegas or poison).
Health kit - Immediate stop to acid/chemical, fire or freeze damage.
Radiation Shower - Immediate stop to radiation damage, acid/chemical or fire damage.
*/
// If player is taking time based damage, continue doing damage to player -
// this simulates the effect of being poisoned, gassed, dosed with radiation etc -
// anything that continues to do damage even after the initial contact stops.
// Update all time based damage counters, and shut off any that are done.
// The m_bitsDamageType bit MUST be set if any damage is to be taken.
// This routine will detect the initial on value of the m_bitsDamageType
// and init the appropriate counter. Only processes damage every second.
//#define PARALYZE_DURATION 30 // number of 2 second intervals to take damage
//#define PARALYZE_DAMAGE 0.0 // damage to take each 2 second interval
//#define NERVEGAS_DURATION 16
//#define NERVEGAS_DAMAGE 5.0
//#define POISON_DURATION 25
//#define POISON_DAMAGE 2.0
//#define RADIATION_DURATION 50
//#define RADIATION_DAMAGE 1.0
//#define ACID_DURATION 10
//#define ACID_DAMAGE 5.0
//#define SLOWBURN_DURATION 2
//#define SLOWBURN_DAMAGE 1.0
//#define SLOWFREEZE_DURATION 1.0
//#define SLOWFREEZE_DAMAGE 3.0
/* */
void CBasePlayer::CheckTimeBasedDamage()
{
int i;
byte bDuration = 0;
if (!(m_bitsDamageType & DMG_TIMEBASED))
return;
// only check for time based damage approx. every 2 seconds
if (abs(static_cast<int>(gpGlobals->curtime - m_tbdPrev) < 2.0))
return;
m_tbdPrev = gpGlobals->curtime;
for (i = 0; i < CDMG_TIMEBASED; i++)
{
// make sure bit is set for damage type
if (m_bitsDamageType & (DMG_PARALYZE << i))
{
switch (i)
{
case itbd_Paralyze:
// UNDONE - flag movement as half-speed
bDuration = PARALYZE_DURATION;
break;
case itbd_NerveGas:
// OnTakeDamage(pev, pev, NERVEGAS_DAMAGE, DMG_GENERIC);
bDuration = NERVEGAS_DURATION;
break;
// case itbd_Poison:
// OnTakeDamage( CTakeDamageInfo( this, this, POISON_DAMAGE, DMG_GENERIC ) );
// bDuration = POISON_DURATION;
// break;
case itbd_Radiation:
// OnTakeDamage(pev, pev, RADIATION_DAMAGE, DMG_GENERIC);
bDuration = RADIATION_DURATION;
break;
case itbd_DrownRecover:
// NOTE: this hack is actually used to RESTORE health
// after the player has been drowning and finally takes a breath
if (m_idrowndmg > m_idrownrestored)
{
int idif = MIN(m_idrowndmg - m_idrownrestored, 10);
2008-09-15 01:33:59 -05:00
TakeHealth(idif, DMG_GENERIC);
m_idrownrestored += idif;
}
bDuration = 4; // get up to 5*10 = 50 points back
break;
case itbd_PoisonRecover:
{
// NOTE: this hack is actually used to RESTORE health
// after the player has been poisoned.
if (m_nPoisonDmg > m_nPoisonRestored)
{
int nDif = MIN(m_nPoisonDmg - m_nPoisonRestored, 10);
2008-09-15 01:33:59 -05:00
TakeHealth(nDif, DMG_GENERIC);
m_nPoisonRestored += nDif;
}
bDuration = 9; // get up to 10*10 = 100 points back
break;
}
case itbd_Acid:
// OnTakeDamage(pev, pev, ACID_DAMAGE, DMG_GENERIC);
bDuration = ACID_DURATION;
break;
case itbd_SlowBurn:
// OnTakeDamage(pev, pev, SLOWBURN_DAMAGE, DMG_GENERIC);
bDuration = SLOWBURN_DURATION;
break;
case itbd_SlowFreeze:
// OnTakeDamage(pev, pev, SLOWFREEZE_DAMAGE, DMG_GENERIC);
bDuration = SLOWFREEZE_DURATION;
break;
default:
bDuration = 0;
}
if (m_rgbTimeBasedDamage[i])
{
// decrement damage duration, detect when done.
if (!m_rgbTimeBasedDamage[i] || --m_rgbTimeBasedDamage[i] == 0)
{
m_rgbTimeBasedDamage[i] = 0;
// if we're done, clear damage bits
m_bitsDamageType &= ~(DMG_PARALYZE << i);
}
}
else
// first time taking this damage type - init damage duration
m_rgbTimeBasedDamage[i] = bDuration;
}
}
}
/*
THE POWER SUIT
The Suit provides 3 main functions: Protection, Notification and Augmentation.
Some functions are automatic, some require power.
The player gets the suit shortly after getting off the train in C1A0 and it stays
with him for the entire game.
Protection
Heat/Cold
When the player enters a hot/cold area, the heating/cooling indicator on the suit
will come on and the battery will drain while the player stays in the area.
After the battery is dead, the player starts to take damage.
This feature is built into the suit and is automatically engaged.
Radiation Syringe
This will cause the player to be immune from the effects of radiation for N seconds. Single use item.
Anti-Toxin Syringe
This will cure the player from being poisoned. Single use item.
Health
Small (1st aid kits, food, etc.)
Large (boxes on walls)
Armor
The armor works using energy to create a protective field that deflects a
percentage of damage projectile and explosive attacks. After the armor has been deployed,
it will attempt to recharge itself to full capacity with the energy reserves from the battery.
It takes the armor N seconds to fully charge.
Notification (via the HUD)
x Health
x Ammo
x Automatic Health Care
Notifies the player when automatic healing has been engaged.
x Geiger counter
Classic Geiger counter sound and status bar at top of HUD
alerts player to dangerous levels of radiation. This is not visible when radiation levels are normal.
x Poison
Armor
Displays the current level of armor.
Augmentation
Reanimation (w/adrenaline)
Causes the player to come back to life after he has been dead for 3 seconds.
Will not work if player was gibbed. Single use.
Long Jump
Used by hitting the ??? key(s). Caused the player to further than normal.
SCUBA
Used automatically after picked up and after player enters the water.
Works for N seconds. Single use.
Things powered by the battery
Armor
Uses N watts for every M units of damage.
Heat/Cool
Uses N watts for every second in hot/cold area.
Long Jump
Uses N watts for every jump.
Alien Cloak
Uses N watts for each use. Each use lasts M seconds.
Alien Shield
Augments armor. Reduces Armor drain by one half
*/
// if in range of radiation source, ping geiger counter
#define GEIGERDELAY 0.25
void CBasePlayer::UpdateGeigerCounter( void )
{
byte range;
// delay per update ie: don't flood net with these msgs
if (gpGlobals->curtime < m_flgeigerDelay)
return;
m_flgeigerDelay = gpGlobals->curtime + GEIGERDELAY;
// send range to radition source to client
range = (byte) clamp(m_flgeigerRange / 4, 0, 255);
// This is to make sure you aren't driven crazy by geiger while in the airboat
if ( IsInAVehicle() )
{
range = clamp( (int)range * 4, 0, 255 );
}
if (range != m_igeigerRangePrev)
{
m_igeigerRangePrev = range;
CSingleUserRecipientFilter user( this );
user.MakeReliable();
UserMessageBegin( user, "Geiger" );
WRITE_BYTE( range );
MessageEnd();
}
// reset counter and semaphore
if (!random->RandomInt(0,3))
{
m_flgeigerRange = 1000;
}
}
/*
================
CheckSuitUpdate
Play suit update if it's time
================
*/
#define SUITUPDATETIME 3.5
#define SUITFIRSTUPDATETIME 0.1
void CBasePlayer::CheckSuitUpdate()
{
int i;
int isentence = 0;
int isearch = m_iSuitPlayNext;
// Ignore suit updates if no suit
if ( !IsSuitEquipped() )
return;
// if in range of radiation source, ping geiger counter
UpdateGeigerCounter();
if ( g_pGameRules->IsMultiplayer() )
{
// don't bother updating HEV voice in multiplayer.
return;
}
if ( gpGlobals->curtime >= m_flSuitUpdate && m_flSuitUpdate > 0)
{
// play a sentence off of the end of the queue
for (i = 0; i < CSUITPLAYLIST; i++)
{
if ((isentence = m_rgSuitPlayList[isearch]) != 0)
break;
if (++isearch == CSUITPLAYLIST)
isearch = 0;
}
if (isentence)
{
m_rgSuitPlayList[isearch] = 0;
if (isentence > 0)
{
// play sentence number
char sentence[512];
Q_snprintf( sentence, sizeof( sentence ), "!%s", engine->SentenceNameFromIndex( isentence ) );
UTIL_EmitSoundSuit( edict(), sentence );
}
else
{
// play sentence group
UTIL_EmitGroupIDSuit(edict(), -isentence);
}
m_flSuitUpdate = gpGlobals->curtime + SUITUPDATETIME;
}
else
// queue is empty, don't check
m_flSuitUpdate = 0;
}
}
// add sentence to suit playlist queue. if fgroup is true, then
// name is a sentence group (HEV_AA), otherwise name is a specific
// sentence name ie: !HEV_AA0. If iNoRepeat is specified in
// seconds, then we won't repeat playback of this word or sentence
// for at least that number of seconds.
void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime)
{
int i;
int isentence;
int iempty = -1;
// Ignore suit updates if no suit
if ( !IsSuitEquipped() )
return;
if ( g_pGameRules->IsMultiplayer() )
{
// due to static channel design, etc. We don't play HEV sounds in multiplayer right now.
return;
}
// if name == NULL, then clear out the queue
if (!name)
{
for (i = 0; i < CSUITPLAYLIST; i++)
m_rgSuitPlayList[i] = 0;
return;
}
// get sentence or group number
if (!fgroup)
{
isentence = SENTENCEG_Lookup(name); // Lookup sentence index (not group) by name
if (isentence < 0)
return;
}
else
// mark group number as negative
isentence = -SENTENCEG_GetIndex(name); // Lookup group index by name
// check norepeat list - this list lets us cancel
// the playback of words or sentences that have already
// been played within a certain time.
for (i = 0; i < CSUITNOREPEAT; i++)
{
if (isentence == m_rgiSuitNoRepeat[i])
{
// this sentence or group is already in
// the norepeat list
if (m_rgflSuitNoRepeatTime[i] < gpGlobals->curtime)
{
// norepeat time has expired, clear it out
m_rgiSuitNoRepeat[i] = 0;
m_rgflSuitNoRepeatTime[i] = 0.0;
iempty = i;
break;
}
else
{
// don't play, still marked as norepeat
return;
}
}
// keep track of empty slot
if (!m_rgiSuitNoRepeat[i])
iempty = i;
}
// sentence is not in norepeat list, save if norepeat time was given
if (iNoRepeatTime)
{
if (iempty < 0)
iempty = random->RandomInt(0, CSUITNOREPEAT-1); // pick random slot to take over
m_rgiSuitNoRepeat[iempty] = isentence;
m_rgflSuitNoRepeatTime[iempty] = iNoRepeatTime + gpGlobals->curtime;
}
// find empty spot in queue, or overwrite last spot
m_rgSuitPlayList[m_iSuitPlayNext++] = isentence;
if (m_iSuitPlayNext == CSUITPLAYLIST)
m_iSuitPlayNext = 0;
if (m_flSuitUpdate <= gpGlobals->curtime)
{
if (m_flSuitUpdate == 0)
// play queue is empty, don't delay too long before playback
m_flSuitUpdate = gpGlobals->curtime + SUITFIRSTUPDATETIME;
else
m_flSuitUpdate = gpGlobals->curtime + SUITUPDATETIME;
}
}
//=========================================================
// UpdatePlayerSound - updates the position of the player's
// reserved sound slot in the sound list.
//=========================================================
void CBasePlayer::UpdatePlayerSound ( void )
{
int iBodyVolume;
int iVolume;
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( edict() ) );
if ( !pSound )
{
Msg( "Client lost reserved sound!\n" );
return;
}
if (GetFlags() & FL_NOTARGET)
{
pSound->m_iVolume = 0;
return;
}
// now figure out how loud the player's movement is.
if ( GetFlags() & FL_ONGROUND )
{
iBodyVolume = static_cast<int>(GetAbsVelocity().Length());
// clamp the noise that can be made by the body, in case a push trigger,
// weapon recoil, or anything shoves the player abnormally fast.
// NOTE: 512 units is a pretty large radius for a sound made by the player's body.
// then again, I think some materials are pretty loud.
if ( iBodyVolume > 512 )
{
iBodyVolume = 512;
}
}
else
{
iBodyVolume = 0;
}
if ( m_nButtons & IN_JUMP )
{
// Jumping is a little louder.
iBodyVolume += 100;
}
m_iTargetVolume = iBodyVolume;
// if target volume is greater than the player sound's current volume, we paste the new volume in
// immediately. If target is less than the current volume, current volume is not set immediately to the
// lower volume, rather works itself towards target volume over time. This gives NPCs a much better chance
// to hear a sound, especially if they don't listen every frame.
iVolume = pSound->Volume();
if ( m_iTargetVolume > iVolume )
{
iVolume = m_iTargetVolume;
}
else if ( iVolume > m_iTargetVolume )
{
iVolume -= static_cast<int>(250 * gpGlobals->frametime);
if ( iVolume < m_iTargetVolume )
{
iVolume = 0;
}
}
if ( pSound )
{
pSound->SetSoundOrigin( GetAbsOrigin() );
pSound->m_iType = SOUND_PLAYER;
pSound->m_iVolume = iVolume;
}
// Below are a couple of useful little bits that make it easier to visualize just how much noise the
// player is making.
//Vector forward = UTIL_YawToVector( pl.v_angle.y );
//UTIL_Sparks( GetAbsOrigin() + forward * iVolume );
//Msg( "%d/%d\n", iVolume, m_iTargetVolume );
}
// This is a glorious hack to find free space when you've crouched into some solid space
// Our crouching collisions do not work correctly for some reason and this is easier
// than fixing the problem :(
void FixPlayerCrouchStuck( CBasePlayer *pPlayer )
{
trace_t trace;
// Move up as many as 18 pixels if the player is stuck.
for ( int i = 0; i < 18; i++ )
{
UTIL_TraceHull( pPlayer->GetAbsOrigin(), pPlayer->GetAbsOrigin(),
VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX, MASK_PLAYERSOLID, pPlayer, COLLISION_GROUP_NONE, &trace );
if ( trace.startsolid )
{
Vector origin = pPlayer->GetAbsOrigin();
origin.z += 1.0f;
pPlayer->SetLocalOrigin( origin );
}
else
break;
}
}
#define SMOOTHING_FACTOR 0.9
extern CMoveData *g_pMoveData;
// UNDONE: Look and see if the ground entity is in hierarchy with a MOVETYPE_VPHYSICS?
// Behavior in that case is not as good currently when the parent is rideable
bool CBasePlayer::IsRideablePhysics( IPhysicsObject *pPhysics )
{
if ( pPhysics )
{
if ( pPhysics->GetMass() > (VPhysicsGetObject()->GetMass()*2) )
return true;
}
return false;
}
IPhysicsObject *CBasePlayer::GetGroundVPhysics()
{
CBaseEntity *pGroundEntity = GetGroundEntity();
if ( pGroundEntity && pGroundEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
IPhysicsObject *pPhysGround = pGroundEntity->VPhysicsGetObject();
if ( pPhysGround && pPhysGround->IsMoveable() )
return pPhysGround;
}
return NULL;
}
//-----------------------------------------------------------------------------
// For debugging...
//-----------------------------------------------------------------------------
void CBasePlayer::ForceOrigin( const Vector &vecOrigin )
{
m_bForceOrigin = true;
m_vForcedOrigin = vecOrigin;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::PostThink()
{
m_vecSmoothedVelocity = m_vecSmoothedVelocity * SMOOTHING_FACTOR + GetAbsVelocity() * ( 1 - SMOOTHING_FACTOR );
if ( !g_fGameOver && !m_iPlayerLocked && IsAlive() )
{
// set correct collision bounds (may have changed in player movement code)
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-Bounds" );
if ( GetFlags() & FL_DUCKING )
{
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
}
else
{
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
}
VPROF_SCOPE_END();
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-Use" );
// Handle controlling an entity
if ( m_hUseEntity != NULL )
{
// if they've moved too far from the gun, or deployed another weapon, unuse the gun
if ( m_hUseEntity->OnControls( this ) &&
( !GetActiveWeapon() || GetActiveWeapon()->IsEffectActive( EF_NODRAW ) ||
( GetActiveWeapon()->GetActivity() == ACT_VM_HOLSTER )
) )
{
m_hUseEntity->Use( this, this, USE_SET, 2 ); // try fire the gun
}
else
{
// they've moved off the controls
ClearUseEntity();
}
}
VPROF_SCOPE_END();
// do weapon stuff
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-ItemPostFrame" );
ItemPostFrame();
VPROF_SCOPE_END();
if ( GetFlags() & FL_ONGROUND )
{
if (m_Local.m_flFallVelocity > 64 && !g_pGameRules->IsMultiplayer())
{
CSoundEnt::InsertSound ( SOUND_PLAYER, GetAbsOrigin(), m_Local.m_flFallVelocity, 0.2, this );
// Msg( "fall %f\n", m_Local.m_flFallVelocity );
}
m_Local.m_flFallVelocity = 0;
}
// select the proper animation for the player character
if ( IsAlive() )
{
VPROF( "CBasePlayer::PostThink-Animation" );
// If he's in a vehicle, sit down
if ( IsInAVehicle() )
SetAnimation( PLAYER_IN_VEHICLE );
else if (!GetAbsVelocity().x && !GetAbsVelocity().y)
SetAnimation( PLAYER_IDLE );
else if ((GetAbsVelocity().x || GetAbsVelocity().y) && ( GetFlags() & FL_ONGROUND ))
SetAnimation( PLAYER_WALK );
else if (GetWaterLevel() > 1)
SetAnimation( PLAYER_WALK );
}
// Don't allow bogus sequence on player
if ( GetSequence() == -1 )
{
SetSequence( 0 );
}
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-StudioFrameAdvance" );
StudioFrameAdvance();
VPROF_SCOPE_END();
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-DispatchAnimEvents" );
DispatchAnimEvents( this );
VPROF_SCOPE_END();
SetSimulationTime( gpGlobals->curtime );
//Let the weapon update as well
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-Weapon_FrameUpdate" );
Weapon_FrameUpdate();
VPROF_SCOPE_END();
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-UpdatePlayerSound" );
UpdatePlayerSound();
VPROF_SCOPE_END();
if ( m_bForceOrigin )
{
SetLocalOrigin( m_vForcedOrigin );
SetLocalAngles( m_Local.m_vecPunchAngle );
m_Local.m_vecPunchAngle = RandomAngle( -25, 25 );
m_Local.m_vecPunchAngleVel.Init();
}
VPROF_SCOPE_BEGIN( "CBasePlayer::PostThink-PostThinkVPhysics" );
PostThinkVPhysics();
VPROF_SCOPE_END();
}
#if !defined( NO_ENTITY_PREDICTION )
// Even if dead simulate entities
SimulatePlayerSimulatedEntities();
#endif
}
// handles touching physics objects
void CBasePlayer::Touch( CBaseEntity *pOther )
{
if ( pOther == GetGroundEntity() )
return;
if ( pOther->GetMoveType() != MOVETYPE_VPHYSICS || pOther->GetSolid() != SOLID_VPHYSICS || (pOther->GetSolidFlags() & FSOLID_TRIGGER) )
return;
IPhysicsObject *pPhys = pOther->VPhysicsGetObject();
if ( !pPhys || !pPhys->IsMoveable() )
return;
SetTouchedPhysics( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::PostThinkVPhysics( void )
{
// Check to see if things are initialized!
if ( !m_pPhysicsController )
return;
Vector newPosition = GetAbsOrigin();
float frametime = gpGlobals->frametime;
if ( frametime <= 0 || frametime > 0.1f )
frametime = 0.1f;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
if ( !pPhysGround && m_touchedPhysObject && g_pMoveData->m_outStepHeight <= 0.f && (GetFlags() & FL_ONGROUND) )
{
newPosition = m_oldOrigin + frametime * g_pMoveData->m_outWishVel;
newPosition = (GetAbsOrigin() * 0.5f) + (newPosition * 0.5f);
}
int collisionState = VPHYS_WALK;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
{
collisionState = VPHYS_NOCLIP;
}
else if ( GetFlags() & FL_DUCKING )
{
collisionState = VPHYS_CROUCH;
}
if ( collisionState != m_vphysicsCollisionState )
{
SetVCollisionState( collisionState );
}
if ( !(TouchedPhysics() || pPhysGround) )
{
float maxSpeed = m_flMaxspeed > 0.0f ? m_flMaxspeed : sv_maxspeed.GetFloat();
g_pMoveData->m_outWishVel.Init( maxSpeed, maxSpeed, maxSpeed );
}
// teleport the physics object up by stepheight (game code does this - reflect in the physics)
if ( g_pMoveData->m_outStepHeight > 0.1f )
{
if ( g_pMoveData->m_outStepHeight > 4.0f )
{
VPhysicsGetObject()->SetPosition( GetAbsOrigin(), vec3_angle, true );
}
else
{
// don't ever teleport into solid
Vector position, end;
VPhysicsGetObject()->GetPosition( &position, NULL );
end = position;
end.z += g_pMoveData->m_outStepHeight;
trace_t trace;
UTIL_TraceEntity( this, position, end, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.DidHit() )
{
g_pMoveData->m_outStepHeight = trace.endpos.z - position.z;
}
m_pPhysicsController->StepUp( g_pMoveData->m_outStepHeight );
}
m_pPhysicsController->Jump();
}
g_pMoveData->m_outStepHeight = 0.0f;
// Store these off because after running the usercmds, it'll pass them
// to UpdateVPhysicsPosition.
m_vNewVPhysicsPosition = newPosition;
m_vNewVPhysicsVelocity = g_pMoveData->m_outWishVel;
m_oldOrigin = GetAbsOrigin();
}
void CBasePlayer::UpdateVPhysicsPosition( const Vector &position, const Vector &velocity, float secondsToArrival )
{
bool onground = (GetFlags() & FL_ONGROUND) ? true : false;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
// if the object is much heavier than the player, treat it as a local coordinate system
// the player controller will solve movement differently in this case.
if ( !IsRideablePhysics(pPhysGround) )
{
pPhysGround = NULL;
}
m_pPhysicsController->Update( position, velocity, secondsToArrival, onground, pPhysGround );
}
void CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
{
UpdateVPhysicsPosition( GetAbsOrigin(), vec3_origin, gpGlobals->frametime );
}
Vector CBasePlayer::GetSmoothedVelocity( void )
{
if ( IsInAVehicle() )
{
return GetVehicle()->GetVehicleEnt()->GetSmoothedVelocity();
}
return m_vecSmoothedVelocity;
}
CBaseEntity *g_pLastSpawn = NULL;
//-----------------------------------------------------------------------------
// Purpose: Finds a player start entity of the given classname. If any entity of
// of the given classname has the SF_PLAYER_START_MASTER flag set, that
// is the entity that will be returned. Otherwise, the first entity of
// the given classname is returned.
// Input : pszClassName - should be "info_player_start", "info_player_coop", or
// "info_player_deathmatch"
//-----------------------------------------------------------------------------
CBaseEntity *FindPlayerStart(const char *pszClassName)
{
#define SF_PLAYER_START_MASTER 1
CBaseEntity *pStart = gEntList.FindEntityByClassname(NULL, pszClassName);
CBaseEntity *pStartFirst = pStart;
while (pStart != NULL)
{
if (pStart->HasSpawnFlags(SF_PLAYER_START_MASTER))
{
return pStart;
}
pStart = gEntList.FindEntityByClassname(pStart, pszClassName);
}
return pStartFirst;
}
/*
============
EntSelectSpawnPoint
Returns the entity to spawn at
USES AND SETS GLOBAL g_pLastSpawn
============
*/
CBaseEntity *CBasePlayer::EntSelectSpawnPoint()
{
CBaseEntity *pSpot;
edict_t *player;
player = edict();
// choose a info_player_deathmatch point
if (g_pGameRules->IsCoOp())
{
pSpot = gEntList.FindEntityByClassname( g_pLastSpawn, "info_player_coop");
if ( pSpot )
goto ReturnSpot;
pSpot = gEntList.FindEntityByClassname( g_pLastSpawn, "info_player_start");
if ( pSpot )
goto ReturnSpot;
}
else if ( g_pGameRules->IsDeathmatch() )
{
pSpot = g_pLastSpawn;
// Randomize the start spot
for ( int i = random->RandomInt(1,5); i > 0; i-- )
pSpot = gEntList.FindEntityByClassname( pSpot, "info_player_deathmatch" );
if ( !pSpot ) // skip over the null point
pSpot = gEntList.FindEntityByClassname( pSpot, "info_player_deathmatch" );
CBaseEntity *pFirstSpot = pSpot;
do
{
if ( pSpot )
{
// check if pSpot is valid
if ( g_pGameRules->IsSpawnPointValid( pSpot, this ) )
{
if ( pSpot->GetLocalOrigin() == vec3_origin )
{
pSpot = gEntList.FindEntityByClassname( pSpot, "info_player_deathmatch" );
continue;
}
// if so, go to pSpot
goto ReturnSpot;
}
}
// increment pSpot
pSpot = gEntList.FindEntityByClassname( pSpot, "info_player_deathmatch" );
} while ( pSpot != pFirstSpot ); // loop if we're not back to the start
// we haven't found a place to spawn yet, so kill any guy at the first spawn point and spawn there
if ( pSpot )
{
CBaseEntity *ent = NULL;
for ( CEntitySphereQuery sphere( pSpot->GetAbsOrigin(), 128 ); (ent = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
{
// if ent is a client, kill em (unless they are ourselves)
if ( ent->IsPlayer() && !(ent->edict() == player) )
ent->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 300, DMG_GENERIC ) );
}
goto ReturnSpot;
}
}
// If startspot is set, (re)spawn there.
if ( !gpGlobals->startspot || !strlen(STRING(gpGlobals->startspot)))
{
pSpot = FindPlayerStart( "info_player_start" );
if ( pSpot )
goto ReturnSpot;
}
else
{
pSpot = gEntList.FindEntityByName( NULL, gpGlobals->startspot );
if ( pSpot )
goto ReturnSpot;
}
ReturnSpot:
if ( !pSpot )
{
Warning( "PutClientInServer: no info_player_start on level\n");
return CBaseEntity::Instance( INDEXENT( 0 ) );
}
g_pLastSpawn = pSpot;
return pSpot;
}
//-----------------------------------------------------------------------------
// Purpose: Called the first time the player's created
//-----------------------------------------------------------------------------
void CBasePlayer::InitialSpawn( void )
{
m_iConnected = PlayerConnected;
}
//-----------------------------------------------------------------------------
// Purpose: Called everytime the player respawns
//-----------------------------------------------------------------------------
void CBasePlayer::Spawn( void )
{
SetClassname( "player" );
// Shared spawning code..
SharedSpawn();
SetSimulatedEveryTick( true );
SetAnimatedEveryTick( true );
m_ArmorValue = SpawnArmorValue();
SetBlocksLOS( false );
m_iMaxHealth = m_iHealth;
// Clear all flags except for FL_FULLEDICT
if ( GetFlags() & FL_FAKECLIENT )
{
ClearFlags();
AddFlag( FL_CLIENT | FL_FAKECLIENT );
}
else
{
ClearFlags();
AddFlag( FL_CLIENT );
}
AddFlag( FL_AIMTARGET );
m_AirFinished = gpGlobals->curtime + AIRTIME;
m_nDrownDmgRate = DROWNING_DAMAGE_INITIAL;
// only preserve the shadow flag
int effects = GetEffects() & EF_NOSHADOW;
SetEffects( effects );
m_DmgTake = 0;
m_DmgSave = 0;
m_bitsHUDDamage = -1;
m_bitsDamageType = 0;
m_afPhysicsFlags = 0;
SetFOV( this, 0 );
m_flNextDecalTime = 0;// let this player decal as soon as he spawns.
m_flgeigerDelay = gpGlobals->curtime + 2.0; // wait a few seconds until user-defined message registrations
// are recieved by all clients
m_flTimeStepSound = 0;
m_flFieldOfView = 0.766;// some NPCs use this to determine whether or not the player is looking at them.
m_vecAdditionalPVSOrigin = vec3_origin;
m_vecCameraPVSOrigin = vec3_origin;
if ( !m_fGameHUDInitialized )
g_pGameRules->SetDefaultPlayerTeam( this );
g_pGameRules->GetPlayerSpawnSpot( this );
m_Local.m_bDucked = false;// This will persist over round restart if you hold duck otherwise.
m_Local.m_bDucking = false;
SetViewOffset( VEC_VIEW );
Precache();
m_bitsDamageType = 0;
m_bitsHUDDamage = -1;
SetPlayerUnderwater( false );
m_iTrain = TRAIN_NEW;
m_HackedGunPos = Vector( 0, 32, 0 );
if ( m_iPlayerSound == SOUNDLIST_EMPTY )
{
Msg( "Couldn't alloc player sound slot!\n" );
}
SetThink(NULL);
m_fInitHUD = true;
m_fWeapon = false;
m_iClientBattery = -1;
m_lastx = m_lasty = 0;
m_lastNavArea = NULL;
#ifndef _XBOX
/// @todo Do this once per round instead of once per player
if (TheNavMesh)
{
TheNavMesh->ClearPlayerCounts();
}
#endif
Q_strncpy( m_szLastPlaceName.GetForModify(), "", MAX_PLACE_NAME_LENGTH );
CSingleUserRecipientFilter user( this );
enginesound->SetPlayerDSP( user, 0, false );
CreateViewModel();
SetCollisionGroup( COLLISION_GROUP_PLAYER );
// if the player is locked, make sure he stays locked
if ( m_iPlayerLocked )
{
m_iPlayerLocked = false;
LockPlayerInPlace();
}
if ( GetTeamNumber() != TEAM_SPECTATOR )
{
StopObserverMode();
}
else
{
StartObserverMode( m_iObserverLastMode );
}
StopReplayMode();
// Clear any screenfade
color32 nothing = {0,0,0,255};
UTIL_ScreenFade( this, nothing, 0, 0, FFADE_IN | FFADE_PURGE );
g_pGameRules->PlayerSpawn( this );
m_flLaggedMovementValue = 1.0f;
m_vecSmoothedVelocity = vec3_origin;
InitVCollision();
IGameEvent *event = gameeventmanager->CreateEvent( "player_spawn" );
if ( event )
{
event->SetInt("userid", GetUserID() );
gameeventmanager->FireEvent( event );
}
RumbleEffect( RUMBLE_STOP_ALL, 0, RUMBLE_FLAGS_NONE );
}
void CBasePlayer::Activate( void )
{
BaseClass::Activate();
AimTarget_ForceRepopulateList();
RumbleEffect( RUMBLE_STOP_ALL, 0, RUMBLE_FLAGS_NONE );
// Reset the analog bias. If the player is in a vehicle when the game
// reloads, it will autosense and apply the correct bias.
m_iVehicleAnalogBias = VEHICLE_ANALOG_BIAS_NONE;
}
void CBasePlayer::Precache( void )
{
BaseClass::Precache();
PrecacheScriptSound( "Player.FallGib" );
PrecacheScriptSound( "Player.Death" );
PrecacheScriptSound( "Player.PlasmaDamage" );
PrecacheScriptSound( "Player.SonicDamage" );
PrecacheScriptSound( "Player.DrownStart" );
PrecacheScriptSound( "Player.DrownContinue" );
PrecacheScriptSound( "Player.Wade" );
PrecacheScriptSound( "Player.AmbientUnderWater" );
PrecacheScriptSound( "Player.Wade" );
enginesound->PrecacheSentenceGroup( "HEV" );
// in the event that the player JUST spawned, and the level node graph
// was loaded, fix all of the node graph pointers before the game starts.
// !!!BUGBUG - now that we have multiplayer, this needs to be moved!
/* todo - put in better spot and use new ainetowrk stuff
if ( WorldGraph.m_fGraphPresent && !WorldGraph.m_fGraphPointersSet )
{
if ( !WorldGraph.FSetGraphPointers() )
{
Msg( "**Graph pointers were not set!\n");
}
else
{
Msg( "**Graph Pointers Set!\n" );
}
}
*/
// SOUNDS / MODELS ARE PRECACHED in ClientPrecache() (game specific)
// because they need to precache before any clients have connected
// init geiger counter vars during spawn and each time
// we cross a level transition
m_flgeigerRange = 1000;
m_igeigerRangePrev = 1000;
#if 0
// @Note (toml 04-19-04): These are saved, used to be slammed here
m_bitsDamageType = 0;
m_bitsHUDDamage = -1;
SetPlayerUnderwter( false );
m_iTrain = TRAIN_NEW;
#endif
m_iClientBattery = -1;
m_iUpdateTime = 5; // won't update for 1/2 a second
if ( gInitHUD )
m_fInitHUD = true;
}
int CBasePlayer::Save( ISave &save )
{
if ( !BaseClass::Save(save) )
return 0;
return 1;
}
int CBasePlayer::Restore( IRestore &restore )
{
int status = BaseClass::Restore(restore);
if ( !status )
return 0;
CSaveRestoreData *pSaveData = gpGlobals->pSaveData;
// landmark isn't present.
if ( !pSaveData->levelInfo.fUseLandmark )
{
Msg( "No Landmark:%s\n", pSaveData->levelInfo.szLandmarkName );
// default to normal spawn
CBaseEntity *pSpawnSpot = EntSelectSpawnPoint();
SetLocalOrigin( pSpawnSpot->GetLocalOrigin() + Vector(0,0,1) );
SetLocalAngles( pSpawnSpot->GetLocalAngles() );
}
QAngle newViewAngles = pl.v_angle;
newViewAngles.z = 0; // Clear out roll
SetLocalAngles( newViewAngles );
SnapEyeAngles( newViewAngles );
// Copied from spawn() for now
SetBloodColor( BLOOD_COLOR_RED );
// clear this - it will get reset by touching the trigger again
m_afPhysicsFlags &= ~PFLAG_VPHYSICS_MOTIONCONTROLLER;
if ( GetFlags() & FL_DUCKING )
{
// Use the crouch HACK
FixPlayerCrouchStuck( this );
UTIL_SetSize(this, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
m_Local.m_bDucked = true;
}
else
{
m_Local.m_bDucked = false;
UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX);
}
InitVCollision();
// success
return 1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::OnRestore( void )
{
BaseClass::OnRestore();
SetViewEntity( m_hViewEntity );
}
/* void CBasePlayer::SetTeamName( const char *pTeamName )
{
Q_strncpy( m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
} */
void CBasePlayer::SetArmorValue( int value )
{
m_ArmorValue = value;
}
void CBasePlayer::IncrementArmorValue( int nCount, int nMaxValue )
{
m_ArmorValue += nCount;
if (nMaxValue > 0)
{
if (m_ArmorValue > nMaxValue)
m_ArmorValue = nMaxValue;
}
}
// Only used by the physics gun... is there a better interface?
void CBasePlayer::SetPhysicsFlag( int nFlag, bool bSet )
{
if (bSet)
m_afPhysicsFlags |= nFlag;
else
m_afPhysicsFlags &= ~nFlag;
}
void CBasePlayer::NotifyNearbyRadiationSource( float flRange )
{
// if player's current geiger counter range is larger
// than range to this trigger hurt, reset player's
// geiger counter range
if (m_flgeigerRange >= flRange)
m_flgeigerRange = flRange;
}
void CBasePlayer::AllowImmediateDecalPainting()
{
m_flNextDecalTime = gpGlobals->curtime;
}
// Suicide...
void CBasePlayer::CommitSuicide()
{
if( !IsAlive() )
return;
// prevent suiciding too often
if ( m_fNextSuicideTime > gpGlobals->curtime )
return;
// don't let them suicide for 5 seconds after suiciding
m_fNextSuicideTime = gpGlobals->curtime + 5;
// have the player kill themself
m_iHealth = 0;
Event_Killed( CTakeDamageInfo( this, this, 0, DMG_NEVERGIB ) );
Event_Dying();
}
//==============================================
// HasWeapons - do I have any weapons at all?
//==============================================
bool CBasePlayer::HasWeapons( void )
{
int i;
for ( i = 0 ; i < WeaponCount() ; i++ )
{
if ( GetWeapon(i) )
{
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecForce -
//-----------------------------------------------------------------------------
void CBasePlayer::VelocityPunch( const Vector &vecForce )
{
// Clear onground and add velocity.
SetGroundEntity( NULL );
ApplyAbsVelocityImpulse(vecForce );
}
//--------------------------------------------------------------------------------------------------------------
// VEHICLES
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Put this player in a vehicle
//-----------------------------------------------------------------------------
bool CBasePlayer::GetInVehicle( IServerVehicle *pVehicle, int nRole )
{
Assert( NULL == m_hVehicle.Get() );
Assert( nRole >= 0 );
if ( pVehicle->GetPassenger( nRole ) )
return false;
CBaseEntity *pEnt = pVehicle->GetVehicleEnt();
Assert( pEnt );
if (!pVehicle->IsPassengerUsingStandardWeapons( nRole ))
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
//Must be able to stow our weapon
if ( ( pWeapon != NULL ) && ( pWeapon->Holster( NULL ) == false ) )
return false;
#ifndef HL2_DLL
m_Local.m_iHideHUD |= HIDEHUD_WEAPONSELECTION;
#endif
m_Local.m_iHideHUD |= HIDEHUD_INVEHICLE;
}
if ( !pVehicle->IsPassengerVisible( nRole ) )
{
AddEffects( EF_NODRAW );
}
ViewPunchReset();
// Setting the velocity to 0 will cause the IDLE animation to play
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NOCLIP );
// Choose the entry point of the vehicle,
// By default, just stay at the point you started at...
// NOTE: we have to set this first so that when the parent is set
// the local position just works
Vector vNewPos = GetAbsOrigin();
QAngle qAngles = GetAbsAngles();
pVehicle->GetPassengerStartPoint( nRole, &vNewPos, &qAngles );
SetAbsOrigin( vNewPos );
SetAbsAngles( qAngles );
SetParent( pEnt );
SetCollisionGroup( COLLISION_GROUP_IN_VEHICLE );
// We cannot be ducking -- do all this before SetPassenger because it
// saves our view offset for restoration when we exit the vehicle.
RemoveFlag( FL_DUCKING );
SetViewOffset( VEC_VIEW );
m_Local.m_bDucked = false;
m_Local.m_bDucking = false;
m_Local.m_flDucktime = 0.0f;
m_Local.m_flDuckJumpTime = 0.0f;
m_Local.m_flJumpTime = 0.0f;
// Turn our toggled duck off
if ( GetToggledDuckState() )
{
ToggleDuck();
}
pVehicle->SetPassenger( nRole, this );
m_hVehicle = pEnt;
// Throw an event indicating that the player entered the vehicle.
g_pNotify->ReportNamedEvent( this, "PlayerEnteredVehicle" );
m_iVehicleAnalogBias = VEHICLE_ANALOG_BIAS_NONE;
OnVehicleStart();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Remove this player from a vehicle
//-----------------------------------------------------------------------------
void CBasePlayer::LeaveVehicle( const Vector &vecExitPoint, const QAngle &vecExitAngles )
{
if ( NULL == m_hVehicle.Get() )
return;
IServerVehicle *pVehicle = GetVehicle();
Assert( pVehicle );
int nRole = pVehicle->GetPassengerRole( this );
Assert( nRole >= 0 );
SetParent( NULL );
// Find the first non-blocked exit point:
Vector vNewPos = GetAbsOrigin();
QAngle qAngles = GetAbsAngles();
if ( vecExitPoint == vec3_origin )
{
// FIXME: this might fail to find a safe exit point!!
pVehicle->GetPassengerExitPoint( nRole, &vNewPos, &qAngles );
}
else
{
vNewPos = vecExitPoint;
qAngles = vecExitAngles;
}
OnVehicleEnd( vNewPos );
SetAbsOrigin( vNewPos );
SetAbsAngles( qAngles );
// Clear out any leftover velocity
SetAbsVelocity( vec3_origin );
qAngles[ROLL] = 0;
SnapEyeAngles( qAngles );
#ifndef HL2_DLL
m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
#endif
m_Local.m_iHideHUD &= ~HIDEHUD_INVEHICLE;
RemoveEffects( EF_NODRAW );
SetMoveType( MOVETYPE_WALK );
SetCollisionGroup( COLLISION_GROUP_PLAYER );
if ( VPhysicsGetObject() )
{
VPhysicsGetObject()->SetPosition( vNewPos, vec3_angle, true );
}
m_hVehicle = NULL;
pVehicle->SetPassenger(nRole, NULL);
// Re-deploy our weapon
if ( IsAlive() )
{
if ( GetActiveWeapon() && GetActiveWeapon()->IsWeaponVisible() == false )
{
GetActiveWeapon()->Deploy();
ShowCrosshair( true );
}
}
#ifdef _XBOX
// Just cut all of the rumble effects.
RumbleEffect( RUMBLE_STOP_ALL, 0, RUMBLE_FLAGS_NONE );
#endif//_XBOX
}
//==============================================
// !!!UNDONE:ultra temporary SprayCan entity to apply
// decal frame at a time. For PreAlpha CD
//==============================================
class CSprayCan : public CPointEntity
{
public:
DECLARE_CLASS( CSprayCan, CPointEntity );
void Spawn ( CBasePlayer *pOwner );
void Think( void );
virtual void Precache();
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
};
LINK_ENTITY_TO_CLASS( spraycan, CSprayCan );
PRECACHE_REGISTER( spraycan );
void CSprayCan::Spawn ( CBasePlayer *pOwner )
{
SetLocalOrigin( pOwner->WorldSpaceCenter() + Vector ( 0 , 0 , 32 ) );
SetLocalAngles( pOwner->EyeAngles() );
SetOwnerEntity( pOwner );
SetNextThink( gpGlobals->curtime );
EmitSound( "SprayCan.Paint" );
}
void CSprayCan::Precache()
{
BaseClass::Precache();
PrecacheScriptSound( "SprayCan.Paint" );
}
void CSprayCan::Think( void )
{
trace_t tr;
int playernum;
int nFrames;
CBasePlayer *pPlayer;
pPlayer = ToBasePlayer( GetOwnerEntity() );
nFrames = 1; // FIXME, look up from material
playernum = GetOwnerEntity()->entindex();
// Msg( "Spray by player %i, %i of %i\n", playernum, (int)(m_flFrame + 1), nFrames);
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + forward * 128,
MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, & tr);
UTIL_PlayerDecalTrace( &tr, playernum );
// Just painted last custom frame.
UTIL_Remove( this );
}
class CBloodSplat : public CPointEntity
{
public:
DECLARE_CLASS( CBloodSplat, CPointEntity );
void Spawn ( CBaseEntity *pOwner );
void Think ( void );
};
void CBloodSplat::Spawn ( CBaseEntity *pOwner )
{
SetLocalOrigin( pOwner->WorldSpaceCenter() + Vector ( 0 , 0 , 32 ) );
SetLocalAngles( pOwner->GetLocalAngles() );
SetOwnerEntity( pOwner );
SetNextThink( gpGlobals->curtime + 0.1f );
}
void CBloodSplat::Think( void )
{
trace_t tr;
if ( g_Language.GetInt() != LANGUAGE_GERMAN )
{
CBasePlayer *pPlayer;
pPlayer = ToBasePlayer( GetOwnerEntity() );
Vector forward;
AngleVectors( GetAbsAngles(), &forward );
UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + forward * 128,
MASK_SOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, & tr);
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
UTIL_Remove( this );
}
//==============================================
//-----------------------------------------------------------------------------
// Purpose: Create and give the named item to the player. Then return it.
//-----------------------------------------------------------------------------
CBaseEntity *CBasePlayer::GiveNamedItem( const char *pszName, int iSubType )
{
// If I already own this type don't create one
if ( Weapon_OwnsThisType(pszName, iSubType) )
return NULL;
// Msg( "giving %s\n", pszName );
EHANDLE pent;
pent = CreateEntityByName(pszName);
if ( pent == NULL )
{
Msg( "NULL Ent in GiveNamedItem!\n" );
return NULL;
}
pent->SetLocalOrigin( GetLocalOrigin() );
pent->AddSpawnFlags( SF_NORESPAWN );
if ( iSubType )
{
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent );
if ( pWeapon )
{
pWeapon->SetSubType( iSubType );
}
}
DispatchSpawn( pent );
if ( pent != NULL && !(pent->IsMarkedForDeletion()) )
{
pent->Touch( this );
}
return pent;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the nearest COLLIBALE entity in front of the player
// that has a clear line of sight with the given classname
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity *FindEntityClassForward( CBasePlayer *pMe, char *classname )
{
trace_t tr;
Vector forward;
pMe->EyeVectors( &forward );
UTIL_TraceLine(pMe->EyePosition(),
pMe->EyePosition() + forward * MAX_COORD_RANGE,
MASK_SOLID, pMe, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.DidHitNonWorldEntity() )
{
CBaseEntity *pHit = tr.m_pEnt;
if (FClassnameIs( pHit,classname ) )
{
return pHit;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the nearest COLLIBALE entity in front of the player
// that has a clear line of sight. If HULL is true, the trace will
// hit the collision hull of entities. Otherwise, the trace will hit
// hitboxes.
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity *FindEntityForward( CBasePlayer *pMe, bool fHull )
{
if ( pMe )
{
trace_t tr;
Vector forward;
int mask;
if( fHull )
{
mask = MASK_SOLID;
}
else
{
mask = MASK_SHOT;
}
pMe->EyeVectors( &forward );
UTIL_TraceLine(pMe->EyePosition(),
pMe->EyePosition() + forward * MAX_COORD_RANGE,
mask, pMe, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 && tr.DidHitNonWorldEntity() )
{
return tr.m_pEnt;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Finds the nearest entity in front of the player of the given
// classname, preferring collidable entities, but allows selection of
// enities that are on the other side of walls or objects
//
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity *FindPickerEntityClass( CBasePlayer *pPlayer, char *classname )
{
// First try to trace a hull to an entity
CBaseEntity *pEntity = FindEntityClassForward( pPlayer, classname );
// If that fails just look for the nearest facing entity
if (!pEntity)
{
Vector forward;
Vector origin;
pPlayer->EyeVectors( &forward );
origin = pPlayer->WorldSpaceCenter();
pEntity = gEntList.FindEntityClassNearestFacing( origin, forward,0.95,classname);
}
return pEntity;
}
//-----------------------------------------------------------------------------
// Purpose: Finds the nearest entity in front of the player, preferring
// collidable entities, but allows selection of enities that are
// on the other side of walls or objects
// Input :
// Output :
//-----------------------------------------------------------------------------
CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer )
{
// First try to trace a hull to an entity
CBaseEntity *pEntity = FindEntityForward( pPlayer, true );
// If that fails just look for the nearest facing entity
if (!pEntity)
{
Vector forward;
Vector origin;
pPlayer->EyeVectors( &forward );
origin = pPlayer->WorldSpaceCenter();
pEntity = gEntList.FindEntityNearestFacing( origin, forward,0.95);
}
return pEntity;
}
//-----------------------------------------------------------------------------
// Purpose: Finds the nearest node in front of the player
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_Node *FindPickerAINode( CBasePlayer *pPlayer, NodeType_e nNodeType )
{
Vector forward;
Vector origin;
pPlayer->EyeVectors( &forward );
origin = pPlayer->EyePosition();
return g_pAINetworkManager->GetEditOps()->FindAINodeNearestFacing( origin, forward,0.90, nNodeType);
}
//-----------------------------------------------------------------------------
// Purpose: Finds the nearest link in front of the player
// Input :
// Output :
//-----------------------------------------------------------------------------
CAI_Link *FindPickerAILink( CBasePlayer* pPlayer )
{
Vector forward;
Vector origin;
pPlayer->EyeVectors( &forward );
origin = pPlayer->EyePosition();
return g_pAINetworkManager->GetEditOps()->FindAILinkNearestFacing( origin, forward,0.90);
}
/*
===============
ForceClientDllUpdate
When recording a demo, we need to have the server tell us the entire client state
so that the client side .dll can behave correctly.
Reset stuff so that the state is transmitted.
===============
*/
void CBasePlayer::ForceClientDllUpdate( void )
{
m_iClientBattery = -1;
m_iTrain |= TRAIN_NEW; // Force new train message.
m_fWeapon = false; // Force weapon send
// Force all HUD data to be resent to client
m_fInitHUD = true;
// Now force all the necessary messages
// to be sent.
UpdateClientData();
UTIL_RestartAmbientSounds(); // MOTODO that updates the sounds for everybody
}
/*
============
ImpulseCommands
============
*/
void CBasePlayer::ImpulseCommands( )
{
trace_t tr;
int iImpulse = (int)m_nImpulse;
switch (iImpulse)
{
case 100:
// temporary flashlight for level designers
if ( FlashlightIsOn() )
{
FlashlightTurnOff();
}
else
{
FlashlightTurnOn();
}
break;
case 200:
if ( sv_cheats->GetBool() )
{
CBaseCombatWeapon *pWeapon;
pWeapon = GetActiveWeapon();
if( pWeapon->IsEffectActive( EF_NODRAW ) )
{
pWeapon->Deploy();
}
else
{
pWeapon->Holster();
}
}
break;
case 201:// paint decal
if ( gpGlobals->curtime < m_flNextDecalTime )
{
// too early!
break;
}
{
Vector forward;
EyeVectors( &forward );
UTIL_TraceLine ( EyePosition(),
EyePosition() + forward * 128,
MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
}
if ( tr.fraction != 1.0 )
{// line hit something, so paint a decal
m_flNextDecalTime = gpGlobals->curtime + decalfrequency.GetFloat();
CSprayCan *pCan = CREATE_UNSAVED_ENTITY( CSprayCan, "spraycan" );
pCan->Spawn( this );
}
break;
case 202:// player jungle sound
if ( gpGlobals->curtime < m_flNextDecalTime )
{
// too early!
break;
}
EntityMessageBegin( this );
WRITE_BYTE( PLAY_PLAYER_JINGLE );
MessageEnd();
m_flNextDecalTime = gpGlobals->curtime + decalfrequency.GetFloat();
break;
default:
// check all of the cheat impulse commands now
CheatImpulseCommands( iImpulse );
break;
}
m_nImpulse = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void CreateJeep( CBasePlayer *pPlayer )
{
// Cheat to create a jeep in front of the player
Vector vecForward;
AngleVectors( pPlayer->EyeAngles(), &vecForward );
CBaseEntity *pJeep = (CBaseEntity *)CreateEntityByName( "prop_vehicle_jeep" );
if ( pJeep )
{
Vector vecOrigin = pPlayer->GetAbsOrigin() + vecForward * 256 + Vector(0,0,64);
QAngle vecAngles( 0, pPlayer->GetAbsAngles().y - 90, 0 );
pJeep->SetAbsOrigin( vecOrigin );
pJeep->SetAbsAngles( vecAngles );
pJeep->KeyValue( "model", "models/buggy.mdl" );
pJeep->KeyValue( "solid", "6" );
pJeep->KeyValue( "targetname", "jeep" );
pJeep->KeyValue( "vehiclescript", "scripts/vehicles/jeep_test.txt" );
pJeep->Spawn();
pJeep->Activate();
pJeep->Teleport( &vecOrigin, &vecAngles, NULL );
}
}
void CC_CH_CreateJeep( void )
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if ( !pPlayer )
return;
CreateJeep( pPlayer );
}
static ConCommand ch_createjeep("ch_createjeep", CC_CH_CreateJeep, "Spawn jeep in front of the player.", FCVAR_CHEAT);
//-----------------------------------------------------------------------------
// Create an airboat in front of the specified player
//-----------------------------------------------------------------------------
static void CreateAirboat( CBasePlayer *pPlayer )
{
// Cheat to create a jeep in front of the player
Vector vecForward;
AngleVectors( pPlayer->EyeAngles(), &vecForward );
CBaseEntity *pJeep = ( CBaseEntity* )CreateEntityByName( "prop_vehicle_airboat" );
if ( pJeep )
{
Vector vecOrigin = pPlayer->GetAbsOrigin() + vecForward * 256 + Vector( 0,0,64 );
QAngle vecAngles( 0, pPlayer->GetAbsAngles().y - 90, 0 );
pJeep->SetAbsOrigin( vecOrigin );
pJeep->SetAbsAngles( vecAngles );
pJeep->KeyValue( "model", "models/airboat.mdl" );
pJeep->KeyValue( "solid", "6" );
pJeep->KeyValue( "targetname", "airboat" );
pJeep->KeyValue( "vehiclescript", "scripts/vehicles/airboat.txt" );
pJeep->Spawn();
pJeep->Activate();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CC_CH_CreateAirboat( void )
{
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if ( !pPlayer )
return;
CreateAirboat( pPlayer );
}
static ConCommand ch_createairboat( "ch_createairboat", CC_CH_CreateAirboat, "Spawn airboat in front of the player.", FCVAR_CHEAT );
//=========================================================
//=========================================================
void CBasePlayer::CheatImpulseCommands( int iImpulse )
{
#if !defined( HLDEMO_BUILD )
if ( !sv_cheats->GetBool() )
{
return;
}
CBaseEntity *pEntity;
trace_t tr;
switch ( iImpulse )
{
case 76:
{
if (!giPrecacheGrunt)
{
giPrecacheGrunt = 1;
Msg( "You must now restart to use Grunt-o-matic.\n");
}
else
{
Vector forward = UTIL_YawToVector( EyeAngles().y );
Create("NPC_human_grunt", GetLocalOrigin() + forward * 128, GetLocalAngles());
}
break;
}
case 81:
GiveNamedItem( "weapon_cubemap" );
break;
case 82:
// Cheat to create a jeep in front of the player
CreateJeep( this );
break;
case 83:
// Cheat to create a airboat in front of the player
CreateAirboat( this );
break;
case 101:
gEvilImpulse101 = true;
EquipSuit();
// Give the player everything!
GiveAmmo( 255, "Pistol");
GiveAmmo( 255, "AR2");
GiveAmmo( 5, "AR2AltFire");
GiveAmmo( 255, "SMG1");
GiveAmmo( 255, "Buckshot");
GiveAmmo( 3, "smg1_grenade");
GiveAmmo( 3, "rpg_round");
GiveAmmo( 5, "grenade");
GiveAmmo( 32, "357" );
GiveAmmo( 16, "XBowBolt" );
#ifdef HL2_EPISODIC
GiveAmmo( 5, "Hopwire" );
#endif
GiveNamedItem( "weapon_smg1" );
GiveNamedItem( "weapon_frag" );
GiveNamedItem( "weapon_crowbar" );
GiveNamedItem( "weapon_pistol" );
GiveNamedItem( "weapon_ar2" );
GiveNamedItem( "weapon_shotgun" );
GiveNamedItem( "weapon_physcannon" );
GiveNamedItem( "weapon_bugbait" );
GiveNamedItem( "weapon_rpg" );
GiveNamedItem( "weapon_357" );
GiveNamedItem( "weapon_crossbow" );
#ifdef HL2_EPISODIC
//GiveNamedItem( "weapon_hopwire" );
#endif
if ( GetHealth() < 100 )
{
TakeHealth( 25, DMG_GENERIC );
}
gEvilImpulse101 = false;
break;
case 102:
// Gibbage!!!
CGib::SpawnRandomGibs( this, 1, GIB_HUMAN );
break;
case 103:
// What the hell are you doing?
pEntity = FindEntityForward( this, true );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if ( pNPC )
pNPC->ReportAIState();
}
break;
case 106:
// Give me the classname and targetname of this entity.
pEntity = FindEntityForward( this, true );
if ( pEntity )
{
Msg( "Classname: %s", pEntity->GetClassname() );
if ( pEntity->GetEntityName() != NULL_STRING )
{
Msg( " - Name: %s\n", STRING( pEntity->GetEntityName() ) );
}
else
{
Msg( " - Name: No Targetname\n" );
}
if ( pEntity->m_iParent != NULL_STRING )
Msg( "Parent: %s\n", STRING(pEntity->m_iParent) );
Msg( "Model: %s\n", STRING( pEntity->GetModelName() ) );
if ( pEntity->m_iGlobalname != NULL_STRING )
Msg( "Globalname: %s\n", STRING(pEntity->m_iGlobalname) );
}
break;
case 107:
{
trace_t tr;
edict_t *pWorld = engine->PEntityOfEntIndex( 0 );
Vector start = EyePosition();
Vector forward;
EyeVectors( &forward );
Vector end = start + forward * 1024;
UTIL_TraceLine( start, end, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.m_pEnt )
pWorld = tr.m_pEnt->edict();
const char *pTextureName = tr.surface.name;
if ( pTextureName )
Msg( "Texture: %s\n", pTextureName );
}
break;
//
// Sets the debug NPC to be the NPC under the crosshair.
//
case 108:
{
pEntity = FindEntityForward( this, true );
if ( pEntity )
{
CAI_BaseNPC *pNPC = pEntity->MyNPCPointer();
if ( pNPC != NULL )
{
Msg( "Debugging %s (0x%x)\n", pNPC->GetClassname(), pNPC );
CAI_BaseNPC::SetDebugNPC( pNPC );
}
}
break;
}
case 195:// show shortest paths for entire level to nearest node
{
Create("node_viewer_fly", GetLocalOrigin(), GetLocalAngles());
}
break;
case 196:// show shortest paths for entire level to nearest node
{
Create("node_viewer_large", GetLocalOrigin(), GetLocalAngles());
}
break;
case 197:// show shortest paths for entire level to nearest node
{
Create("node_viewer_human", GetLocalOrigin(), GetLocalAngles());
}
break;
case 202:// Random blood splatter
{
Vector forward;
EyeVectors( &forward );
UTIL_TraceLine ( EyePosition(),
EyePosition() + forward * 128,
MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, & tr);
if ( tr.fraction != 1.0 )
{// line hit something, so paint a decal
CBloodSplat *pBlood = CREATE_UNSAVED_ENTITY( CBloodSplat, "bloodsplat" );
pBlood->Spawn( this );
}
}
break;
case 203:// remove creature.
pEntity = FindEntityForward( this, true );
if ( pEntity )
{
UTIL_Remove( pEntity );
// if ( pEntity->m_takedamage )
// pEntity->SetThink(SUB_Remove);
}
break;
}
#endif // HLDEMO_BUILD
}
bool CBasePlayer::ClientCommand(const char *cmd)
{
#ifdef _DEBUG
if( stricmp( cmd, "test_SmokeGrenade" ) == 0 )
{
if ( sv_cheats && sv_cheats->GetBool() )
{
ParticleSmokeGrenade *pSmoke = dynamic_cast<ParticleSmokeGrenade*>( CreateEntityByName(PARTICLESMOKEGRENADE_ENTITYNAME) );
if ( pSmoke )
{
Vector vForward;
AngleVectors( GetLocalAngles(), &vForward );
vForward.z = 0;
VectorNormalize( vForward );
pSmoke->SetLocalOrigin( GetLocalOrigin() + vForward * 100 );
pSmoke->SetFadeTime(25, 30); // Fade out between 25 seconds and 30 seconds.
pSmoke->Activate();
pSmoke->SetLifetime(30);
pSmoke->FillVolume();
return true;
}
}
}
else
#endif // _DEBUG
if( stricmp( cmd, "vehicleRole" ) == 0 )
{
// Get the vehicle role value.
if ( engine->Cmd_Argc() == 2 )
{
// Check to see if a player is in a vehicle.
if ( IsInAVehicle() )
{
int nRole = atoi( engine->Cmd_Argv( 1 ) );
IServerVehicle *pVehicle = GetVehicle();
if ( pVehicle )
{
// Only switch roles if role is empty!
if ( !pVehicle->GetPassenger( nRole ) )
{
LeaveVehicle();
GetInVehicle( pVehicle, nRole );
}
}
}
return true;
}
}
else if ( stricmp( cmd, "spectate" ) == 0 ) // join spectator team & start observer mode
{
if ( GetTeamNumber() == TEAM_SPECTATOR )
return true;
if ( !IsDead() )
{
ClientKill( edict() ); // kill player
// add 1 to frags to balance out the 1 subtracted for killing yourself
IncrementFragCount( 1 );
}
RemoveAllItems( true );
ChangeTeam( TEAM_SPECTATOR );
StartObserverMode( OBS_MODE_ROAMING );
return true;
}
else if ( stricmp( cmd, "spec_mode" ) == 0 ) // new observer mode
{
int mode;
// check for parameters.
if ( engine->Cmd_Argc() >= 2 )
{
mode = atoi( engine->Cmd_Argv(1) );
if ( mode < OBS_MODE_IN_EYE || mode > OBS_MODE_ROAMING )
mode = OBS_MODE_IN_EYE;
}
else
{
// sitch to next spec mode if no parameter give
mode = GetObserverMode() + 1;
if ( mode > OBS_MODE_ROAMING )
{
mode = OBS_MODE_IN_EYE;
}
else if ( mode < OBS_MODE_IN_EYE )
{
mode = OBS_MODE_ROAMING;
}
}
// don't allow input while player or death cam animation
if ( GetObserverMode() > OBS_MODE_DEATHCAM )
{
// set new spectator mode, don't allow OBS_MODE_NONE
if ( !SetObserverMode( mode ) )
ClientPrint( this, HUD_PRINTCONSOLE, "#Spectator_Mode_Unkown");
else
engine->ClientCommand( edict(), "cl_spec_mode %d", mode );
}
else
{
// remember spectator mode for later use
m_iObserverLastMode = mode;
engine->ClientCommand( edict(), "cl_spec_mode %d", mode );
}
return true;
}
else if ( stricmp( cmd, "spec_next" ) == 0 ) // chase next player
{
if ( GetObserverMode() > OBS_MODE_FIXED )
{
// set new spectator mode
CBaseEntity * target = FindNextObserverTarget( false );
if ( target )
SetObserverTarget( target );
}
return true;
}
else if ( stricmp( cmd, "spec_prev" ) == 0 ) // chase prevoius player
{
if ( GetObserverMode() > OBS_MODE_FIXED )
{
// set new spectator mode
CBaseEntity * target = FindNextObserverTarget( true );
if ( target )
SetObserverTarget( target );
}
return true;
}
else if ( stricmp( cmd, "spec_player" ) == 0 ) // chase next player
{
if ( GetObserverMode() > OBS_MODE_FIXED &&
engine->Cmd_Argc() == 2 )
{
int index = atoi( engine->Cmd_Argv(1) );
CBasePlayer * target;
if ( index == 0 )
{
target = UTIL_PlayerByName( engine->Cmd_Argv(1) );
}
else
{
target = UTIL_PlayerByIndex( index );
}
if ( IsValidObserverTarget( target ) )
{
SetObserverTarget( target );
}
}
return true;
}
else if ( stricmp( cmd, "spec_goto" ) == 0 ) // chase next player
{
if ( ( GetObserverMode() == OBS_MODE_FIXED ||
GetObserverMode() == OBS_MODE_ROAMING ) &&
engine->Cmd_Argc() == 6 )
{
Vector origin;
origin.x = atof( engine->Cmd_Argv(1) );
origin.y = atof( engine->Cmd_Argv(2) );
origin.z = atof( engine->Cmd_Argv(3) );
QAngle angle;
angle.x = atof( engine->Cmd_Argv(4) );
angle.y = atof( engine->Cmd_Argv(5) );
angle.z = 0.0f;
JumptoPosition( origin, angle );
}
return true;
}
return false;
}
extern bool UTIL_ItemCanBeTouchedByPlayer( CBaseEntity *pItem, CBasePlayer *pPlayer );
//-----------------------------------------------------------------------------
// 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 CBasePlayer::BumpWeapon( CBaseCombatWeapon *pWeapon )
{
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
// Can I have this weapon type?
if ( IsEFlagSet( EFL_NO_WEAPON_PICKUP ) )
return false;
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
{
if ( gEvilImpulse101 )
{
UTIL_Remove( pWeapon );
}
return false;
}
// Act differently in the episodes
if ( hl2_episodic.GetBool() )
{
// Don't let the player touch the item unless unobstructed
if ( !UTIL_ItemCanBeTouchedByPlayer( pWeapon, this ) && !gEvilImpulse101 )
return false;
}
else
{
// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
if( pWeapon->FVisible( this, MASK_SOLID ) == false && !(GetFlags() & FL_NOTARGET) )
return false;
}
// ----------------------------------------
// If I already have it just take the ammo
// ----------------------------------------
if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()))
{
if( Weapon_EquipAmmoOnly( pWeapon ) )
{
// Only remove me if I have no ammo left
if ( pWeapon->HasPrimaryAmmo() )
return false;
UTIL_Remove( pWeapon );
return true;
}
else
{
return false;
}
}
// -------------------------
// Otherwise take the weapon
// -------------------------
else
{
pWeapon->CheckRespawn();
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID );
pWeapon->AddEffects( EF_NODRAW );
Weapon_Equip( pWeapon );
if ( IsInAVehicle() )
{
pWeapon->Holster();
}
else
{
#ifdef HL2_DLL
#ifdef _XBOX
CFmtStr hint;
hint.sprintf( "#valve_hint_select_%s", pWeapon->GetClassname() );
UTIL_HudHintText( this, hint.Access() );
#endif // _XBOX
// Always switch to a newly-picked up weapon
if ( !PlayerHasMegaPhysCannon() )
{
// If it uses clips, load it full. (this is the first time you've picked up this type of weapon)
if ( pWeapon->UsesClipsForAmmo1() )
{
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
}
Weapon_Switch( pWeapon );
}
#endif
}
return true;
}
}
bool CBasePlayer::RemovePlayerItem( CBaseCombatWeapon *pItem )
{
if (GetActiveWeapon() == pItem)
{
ResetAutoaim( );
pItem->Holster( );
pItem->SetNextThink( TICK_NEVER_THINK );; // crowbar may be trying to swing again, etc
pItem->SetThink( NULL );
}
if ( m_hLastWeapon.Get() == pItem )
{
Weapon_SetLast( NULL );
}
return Weapon_Detach( pItem );
}
//-----------------------------------------------------------------------------
// Purpose: Hides or shows the player's view model. The "r_drawviewmodel" cvar
// can still hide the viewmodel even if this is set to true.
// Input : bShow - true to show, false to hide the view model.
//-----------------------------------------------------------------------------
void CBasePlayer::ShowViewModel(bool bShow)
{
m_Local.m_bDrawViewmodel = bShow;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bDraw -
//-----------------------------------------------------------------------------
void CBasePlayer::ShowCrosshair( bool bShow )
{
if ( bShow )
{
m_Local.m_iHideHUD &= ~HIDEHUD_CROSSHAIR;
}
else
{
m_Local.m_iHideHUD |= HIDEHUD_CROSSHAIR;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
QAngle CBasePlayer::BodyAngles()
{
return EyeAngles();
}
//------------------------------------------------------------------------------
// Purpose : Add noise to BodyTarget() to give enemy a better chance of
// getting a clear shot when the player is peeking above a hole
// or behind a ladder (eventually the randomly-picked point
// along the spine will be one that is exposed above the hole or
// between rungs of a ladder.)
// Input :
// Output :
//------------------------------------------------------------------------------
Vector CBasePlayer::BodyTarget( const Vector &posSrc, bool bNoisy )
{
if ( IsInAVehicle() )
{
return GetVehicle()->GetVehicleEnt()->BodyTarget( posSrc, bNoisy );
}
if (bNoisy)
{
return GetAbsOrigin() + (GetViewOffset() * random->RandomFloat( 0.7, 1.0 ));
}
else
{
return EyePosition();
}
};
/*
=========================================================
UpdateClientData
resends any changed player HUD info to the client.
Called every frame by PlayerPreThink
Also called at start of demo recording and playback by
ForceClientDllUpdate to ensure the demo gets messages
reflecting all of the HUD state info.
=========================================================
*/
void CBasePlayer::UpdateClientData( void )
{
CSingleUserRecipientFilter user( this );
user.MakeReliable();
if (m_fInitHUD)
{
m_fInitHUD = false;
gInitHUD = false;
UserMessageBegin( user, "ResetHUD" );
WRITE_BYTE( 0 );
MessageEnd();
if ( !m_fGameHUDInitialized )
{
g_pGameRules->InitHUD( this );
InitHUD();
m_fGameHUDInitialized = true;
if ( g_pGameRules->IsMultiplayer() )
{
variant_t value;
g_EventQueue.AddEvent( "game_player_manager", "OnPlayerJoin", value, 0, this, this );
}
}
variant_t value;
g_EventQueue.AddEvent( "game_player_manager", "OnPlayerSpawn", value, 0, this, this );
}
// HACKHACK -- send the message to display the game title
CWorld *world = GetWorldEntity();
if ( world && world->GetDisplayTitle() )
{
UserMessageBegin( user, "GameTitle" );
MessageEnd();
world->SetDisplayTitle( false );
}
if (m_ArmorValue != m_iClientBattery)
{
m_iClientBattery = m_ArmorValue;
// send "battery" update message
if ( usermessages->LookupUserMessage( "Battery" ) != -1 )
{
UserMessageBegin( user, "Battery" );
WRITE_SHORT( (int)m_ArmorValue);
MessageEnd();
}
}
#if 0 // BYE BYE!!
// Update Flashlight
if ((m_flFlashLightTime) && (m_flFlashLightTime <= gpGlobals->curtime))
{
if (FlashlightIsOn())
{
if (m_iFlashBattery)
{
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->curtime;
m_iFlashBattery--;
if (!m_iFlashBattery)
FlashlightTurnOff();
}
}
else
{
if (m_iFlashBattery < 100)
{
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->curtime;
m_iFlashBattery++;
}
else
m_flFlashLightTime = 0;
}
}
#endif
CheckTrainUpdate();
// Update all the items
for ( int i = 0; i < WeaponCount(); i++ )
{
if ( GetWeapon(i) ) // each item updates it's successors
GetWeapon(i)->UpdateClientData( this );
}
// update the client with our poison state
m_Local.m_bPoisoned = ( m_bitsDamageType & DMG_POISON )
&& ( m_nPoisonDmg > m_nPoisonRestored )
&& ( m_iHealth < 100 );
// Let any global rules update the HUD, too
g_pGameRules->UpdateClientData( this );
}
#ifdef _XBOX
void CBasePlayer::RumbleEffect( unsigned char index, unsigned char rumbleData, unsigned char rumbleFlags )
{
if( !IsAlive() )
return;
CSingleUserRecipientFilter filter( this );
filter.MakeReliable();
UserMessageBegin( filter, "XBoxRumble" );
WRITE_BYTE( index );
WRITE_BYTE( rumbleData );
WRITE_BYTE( rumbleFlags );
MessageEnd();
}
#else
void CBasePlayer::RumbleEffect( unsigned char index, unsigned char rumbleData, unsigned char rumbleFlags )
{
return;
}
#endif//_XBOX
void CBasePlayer::EnableControl(bool fControl)
{
if (!fControl)
AddFlag( FL_FROZEN );
else
RemoveFlag( FL_FROZEN );
}
void CBasePlayer::CheckTrainUpdate( void )
{
if ( IsPC() && ( m_iTrain & TRAIN_NEW ) )
{
CSingleUserRecipientFilter user( this );
user.MakeReliable();
// send "Train" update message
UserMessageBegin( user, "Train" );
WRITE_BYTE(m_iTrain & 0xF);
MessageEnd();
m_iTrain &= ~TRAIN_NEW;
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether the player should autoaim or not
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlayer::ShouldAutoaim( void )
{
// cannot be in multiplayer
if ( gpGlobals->maxClients > 1 )
return false;
// autoaiming is only for easy and medium skill
return ( IsXbox() || !g_pGameRules->IsSkillLevel(SKILL_HARD) );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CBasePlayer::GetAutoaimVector( float flScale )
{
autoaim_params_t params;
params.m_fScale = flScale;
params.m_fMaxDist = autoaim_max_dist.GetFloat();
GetAutoaimVector( params );
return params.m_vecAutoAimDir;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Vector CBasePlayer::GetAutoaimVector( float flScale, float flMaxDist )
{
autoaim_params_t params;
params.m_fScale = flScale;
params.m_fMaxDist = flMaxDist;
GetAutoaimVector( params );
return params.m_vecAutoAimDir;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBasePlayer::GetAutoaimVector( autoaim_params_t &params )
{
// Assume autoaim will not be assisting.
params.m_bAutoAimAssisting = false;
if ( ( ShouldAutoaim() == false ) || ( params.m_fScale == AUTOAIM_SCALE_DIRECT_ONLY ) )
{
Vector forward;
AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle, &forward );
params.m_vecAutoAimDir = forward;
params.m_hAutoAimEntity.Set(NULL);
params.m_vecAutoAimPoint = vec3_invalid;
params.m_bAutoAimAssisting = false;
return;
}
Vector vecSrc = Weapon_ShootPosition( );
m_vecAutoAim.Init( 0.0f, 0.0f, 0.0f );
QAngle angles = AutoaimDeflection( vecSrc, params );
// update ontarget if changed
if ( !g_pGameRules->AllowAutoTargetCrosshair() )
m_fOnTarget = false;
if (angles.x > 180)
angles.x -= 360;
if (angles.x < -180)
angles.x += 360;
if (angles.y > 180)
angles.y -= 360;
if (angles.y < -180)
angles.y += 360;
if (angles.x > 25)
angles.x = 25;
if (angles.x < -25)
angles.x = -25;
if (angles.y > 12)
angles.y = 12;
if (angles.y < -12)
angles.y = -12;
Vector forward;
if( IsXbox() && IsInAVehicle() )
{
m_vecAutoAim = angles;
AngleVectors( EyeAngles() + m_vecAutoAim, &forward );
}
else
{
// always use non-sticky autoaim
m_vecAutoAim = angles * 0.9f;
AngleVectors( EyeAngles() + m_Local.m_vecPunchAngle + m_vecAutoAim, &forward );
}
params.m_vecAutoAimDir = forward;
}
//-----------------------------------------------------------------------------
// Targets represent themselves to autoaim as a viewplane-parallel disc with
// a radius specified by the target. The player then modifies this radius
// to achieve more or less aggressive aiming assistance
//-----------------------------------------------------------------------------
float CBasePlayer::GetAutoaimScore( const Vector &eyePosition, const Vector &viewDir, const Vector &vecTarget, CBaseEntity *pTarget, float fScale )
{
float radiusSqr;
float targetRadiusSqr = Square( (pTarget->GetAutoAimRadius() * fScale) );
Vector vecNearestPoint = PointOnLineNearestPoint( eyePosition, eyePosition + viewDir * 8192, vecTarget );
Vector vecDiff = vecTarget - vecNearestPoint;
radiusSqr = vecDiff.LengthSqr();
if( radiusSqr <= targetRadiusSqr )
{
float score;
score = 1.0f - (radiusSqr / targetRadiusSqr);
Assert( score >= 0.0f && score <= 1.0f );
return score;
}
// 0 means no score- doesn't qualify for autoaim.
return 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecSrc -
// flDist -
// flDelta -
// Output : Vector
//-----------------------------------------------------------------------------
QAngle CBasePlayer::AutoaimDeflection( Vector &vecSrc, autoaim_params_t &params )
{
float bestscore;
float score;
QAngle eyeAngles;
Vector bestdir;
CBaseEntity *bestent;
trace_t tr;
Vector v_forward, v_right, v_up;
if ( ShouldAutoaim() == false )
{
m_fOnTarget = false;
return vec3_angle;
}
eyeAngles = EyeAngles();
AngleVectors( eyeAngles + m_Local.m_vecPunchAngle + m_vecAutoAim, &v_forward, &v_right, &v_up );
// try all possible entities
bestdir = v_forward;
bestscore = 0.0f;
bestent = NULL;
//Reset this data
m_fOnTarget = false;
params.m_bOnTargetNatural = false;
CBaseEntity *pIgnore = NULL;
if( IsInAVehicle() )
{
pIgnore = GetVehicleEntity();
}
CTraceFilterSkipTwoEntities traceFilter( this, pIgnore, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecSrc, vecSrc + bestdir * MAX_COORD_FLOAT, MASK_SHOT, &traceFilter, &tr );
CBaseEntity *pEntHit = tr.m_pEnt;
if ( pEntHit && pEntHit->m_takedamage != DAMAGE_NO && pEntHit->GetHealth() > 0 )
{
// don't look through water
if (!((GetWaterLevel() != 3 && pEntHit->GetWaterLevel() == 3) || (GetWaterLevel() == 3 && pEntHit->GetWaterLevel() == 0)))
{
if( pEntHit->GetFlags() & FL_AIMTARGET )
{
bool bAimAtThis = true;
if( UseXboxAiming() && pEntHit->IsNPC() )
{
int iRelationType = GetDefaultRelationshipDisposition( pEntHit->Classify() );
if( iRelationType != D_HT )
{
bAimAtThis = false;
}
}
if( bAimAtThis )
{
if ( pEntHit->GetFlags() & FL_AIMTARGET )
{
m_fOnTarget = true;
}
// Player is already on target naturally, don't autoaim.
// Fill out the autoaim_params_t struct, though.
params.m_hAutoAimEntity.Set(pEntHit);
params.m_vecAutoAimDir = bestdir;
params.m_vecAutoAimPoint = tr.endpos;
params.m_bAutoAimAssisting = false;
params.m_bOnTargetNatural = true;
}
}
return vec3_angle;
}
}
int count = AimTarget_ListCount();
if ( count )
{
CBaseEntity **pList = (CBaseEntity **)stackalloc( sizeof(CBaseEntity *) * count );
AimTarget_ListCopy( pList, count );
for ( int i = 0; i < count; i++ )
{
Vector center;
Vector dir;
CBaseEntity *pEntity = pList[i];
// Don't shoot yourself
if ( pEntity == this )
continue;
if (!pEntity->IsAlive() || !pEntity->edict() )
continue;
if ( !g_pGameRules->ShouldAutoAim( this, pEntity->edict() ) )
continue;
// don't look through water
if ((GetWaterLevel() != 3 && pEntity->GetWaterLevel() == 3) || (GetWaterLevel() == 3 && pEntity->GetWaterLevel() == 0))
continue;
if( pEntity->MyNPCPointer() )
{
// If this entity is an NPC, only aim if it is an enemy.
if ( IRelationType( pEntity ) != D_HT && !pEntity->ShouldAttractAutoAim(this) )
{
if ( !pEntity->IsPlayer() && !g_pGameRules->IsDeathmatch())
// Msg( "friend\n");
continue;
}
}
// Don't autoaim at the noisy bodytarget, this makes the autoaim crosshair wobble.
//center = pEntity->BodyTarget( vecSrc, false );
center = pEntity->WorldSpaceCenter();
dir = (center - vecSrc);
float dist = dir.Length2D();
VectorNormalize( dir );
// Skip if out of range.
if( dist > params.m_fMaxDist )
continue;
float dot = DotProduct (dir, v_forward );
// make sure it's in front of the player
if( dot < 0 )
continue;
if( !(pEntity->GetFlags() & FL_FLY) )
{
// Refuse to take wild shots at targets far from reticle.
if( GetActiveWeapon() != NULL && dot < GetActiveWeapon()->GetMaxAutoAimDeflection() )
{
continue;
}
}
score = GetAutoaimScore(vecSrc, v_forward, pEntity->GetAutoAimCenter(), pEntity, params.m_fScale);
if( score <= bestscore )
{
continue;
}
UTIL_TraceLine( vecSrc, center, MASK_SHOT, &traceFilter, &tr );
if (tr.fraction != 1.0 && tr.m_pEnt != pEntity )
{
// Msg( "hit %s, can't see %s\n", STRING( tr.u.ent->classname ), STRING( pEdict->classname ) );
continue;
}
// This is the best candidate so far.
bestscore = score;
bestent = pEntity;
bestdir = dir;
}
if ( bestent )
{
QAngle bestang;
VectorAngles( bestdir, bestang );
if( IsInAVehicle() )
{
bestang -= EyeAngles();
}
else
{
bestang -= EyeAngles() - m_Local.m_vecPunchAngle;
}
m_fOnTarget = true;
// Autoaim detected a target for us. Aim automatically at its bodytarget.
params.m_hAutoAimEntity.Set(bestent);
params.m_vecAutoAimDir = bestdir;
params.m_vecAutoAimPoint = bestent->BodyTarget( vecSrc, false );
params.m_bAutoAimAssisting = true;
return bestang;
}
}
return QAngle( 0, 0, 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ResetAutoaim( void )
{
if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0)
{
m_vecAutoAim = QAngle( 0, 0, 0 );
engine->CrosshairAngle( edict(), 0, 0 );
}
m_fOnTarget = false;
}
// ==========================================================================
// > Weapon stuff
// ==========================================================================
//-----------------------------------------------------------------------------
// Purpose: Override base class, player can always use weapon
// Input : A weapon
// Output : true or false
//-----------------------------------------------------------------------------
bool CBasePlayer::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Override to clear dropped weapon from the hud
//-----------------------------------------------------------------------------
void CBasePlayer::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ )
{
bool bWasActiveWeapon = false;
if ( pWeapon == GetActiveWeapon() )
{
bWasActiveWeapon = true;
}
if ( pWeapon )
{
if ( bWasActiveWeapon )
{
pWeapon->SendWeaponAnim( ACT_VM_IDLE );
}
}
BaseClass::Weapon_Drop( pWeapon, pvecTarget, pVelocity );
if ( bWasActiveWeapon )
{
if (!SwitchToNextBestWeapon( NULL ))
{
CBaseViewModel *vm = GetViewModel();
if ( vm )
{
vm->AddEffects( EF_NODRAW );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : weaponSlot -
//-----------------------------------------------------------------------------
void CBasePlayer::Weapon_DropSlot( int weaponSlot )
{
CBaseCombatWeapon *pWeapon;
// Check for that slot being occupied already
for ( int i=0; i < MAX_WEAPONS; i++ )
{
pWeapon = GetWeapon( i );
if ( pWeapon != NULL )
{
// If the slots match, it's already occupied
if ( pWeapon->GetSlot() == weaponSlot )
{
Weapon_Drop( pWeapon, NULL, NULL );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Override to add weapon to the hud
//-----------------------------------------------------------------------------
void CBasePlayer::Weapon_Equip( CBaseCombatWeapon *pWeapon )
{
BaseClass::Weapon_Equip( pWeapon );
bool bShouldSwitch = g_pGameRules->FShouldSwitchWeapon( this, pWeapon );
#ifdef HL2_DLL
if ( bShouldSwitch == false && PhysCannonGetHeldEntity( GetActiveWeapon() ) == pWeapon &&
Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType()) )
{
bShouldSwitch = true;
}
#endif//HL2_DLL
// should we switch to this item?
if ( bShouldSwitch )
{
Weapon_Switch( pWeapon );
}
}
//=========================================================
// HasNamedPlayerItem Does the player already have this item?
//=========================================================
CBaseEntity *CBasePlayer::HasNamedPlayerItem( const char *pszItemName )
{
for ( int i = 0 ; i < WeaponCount() ; i++ )
{
if ( !GetWeapon(i) )
continue;
if ( FStrEq( pszItemName, GetWeapon(i)->GetClassname() ) )
{
return GetWeapon(i);
}
}
return NULL;
}
//================================================================================
// TEAM HANDLING
//================================================================================
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team
//-----------------------------------------------------------------------------
void CBasePlayer::ChangeTeam( int iTeamNum )
{
if ( !GetGlobalTeam( iTeamNum ) )
{
Warning( "CBasePlayer::ChangeTeam( %d ) - invalid team index.\n", iTeamNum );
return;
}
// if this is our current team, just abort
if ( iTeamNum == GetTeamNumber() )
{
return;
}
// Immediately tell all clients that he's changing team. This has to be done
// first, so that all user messages that follow as a result of the team change
// come after this one, allowing the client to be prepared for them.
IGameEvent * event = gameeventmanager->CreateEvent( "player_team" );
if ( event )
{
event->SetInt("userid", GetUserID() );
event->SetInt("team", iTeamNum );
event->SetInt("oldteam", GetTeamNumber() );
event->SetInt("disconnect", IsDisconnecting());
gameeventmanager->FireEvent( event );
}
// Remove him from his current team
if ( GetTeam() )
{
GetTeam()->RemovePlayer( this );
}
// Are we being added to a team?
if ( iTeamNum )
{
GetGlobalTeam( iTeamNum )->AddPlayer( this );
}
BaseClass::ChangeTeam( iTeamNum );
}
//-----------------------------------------------------------------------------
// Purpose: Locks a player to the spot; they can't move, shoot, or be hurt
//-----------------------------------------------------------------------------
void CBasePlayer::LockPlayerInPlace( void )
{
if ( m_iPlayerLocked )
return;
AddFlag( FL_GODMODE | FL_FROZEN );
SetMoveType( MOVETYPE_NONE );
m_iPlayerLocked = true;
// force a client data update, so that anything that has been done to
// this player previously this frame won't get delayed in being sent
UpdateClientData();
}
//-----------------------------------------------------------------------------
// Purpose: Unlocks a previously locked player
//-----------------------------------------------------------------------------
void CBasePlayer::UnlockPlayer( void )
{
if ( !m_iPlayerLocked )
return;
RemoveFlag( FL_GODMODE | FL_FROZEN );
SetMoveType( MOVETYPE_WALK );
m_iPlayerLocked = false;
}
bool CBasePlayer::ClearUseEntity()
{
if ( m_hUseEntity != NULL )
{
// Stop controlling the train/object
// TODO: Send HUD Update
m_hUseEntity->Use( this, this, USE_OFF, 0 );
m_hUseEntity = NULL;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::HideViewModels( void )
{
for ( int i = 0 ; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
vm->SetWeaponModel( NULL, NULL );
}
}
class CStripWeapons : public CPointEntity
{
DECLARE_CLASS( CStripWeapons, CPointEntity );
public:
void InputStripWeapons(inputdata_t &data);
void InputStripWeaponsAndSuit(inputdata_t &data);
void StripWeapons(inputdata_t &data, bool stripSuit);
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( player_weaponstrip, CStripWeapons );
BEGIN_DATADESC( CStripWeapons )
DEFINE_INPUTFUNC( FIELD_VOID, "Strip", InputStripWeapons ),
DEFINE_INPUTFUNC( FIELD_VOID, "StripWeaponsAndSuit", InputStripWeaponsAndSuit ),
END_DATADESC()
void CStripWeapons::InputStripWeapons(inputdata_t &data)
{
StripWeapons(data, false);
}
void CStripWeapons::InputStripWeaponsAndSuit(inputdata_t &data)
{
StripWeapons(data, true);
}
void CStripWeapons::StripWeapons(inputdata_t &data, bool stripSuit)
{
CBasePlayer *pPlayer = NULL;
if ( data.pActivator && data.pActivator->IsPlayer() )
{
pPlayer = (CBasePlayer *)data.pActivator;
}
else if ( !g_pGameRules->IsDeathmatch() )
{
pPlayer = UTIL_GetLocalPlayer();
}
if ( pPlayer )
{
pPlayer->RemoveAllItems( stripSuit );
}
}
class CRevertSaved : public CPointEntity
{
DECLARE_CLASS( CRevertSaved, CPointEntity );
public:
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void LoadThink( void );
DECLARE_DATADESC();
inline float Duration( void ) { return m_Duration; }
inline float HoldTime( void ) { return m_HoldTime; }
inline float LoadTime( void ) { return m_loadTime; }
inline void SetDuration( float duration ) { m_Duration = duration; }
inline void SetHoldTime( float hold ) { m_HoldTime = hold; }
inline void SetLoadTime( float time ) { m_loadTime = time; }
//Inputs
void InputReload(inputdata_t &data);
#ifdef HL1_DLL
void MessageThink( void );
inline float MessageTime( void ) { return m_messageTime; }
inline void SetMessageTime( float time ) { m_messageTime = time; }
#endif
private:
float m_loadTime;
float m_Duration;
float m_HoldTime;
#ifdef HL1_DLL
string_t m_iszMessage;
float m_messageTime;
#endif
};
LINK_ENTITY_TO_CLASS( player_loadsaved, CRevertSaved );
BEGIN_DATADESC( CRevertSaved )
#ifdef HL1_DLL
DEFINE_KEYFIELD( m_iszMessage, FIELD_STRING, "message" ),
DEFINE_KEYFIELD( m_messageTime, FIELD_FLOAT, "messagetime" ), // These are not actual times, but durations, so save as floats
DEFINE_FUNCTION( MessageThink ),
#endif
DEFINE_KEYFIELD( m_loadTime, FIELD_FLOAT, "loadtime" ),
DEFINE_KEYFIELD( m_Duration, FIELD_FLOAT, "duration" ),
DEFINE_KEYFIELD( m_HoldTime, FIELD_FLOAT, "holdtime" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Reload", InputReload ),
// Function Pointers
DEFINE_FUNCTION( LoadThink ),
END_DATADESC()
CBaseEntity *CreatePlayerLoadSave( Vector vOrigin, float flDuration, float flHoldTime, float flLoadTime )
{
CRevertSaved *pRevertSaved = (CRevertSaved *) CreateEntityByName( "player_loadsaved" );
if ( pRevertSaved == NULL )
return NULL;
UTIL_SetOrigin( pRevertSaved, vOrigin );
pRevertSaved->Spawn();
pRevertSaved->SetDuration( flDuration );
pRevertSaved->SetHoldTime( flHoldTime );
pRevertSaved->SetLoadTime( flLoadTime );
return pRevertSaved;
}
void CRevertSaved::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
UTIL_ScreenFadeAll( m_clrRender, Duration(), HoldTime(), FFADE_OUT );
SetNextThink( gpGlobals->curtime + LoadTime() );
SetThink( &CRevertSaved::LoadThink );
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
//Adrian: Setting this flag so we can't move or save a game.
pPlayer->pl.deadflag = true;
pPlayer->AddFlag( (FL_NOTARGET|FL_FROZEN) );
}
}
void CRevertSaved::InputReload( inputdata_t &inputdata )
{
UTIL_ScreenFadeAll( m_clrRender, Duration(), HoldTime(), FFADE_OUT );
#ifdef HL1_DLL
SetNextThink( gpGlobals->curtime + MessageTime() );
SetThink( &CRevertSaved::MessageThink );
#else
SetNextThink( gpGlobals->curtime + LoadTime() );
SetThink( &CRevertSaved::LoadThink );
#endif
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
//Adrian: Setting this flag so we can't move or save a game.
pPlayer->pl.deadflag = true;
pPlayer->AddFlag( (FL_NOTARGET|FL_FROZEN) );
}
}
#ifdef HL1_DLL
void CRevertSaved::MessageThink( void )
{
UTIL_ShowMessageAll( STRING( m_iszMessage ) );
float nextThink = LoadTime() - MessageTime();
if ( nextThink > 0 )
{
SetNextThink( gpGlobals->curtime + nextThink );
SetThink( &CRevertSaved::LoadThink );
}
else
LoadThink();
}
#endif
void CRevertSaved::LoadThink( void )
{
if ( !gpGlobals->deathmatch )
{
engine->ServerCommand("reload\n");
}
}
class CMovementSpeedMod : public CPointEntity
{
DECLARE_CLASS( CMovementSpeedMod, CPointEntity );
public:
void InputSpeedMod(inputdata_t &data);
DECLARE_DATADESC();
};
LINK_ENTITY_TO_CLASS( player_speedmod, CMovementSpeedMod );
BEGIN_DATADESC( CMovementSpeedMod )
DEFINE_INPUTFUNC( FIELD_FLOAT, "ModifySpeed", InputSpeedMod ),
END_DATADESC()
void CMovementSpeedMod::InputSpeedMod(inputdata_t &data)
{
CBasePlayer *pPlayer = NULL;
if ( data.pActivator && data.pActivator->IsPlayer() )
{
pPlayer = (CBasePlayer *)data.pActivator;
}
else if ( !g_pGameRules->IsDeathmatch() )
{
pPlayer = UTIL_GetLocalPlayer();
}
if ( pPlayer )
{
pPlayer->SetLaggedMovementValue( data.value.Float() );
}
}
void SendProxy_CropFlagsToPlayerFlagBitsLength( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID)
{
int mask = (1<<PLAYER_FLAG_BITS) - 1;
int data = *(int *)pVarData;
pOut->m_Int = ( data & mask );
}
// -------------------------------------------------------------------------------- //
// SendTable for CPlayerState.
// -------------------------------------------------------------------------------- //
BEGIN_SEND_TABLE_NOBASE(CPlayerState, DT_PlayerState)
SendPropInt (SENDINFO(deadflag), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
// -------------------------------------------------------------------------------- //
// This data only gets sent to clients that ARE this player entity.
// -------------------------------------------------------------------------------- //
BEGIN_SEND_TABLE_NOBASE( CBasePlayer, DT_LocalPlayerExclusive )
SendPropDataTable ( SENDINFO_DT(m_Local), &REFERENCE_SEND_TABLE(DT_Local) ),
// If HL2_DLL is defined, then baseflex.cpp already sends these.
#ifndef HL2_DLL
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 0), 8, SPROP_ROUNDDOWN, -32.0, 32.0f),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 1), 8, SPROP_ROUNDDOWN, -32.0, 32.0f),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecViewOffset, 2), 10, SPROP_CHANGES_OFTEN, 0.0f, 128.0f),
#endif
SendPropFloat ( SENDINFO(m_flFriction), 8, SPROP_ROUNDDOWN, 0.0f, 4.0f),
SendPropArray3 ( SENDINFO_ARRAY3(m_iAmmo), SendPropInt( SENDINFO_ARRAY(m_iAmmo), 10, SPROP_UNSIGNED ) ),
SendPropInt ( SENDINFO( m_fOnTarget ), 2, SPROP_UNSIGNED ),
SendPropInt ( SENDINFO( m_nTickBase ), -1, SPROP_CHANGES_OFTEN ),
SendPropInt ( SENDINFO( m_nNextThinkTick ) ),
SendPropEHandle ( SENDINFO( m_hLastWeapon ) ),
SendPropEHandle ( SENDINFO( m_hGroundEntity ), SPROP_CHANGES_OFTEN ),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecVelocity, 0), 20, SPROP_CHANGES_OFTEN, -2048.0f, 2048.0f ),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecVelocity, 1), 20, SPROP_CHANGES_OFTEN, -2048.0f, 2048.0f ),
SendPropFloat ( SENDINFO_VECTORELEM(m_vecVelocity, 2), 16, SPROP_CHANGES_OFTEN, -2048.0f, 2048.0f ),
SendPropVector ( SENDINFO( m_vecBaseVelocity ), 20, 0, -1000, 1000 ),
SendPropEHandle ( SENDINFO( m_hConstraintEntity)),
SendPropVector ( SENDINFO( m_vecConstraintCenter), 0, SPROP_NOSCALE ),
SendPropFloat ( SENDINFO( m_flConstraintRadius ), 0, SPROP_NOSCALE ),
SendPropFloat ( SENDINFO( m_flConstraintWidth ), 0, SPROP_NOSCALE ),
SendPropFloat ( SENDINFO( m_flConstraintSpeedFactor ), 0, SPROP_NOSCALE ),
SendPropFloat ( SENDINFO( m_flDeathTime ), 0, SPROP_NOSCALE ),
SendPropInt ( SENDINFO( m_nWaterLevel ), 2, SPROP_UNSIGNED ),
SendPropFloat ( SENDINFO( m_flLaggedMovementValue ), 0, SPROP_NOSCALE ),
END_SEND_TABLE()
// -------------------------------------------------------------------------------- //
// DT_BasePlayer sendtable.
// -------------------------------------------------------------------------------- //
IMPLEMENT_SERVERCLASS_ST( CBasePlayer, DT_BasePlayer )
SendPropDataTable(SENDINFO_DT(pl), &REFERENCE_SEND_TABLE(DT_PlayerState), SendProxy_DataTableToDataTable),
SendPropEHandle(SENDINFO(m_hVehicle)),
SendPropEHandle(SENDINFO(m_hUseEntity)),
SendPropInt (SENDINFO(m_iHealth), 10 ),
SendPropInt (SENDINFO(m_lifeState), 3, SPROP_UNSIGNED ),
SendPropFloat (SENDINFO(m_flMaxspeed), 12, SPROP_ROUNDDOWN, 0.0f, 2048.0f ), // CL
SendPropInt (SENDINFO(m_fFlags), PLAYER_FLAG_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN, SendProxy_CropFlagsToPlayerFlagBitsLength ),
SendPropInt (SENDINFO(m_iObserverMode), 3, SPROP_UNSIGNED ),
SendPropEHandle (SENDINFO(m_hObserverTarget) ),
SendPropInt (SENDINFO(m_iFOV), 8, SPROP_UNSIGNED ),
SendPropInt (SENDINFO(m_iDefaultFOV), 8, SPROP_UNSIGNED ),
SendPropArray ( SendPropEHandle( SENDINFO_ARRAY( m_hViewModel ) ), m_hViewModel ),
SendPropString (SENDINFO(m_szLastPlaceName) ),
// Data that only gets sent to the local player.
SendPropDataTable( "localdata", 0, &REFERENCE_SEND_TABLE(DT_LocalPlayerExclusive), SendProxy_SendLocalDataTable ),
END_SEND_TABLE()
//=============================================================================
//
// Player Physics Shadow Code
//
void CBasePlayer::SetupVPhysicsShadow( CPhysCollide *pStandModel, const char *pStandHullName, CPhysCollide *pCrouchModel, const char *pCrouchHullName )
{
solid_t solid;
Q_strncpy( solid.surfaceprop, "player", sizeof(solid.surfaceprop) );
solid.params = g_PhysDefaultObjectParams;
solid.params.mass = 85.0f;
solid.params.inertia = 1e24f;
solid.params.enableCollisions = false;
//disable drag
solid.params.dragCoefficient = 0;
// create standing hull
m_pShadowStand = PhysModelCreateCustom( this, pStandModel, GetLocalOrigin(), GetLocalAngles(), pStandHullName, false, &solid );
m_pShadowStand->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
// create crouchig hull
m_pShadowCrouch = PhysModelCreateCustom( this, pCrouchModel, GetLocalOrigin(), GetLocalAngles(), pCrouchHullName, false, &solid );
m_pShadowCrouch->SetCallbackFlags( CALLBACK_GLOBAL_COLLISION | CALLBACK_SHADOW_COLLISION );
// default to stand
VPhysicsSetObject( m_pShadowStand );
// tell physics lists I'm a shadow controller object
PhysAddShadow( this );
m_pPhysicsController = physenv->CreatePlayerController( m_pShadowStand );
m_pPhysicsController->SetPushMassLimit( 350.0f );
m_pPhysicsController->SetPushSpeedLimit( 50.0f );
// Give the controller a valid position so it doesn't do anything rash.
UpdatePhysicsShadowToCurrentPosition();
// init state
if ( GetFlags() & FL_DUCKING )
{
SetVCollisionState( VPHYS_CROUCH );
}
else
{
SetVCollisionState( VPHYS_WALK );
}
}
//-----------------------------------------------------------------------------
// Purpose: Empty, just want to keep the baseentity version from being called
// current so we don't kick up dust, etc.
//-----------------------------------------------------------------------------
void CBasePlayer::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::VPhysicsUpdate( IPhysicsObject *pPhysics )
{
float savedImpact = m_impactEnergyScale;
// HACKHACK: Reduce player's stress by 1/8th
m_impactEnergyScale *= 0.125f;
ApplyStressDamage( pPhysics, true );
m_impactEnergyScale = savedImpact;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
{
if ( sv_turbophysics.GetBool() )
return;
Vector newPosition;
bool physicsUpdated = m_pPhysicsController->GetShadowPosition( &newPosition, NULL ) > 0 ? true : false;
// UNDONE: If the player is penetrating, but the player's game collisions are not stuck, teleport the physics shadow to the game position
if ( pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING )
{
CUtlVector<CBaseEntity *> list;
PhysGetListOfPenetratingEntities( this, list );
for ( int i = list.Count()-1; i >= 0; --i )
{
// filter out anything that isn't simulated by vphysics
// UNDONE: Filter out motion disabled objects?
if ( list[i]->GetMoveType() == MOVETYPE_VPHYSICS )
{
// I'm currently stuck inside a moving object, so allow vphysics to
// apply velocity to the player in order to separate these objects
m_touchedPhysObject = true;
}
// if it's an NPC, tell them that the player is intersecting them
CAI_BaseNPC *pNPC = list[i]->MyNPCPointer();
if ( pNPC )
{
pNPC->PlayerPenetratingVPhysics();
}
}
}
if ( m_pPhysicsController->IsInContact() || (m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER) )
{
m_touchedPhysObject = true;
}
if ( IsFollowingPhysics() )
{
m_touchedPhysObject = true;
}
if ( GetMoveType() == MOVETYPE_NOCLIP )
{
m_oldOrigin = GetAbsOrigin();
return;
}
if ( phys_timescale.GetFloat() == 0.0f )
{
physicsUpdated = false;
}
if ( !physicsUpdated )
return;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
Vector newVelocity;
pPhysics->GetPosition( &newPosition, 0 );
m_pPhysicsController->GetShadowVelocity( &newVelocity );
if ( physicsshadowupdate_render.GetBool() )
{
NDebugOverlay::Box( GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 24, 15.0f );
NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,0,255, 24, 15.0f);
// NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,0,255, 24, .01f);
}
Vector tmp = GetAbsOrigin() - newPosition;
if ( !m_touchedPhysObject && !(GetFlags() & FL_ONGROUND) )
{
tmp.z *= 0.5f; // don't care about z delta as much
}
float dist = tmp.LengthSqr();
float deltaV = (newVelocity - GetAbsVelocity()).LengthSqr();
float maxDistErrorSqr = VPHYS_MAX_DISTSQR;
float maxVelErrorSqr = VPHYS_MAX_VELSQR;
if ( IsRideablePhysics(pPhysGround) )
{
maxDistErrorSqr *= 0.25;
maxVelErrorSqr *= 0.25;
}
if ( dist >= maxDistErrorSqr || deltaV >= maxVelErrorSqr || (pPhysGround && !m_touchedPhysObject) )
{
if ( m_touchedPhysObject || pPhysGround )
{
// BUGBUG: Rewrite this code using fixed timestep
if ( deltaV >= maxVelErrorSqr )
{
Vector dir = GetAbsVelocity();
float len = VectorNormalize(dir);
float dot = DotProduct( newVelocity, dir );
if ( dot > len )
{
dot = len;
}
else if ( dot < -len )
{
dot = -len;
}
VectorMA( newVelocity, -dot, dir, newVelocity );
if ( m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER )
{
float val = Lerp( 0.1f, len, dot );
VectorMA( newVelocity, val - len, dir, newVelocity );
}
if ( !IsRideablePhysics(pPhysGround) )
{
if ( !(m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER ) && IsSimulatingOnAlternateTicks() )
{
newVelocity *= 0.5f;
}
ApplyAbsVelocityImpulse( newVelocity );
}
}
trace_t trace;
UTIL_TraceEntity( this, newPosition, newPosition, MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.allsolid && !trace.startsolid )
{
SetAbsOrigin( newPosition );
}
}
else
{
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
// current position is not ok, fixup
if ( trace.allsolid || trace.startsolid )
{
// STUCK!?!?!
//Warning( "Stuck2 on %s!!\n", trace.m_pEnt->GetClassname() );
SetAbsOrigin( newPosition );
}
}
}
else
{
if ( m_touchedPhysObject )
{
// check my position (physics object could have simulated into my position
// physics is not very far away, check my position
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(),
MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
// is current position ok?
if ( trace.allsolid || trace.startsolid )
{
// stuck????!?!?
//Msg("Stuck on %s\n", trace.m_pEnt->GetClassName());
SetAbsOrigin( newPosition );
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(),
MASK_PLAYERSOLID, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.allsolid || trace.startsolid )
{
//Msg("Double Stuck\n");
SetAbsOrigin( m_oldOrigin );
}
}
}
}
m_oldOrigin = GetAbsOrigin();
// UNDONE: Force physics object to be at player position when not touching phys???
}
// recreate physics on save/load, don't try to save the state!
bool CBasePlayer::ShouldSavePhysics()
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::InitVCollision( void )
{
// Cleanup any old vphysics stuff.
VPhysicsDestroyObject();
// in turbo physics players dont have a physics shadow
if ( sv_turbophysics.GetBool() )
return;
CPhysCollide *pModel = PhysCreateBbox( VEC_HULL_MIN, VEC_HULL_MAX );
CPhysCollide *pCrouchModel = PhysCreateBbox( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
SetupVPhysicsShadow( pModel, "player_stand", pCrouchModel, "player_crouch" );
}
void CBasePlayer::VPhysicsDestroyObject()
{
// Since CBasePlayer aliases its pointer to the physics object, tell CBaseEntity to
// clear out its physics object pointer so we don't wind up deleting one of
// the aliased objects twice.
VPhysicsSetObject( NULL );
PhysRemoveShadow( this );
if ( m_pPhysicsController )
{
physenv->DestroyPlayerController( m_pPhysicsController );
m_pPhysicsController = NULL;
}
if ( m_pShadowStand )
{
PhysDestroyObject( m_pShadowStand );
m_pShadowStand = NULL;
}
if ( m_pShadowCrouch )
{
PhysDestroyObject( m_pShadowCrouch );
m_pShadowCrouch = NULL;
}
BaseClass::VPhysicsDestroyObject();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::SetVCollisionState( int collisionState )
{
Vector vel = vec3_origin;
Vector pos = vec3_origin;
vel = GetAbsVelocity();
pos = GetAbsOrigin();
m_vphysicsCollisionState = collisionState;
switch( collisionState )
{
case VPHYS_WALK:
m_pShadowStand->SetPosition( pos, vec3_angle, true );
m_pShadowStand->SetVelocity( &vel, NULL );
m_pShadowCrouch->EnableCollisions( false );
m_pPhysicsController->SetObject( m_pShadowStand );
VPhysicsSwapObject( m_pShadowStand );
m_pShadowStand->EnableCollisions( true );
break;
case VPHYS_CROUCH:
m_pShadowCrouch->SetPosition( pos, vec3_angle, true );
m_pShadowCrouch->SetVelocity( &vel, NULL );
m_pShadowStand->EnableCollisions( false );
m_pPhysicsController->SetObject( m_pShadowCrouch );
VPhysicsSwapObject( m_pShadowCrouch );
m_pShadowCrouch->EnableCollisions( true );
break;
case VPHYS_NOCLIP:
m_pShadowCrouch->EnableCollisions( false );
m_pShadowStand->EnableCollisions( false );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayer::GetFOV( void ) const
{
if ( m_iFOV == 0 )
return GetDefaultFOV();
return m_iFOV;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : FOV -
// zoomRate -
//-----------------------------------------------------------------------------
bool CBasePlayer::SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate )
{
//NOTENOTE: You MUST specify who is requesting the zoom change
assert( pRequester != NULL );
if ( pRequester == NULL )
return false;
// If we already have an owner, we only allow requests from that owner
if ( ( m_hZoomOwner != NULL ) && ( m_hZoomOwner != pRequester ) )
{
if ( CanOverrideEnvZoomOwner( m_hZoomOwner ) == false )
return false;
}
else
{
//FIXME: Maybe do this is as an accessor instead
if ( FOV == 0 )
{
m_hZoomOwner = NULL;
}
else
{
m_hZoomOwner = pRequester;
}
}
m_iFOV = FOV;
m_Local.m_flFOVRate = zoomRate;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the default FOV for the player if nothing else is going on
// Input : FOV - the new base FOV for this player
//-----------------------------------------------------------------------------
void CBasePlayer::SetDefaultFOV( int FOV )
{
m_iDefaultFOV = ( FOV == 0 ) ? g_pGameRules->DefaultFOV() : FOV;
}
//-----------------------------------------------------------------------------
// Purpose: // static func
// Input : set -
//-----------------------------------------------------------------------------
void CBasePlayer::ModifyOrAppendPlayerCriteria( AI_CriteriaSet& set )
{
// Append our health
set.AppendCriteria( "playerhealth", UTIL_VarArgs( "%i", GetHealth() ) );
float healthfrac = 0.0f;
if ( GetMaxHealth() > 0 )
{
healthfrac = (float)GetHealth() / (float)GetMaxHealth();
}
set.AppendCriteria( "playerhealthfrac", UTIL_VarArgs( "%.3f", healthfrac ) );
CBaseCombatWeapon *weapon = GetActiveWeapon();
if ( weapon )
{
set.AppendCriteria( "playerweapon", weapon->GetClassname() );
}
else
{
set.AppendCriteria( "playerweapon", "none" );
}
// Append current activity name
set.AppendCriteria( "playeractivity", CAI_BaseNPC::GetActivityName( GetActivity() ) );
set.AppendCriteria( "playerspeed", UTIL_VarArgs( "%.3f", GetAbsVelocity().Length() ) );
AppendContextToCriteria( set, "player" );
}
const QAngle& CBasePlayer::GetPunchAngle()
{
return m_Local.m_vecPunchAngle.Get();
}
void CBasePlayer::SetPunchAngle( const QAngle &punchAngle )
{
m_Local.m_vecPunchAngle = punchAngle;
if ( IsAlive() )
{
int index = entindex();
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( pPlayer && i != index && pPlayer->GetObserverTarget() == this && pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
{
pPlayer->SetPunchAngle( punchAngle );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Apply a movement constraint to the player
//-----------------------------------------------------------------------------
void CBasePlayer::ActivateMovementConstraint( CBaseEntity *pEntity, const Vector &vecCenter, float flRadius, float flConstraintWidth, float flSpeedFactor )
{
m_hConstraintEntity = pEntity;
m_vecConstraintCenter = vecCenter;
m_flConstraintRadius = flRadius;
m_flConstraintWidth = flConstraintWidth;
m_flConstraintSpeedFactor = flSpeedFactor;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::DeactivateMovementConstraint( )
{
m_hConstraintEntity = NULL;
m_flConstraintRadius = 0.0f;
m_vecConstraintCenter = vec3_origin;
}
//-----------------------------------------------------------------------------
// Perhaps a poorly-named function. This function traces against the supplied
// NPC's hitboxes (instead of hull). If the trace hits a different NPC, the
// new NPC is selected. Otherwise, the supplied NPC is determined to be the
// one the citizen wants. This function allows the selection of a citizen over
// another citizen's shoulder, which is impossible without tracing against
// hitboxes instead of the hull (sjb)
//-----------------------------------------------------------------------------
CBaseEntity *CBasePlayer::DoubleCheckUseNPC( CBaseEntity *pNPC, const Vector &vecSrc, const Vector &vecDir )
{
trace_t tr;
UTIL_TraceLine( vecSrc, vecSrc + vecDir * 1024, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( tr.m_pEnt != NULL && tr.m_pEnt->MyNPCPointer() && tr.m_pEnt != pNPC )
{
// Player is selecting a different NPC through some negative space
// in the first NPC's hitboxes (between legs, over shoulder, etc).
return tr.m_pEnt;
}
return pNPC;
}
bool CBasePlayer::IsBot() const
{
return (GetFlags() & FL_FAKECLIENT) != 0;
}
bool CBasePlayer::IsFakeClient() const
{
return (GetFlags() & FL_FAKECLIENT) != 0;
}
void CBasePlayer::EquipSuit( bool bPlayEffects )
{
m_Local.m_bWearingSuit = true;
}
void CBasePlayer::RemoveSuit( void )
{
m_Local.m_bWearingSuit = false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CBasePlayer::GetTracerType( void )
{
if ( GetActiveWeapon() )
{
return GetActiveWeapon()->GetTracerType();
}
return BaseClass::GetTracerType();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &tr -
// nDamageType -
//-----------------------------------------------------------------------------
void CBasePlayer::DoImpactEffect( trace_t &tr, int nDamageType )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->DoImpactEffect( tr, nDamageType );
return;
}
BaseClass::DoImpactEffect( tr, nDamageType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::InputSetHealth( inputdata_t &inputdata )
{
int iNewHealth = inputdata.value.Int();
int iDelta = abs(GetHealth() - iNewHealth);
if ( iNewHealth > GetHealth() )
{
TakeHealth( iDelta, DMG_GENERIC );
}
else if ( iNewHealth < GetHealth() )
{
// Strip off and restore armor so that it doesn't absorb any of this damage.
int armor = m_ArmorValue;
m_ArmorValue = 0;
TakeDamage( CTakeDamageInfo( this, this, iDelta, DMG_GENERIC ) );
m_ArmorValue = armor;
}
}
//-----------------------------------------------------------------------------
// Purpose: Hides or displays the HUD
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBasePlayer::InputSetHUDVisibility( inputdata_t &inputdata )
{
bool bEnable = inputdata.value.Bool();
if ( bEnable )
{
m_Local.m_iHideHUD &= ~HIDEHUD_ALL;
}
else
{
m_Local.m_iHideHUD |= HIDEHUD_ALL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pEntity -
//-----------------------------------------------------------------------------
void CBasePlayer::SetViewEntity( CBaseEntity *pEntity )
{
m_hViewEntity = pEntity;
if ( m_hViewEntity )
{
engine->SetView( edict(), m_hViewEntity->edict() );
}
else
{
engine->SetView( edict(), edict() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Looks at the player's reserve ammo and also all his weapons for any ammo
// of the specified type
// Input : nAmmoIndex - ammo to look for
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlayer::HasAnyAmmoOfType( int nAmmoIndex )
{
// Must be a valid index
if ( nAmmoIndex < 0 )
return false;
// If we have some in reserve, we're already done
if ( GetAmmoCount( nAmmoIndex ) )
return true;
CBaseCombatWeapon *pWeapon;
// Check all held weapons
for ( int i=0; i < MAX_WEAPONS; i++ )
{
pWeapon = GetWeapon( i );
if ( !pWeapon )
continue;
// We must use clips and use this sort of ammo
if ( pWeapon->UsesClipsForAmmo1() && pWeapon->GetPrimaryAmmoType() == nAmmoIndex )
{
// If we have any ammo, we're done
if ( pWeapon->HasPrimaryAmmo() )
return true;
}
// We'll check both clips for the same ammo type, just in case
if ( pWeapon->UsesClipsForAmmo2() && pWeapon->GetSecondaryAmmoType() == nAmmoIndex )
{
if ( pWeapon->HasSecondaryAmmo() )
return true;
}
}
// We're completely without this type of ammo
return false;
}
//-----------------------------------------------------------------------------
// return a string version of the players network (i.e steam) ID.
//
//-----------------------------------------------------------------------------
const char *CBasePlayer::GetNetworkIDString()
{
Q_strncpy( m_szNetworkIDString, engine->GetPlayerNetworkIDString( edict() ), sizeof(m_szNetworkIDString) );
return m_szNetworkIDString;
}
//-----------------------------------------------------------------------------
// Assign the player a name
//-----------------------------------------------------------------------------
void CBasePlayer::SetPlayerName( const char *name )
{
Assert( name );
if ( name )
{
Assert( strlen(name) > 0 );
Q_strncpy( m_szNetname, name, sizeof(m_szNetname) );
}
}
//-----------------------------------------------------------------------------
// sets the "don't autokick me" flag on a player
//-----------------------------------------------------------------------------
class DisableAutokick
{
public:
DisableAutokick( int userID )
{
m_userID = userID;
}
bool operator()( CBasePlayer *player )
{
if ( player->GetUserID() == m_userID )
{
Msg( "autokick is disabled for %s\n", player->GetPlayerName() );
player->DisableAutoKick( true );
return false; // don't need to check other players
}
return true; // keep looking at other players
}
private:
int m_userID;
};
//-----------------------------------------------------------------------------
// sets the "don't autokick me" flag on a player
//-----------------------------------------------------------------------------
CON_COMMAND( mp_disable_autokick, "Prevents a userid from being auto-kicked" )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
{
Msg( "You must be a server admin to use mp_disable_autokick\n" );
return;
}
if ( engine->Cmd_Argc() != 2 )
{
Msg( "Usage: mp_disable_autokick <userid>\n" );
return;
}
int userID = atoi( engine->Cmd_Argv( 1 ) );
DisableAutokick disable( userID );
ForEachPlayer( disable );
}
//-----------------------------------------------------------------------------
// Purpose: Toggle between the duck being on and off
//-----------------------------------------------------------------------------
void CBasePlayer::ToggleDuck( void )
{
// Toggle the state
m_bDuckToggled = !m_bDuckToggled;
}
//-----------------------------------------------------------------------------
// Just tells us how far the stick is from the center. No directional info
//-----------------------------------------------------------------------------
float CBasePlayer::GetStickDist()
{
Vector2D controlStick;
controlStick.x = m_flForwardMove;
controlStick.y = m_flSideMove;
return controlStick.Length();
}
//-----------------------------------------------------------------------------
// CPlayerInfo functions (simple passthroughts to get around the CBasePlayer multiple inheritence limitation)
//-----------------------------------------------------------------------------
const char *CPlayerInfo::GetName()
{
Assert( m_pParent );
return m_pParent->GetPlayerName();
}
int CPlayerInfo::GetUserID()
{
Assert( m_pParent );
return engine->GetPlayerUserId( m_pParent->edict() );
}
const char *CPlayerInfo::GetNetworkIDString()
{
Assert( m_pParent );
return m_pParent->GetNetworkIDString();
}
int CPlayerInfo::GetTeamIndex()
{
Assert( m_pParent );
return m_pParent->GetTeamNumber();
}
void CPlayerInfo::ChangeTeam( int iTeamNum )
{
Assert( m_pParent );
m_pParent->ChangeTeam(iTeamNum);
}
int CPlayerInfo::GetFragCount()
{
Assert( m_pParent );
return m_pParent->FragCount();
}
int CPlayerInfo::GetDeathCount()
{
Assert( m_pParent );
return m_pParent->DeathCount();
}
bool CPlayerInfo::IsConnected()
{
Assert( m_pParent );
return m_pParent->IsConnected();
}
int CPlayerInfo::GetArmorValue()
{
Assert( m_pParent );
return m_pParent->ArmorValue();
}
bool CPlayerInfo::IsHLTV()
{
Assert( m_pParent );
return m_pParent->IsHLTV();
}
bool CPlayerInfo::IsPlayer()
{
Assert( m_pParent );
return m_pParent->IsPlayer();
}
bool CPlayerInfo::IsFakeClient()
{
Assert( m_pParent );
return m_pParent->IsFakeClient();
}
bool CPlayerInfo::IsDead()
{
Assert( m_pParent );
return m_pParent->IsDead();
}
bool CPlayerInfo::IsInAVehicle()
{
Assert( m_pParent );
return m_pParent->IsInAVehicle();
}
bool CPlayerInfo::IsObserver()
{
Assert( m_pParent );
return m_pParent->IsObserver();
}
const Vector CPlayerInfo::GetAbsOrigin()
{
Assert( m_pParent );
return m_pParent->GetAbsOrigin();
}
const QAngle CPlayerInfo::GetAbsAngles()
{
Assert( m_pParent );
return m_pParent->GetAbsAngles();
}
const Vector CPlayerInfo::GetPlayerMins()
{
Assert( m_pParent );
return m_pParent->GetPlayerMins();
}
const Vector CPlayerInfo::GetPlayerMaxs()
{
Assert( m_pParent );
return m_pParent->GetPlayerMaxs();
}
const char *CPlayerInfo::GetWeaponName()
{
Assert( m_pParent );
CBaseCombatWeapon *weap = m_pParent->GetActiveWeapon();
if ( !weap )
{
return NULL;
}
return weap->GetName();
}
const char *CPlayerInfo::GetModelName()
{
Assert( m_pParent );
return m_pParent->GetModelName().ToCStr();
}
const int CPlayerInfo::GetHealth()
{
Assert( m_pParent );
return m_pParent->GetHealth();
}
const int CPlayerInfo::GetMaxHealth()
{
Assert( m_pParent );
return m_pParent->GetMaxHealth();
}
void CPlayerInfo::SetAbsOrigin( Vector & vec )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
m_pParent->SetAbsOrigin(vec);
}
}
void CPlayerInfo::SetAbsAngles( QAngle & ang )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
m_pParent->SetAbsAngles(ang);
}
}
void CPlayerInfo::RemoveAllItems( bool removeSuit )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
m_pParent->RemoveAllItems(removeSuit);
}
}
void CPlayerInfo::SetActiveWeapon( const char *WeaponName )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
CBaseCombatWeapon *weap = m_pParent->Weapon_Create( WeaponName );
if ( weap )
{
m_pParent->Weapon_Equip(weap);
m_pParent->Weapon_Switch(weap);
}
}
}
void CPlayerInfo::SetLocalOrigin( const Vector& origin )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
m_pParent->SetLocalOrigin(origin);
}
}
const Vector CPlayerInfo::GetLocalOrigin( void )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
Vector origin = m_pParent->GetLocalOrigin();
return origin;
}
else
{
return Vector( 0, 0, 0 );
}
}
void CPlayerInfo::SetLocalAngles( const QAngle& angles )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
m_pParent->SetLocalAngles( angles );
}
}
const QAngle CPlayerInfo::GetLocalAngles( void )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
return m_pParent->GetLocalAngles();
}
else
{
return QAngle();
}
}
void CPlayerInfo::PostClientMessagesSent( void )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
m_pParent->PostClientMessagesSent();
}
}
bool CPlayerInfo::IsEFlagSet( int nEFlagMask )
{
Assert( m_pParent );
if ( m_pParent->IsBot() )
{
return m_pParent->IsEFlagSet(nEFlagMask);
}
return false;
}
void CPlayerInfo::RunPlayerMove( CBotCmd *ucmd )
{
if ( m_pParent->IsBot() )
{
Assert( m_pParent );
CUserCmd cmd;
cmd.buttons = ucmd->buttons;
cmd.command_number = ucmd->command_number;
cmd.forwardmove = ucmd->forwardmove;
cmd.hasbeenpredicted = ucmd->hasbeenpredicted;
cmd.impulse = ucmd->impulse;
cmd.mousedx = ucmd->mousedx;
cmd.mousedy = ucmd->mousedy;
cmd.random_seed = ucmd->random_seed;
cmd.sidemove = ucmd->sidemove;
cmd.tick_count = ucmd->tick_count;
cmd.upmove = ucmd->upmove;
cmd.viewangles = ucmd->viewangles;
cmd.weaponselect = ucmd->weaponselect;
cmd.weaponsubtype = ucmd->weaponsubtype;
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime;
float flOldCurtime = gpGlobals->curtime;
m_pParent->SetTimeBase( gpGlobals->curtime );
MoveHelperServer()->SetHost( m_pParent );
m_pParent->PlayerRunCommand( &cmd, MoveHelperServer() );
// save off the last good usercmd
m_pParent->SetLastUserCommand( cmd );
// Clear out any fixangle that has been set
m_pParent->pl.fixangle = FIXANGLE_NONE;
// Restore the globals..
gpGlobals->frametime = flOldFrametime;
gpGlobals->curtime = flOldCurtime;
MoveHelperServer()->SetHost( NULL );
}
}
void CPlayerInfo::SetLastUserCommand( const CBotCmd &ucmd )
{
if ( m_pParent->IsBot() )
{
Assert( m_pParent );
CUserCmd cmd;
cmd.buttons = ucmd.buttons;
cmd.command_number = ucmd.command_number;
cmd.forwardmove = ucmd.forwardmove;
cmd.hasbeenpredicted = ucmd.hasbeenpredicted;
cmd.impulse = ucmd.impulse;
cmd.mousedx = ucmd.mousedx;
cmd.mousedy = ucmd.mousedy;
cmd.random_seed = ucmd.random_seed;
cmd.sidemove = ucmd.sidemove;
cmd.tick_count = ucmd.tick_count;
cmd.upmove = ucmd.upmove;
cmd.viewangles = ucmd.viewangles;
cmd.weaponselect = ucmd.weaponselect;
cmd.weaponsubtype = ucmd.weaponsubtype;
m_pParent->SetLastUserCommand(cmd);
}
}
CBotCmd CPlayerInfo::GetLastUserCommand()
{
CBotCmd cmd;
const CUserCmd *ucmd = m_pParent->GetLastUserCommand();
if ( ucmd )
{
cmd.buttons = ucmd->buttons;
cmd.command_number = ucmd->command_number;
cmd.forwardmove = ucmd->forwardmove;
cmd.hasbeenpredicted = ucmd->hasbeenpredicted;
cmd.impulse = ucmd->impulse;
cmd.mousedx = ucmd->mousedx;
cmd.mousedy = ucmd->mousedy;
cmd.random_seed = ucmd->random_seed;
cmd.sidemove = ucmd->sidemove;
cmd.tick_count = ucmd->tick_count;
cmd.upmove = ucmd->upmove;
cmd.viewangles = ucmd->viewangles;
cmd.weaponselect = ucmd->weaponselect;
cmd.weaponsubtype = ucmd->weaponsubtype;
}
return cmd;
}