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hl2sdk/cl_dll/c_baseplayer.cpp

2012 lines
57 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =====//
//
// Purpose: Client-side CBasePlayer.
//
// - Manages the player's flashlight effect.
//
//===========================================================================//
#include "cbase.h"
#include "c_baseplayer.h"
#include "flashlighteffect.h"
#include "weapon_selection.h"
#include "history_resource.h"
#include "iinput.h"
#include "input.h"
#include "view.h"
#include "iviewrender.h"
#include "iclientmode.h"
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "c_soundscape.h"
#include "usercmd.h"
#include "c_playerresource.h"
#include "iclientvehicle.h"
#include "view_shared.h"
#include "C_VguiScreen.h"
#include "movevars_shared.h"
#include "prediction.h"
#include "tier0/vprof.h"
#include "filesystem.h"
#include "bitbuf.h"
#include "KeyValues.h"
#include "particles_simple.h"
#include "fx_water.h"
#include "hltvcamera.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#include "view_scene.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Don't alias here
#if defined( CBasePlayer )
#undef CBasePlayer
#endif
int g_nKillCamMode = OBS_MODE_NONE;
int g_nKillCamTarget1 = 0;
int g_nKillCamTarget2 = 0;
int g_nUsedPrediction = 1;
extern ConVar mp_forcecamera; // in gamevars_shared.h
#define FLASHLIGHT_DISTANCE 1000
#define MAX_VGUI_INPUT_MODE_SPEED 30
#define MAX_VGUI_INPUT_MODE_SPEED_SQ (MAX_VGUI_INPUT_MODE_SPEED*MAX_VGUI_INPUT_MODE_SPEED)
static Vector WALL_MIN(-WALL_OFFSET,-WALL_OFFSET,-WALL_OFFSET);
static Vector WALL_MAX(WALL_OFFSET,WALL_OFFSET,WALL_OFFSET);
extern ConVar default_fov;
#ifndef _XBOX
extern ConVar sensitivity;
#endif
static C_BasePlayer *s_pLocalPlayer = NULL;
static ConVar cl_customsounds ( "cl_customsounds", "0", 0, "Enable customized player sound playback" );
static ConVar spec_track ( "spec_track", "0", 0, "Tracks an entity in spec mode" );
static ConVar cl_smooth ( "cl_smooth", "1", 0, "Smooth view/eye origin after prediction errors" );
static ConVar cl_smoothtime (
"cl_smoothtime",
"0.1",
0,
"Smooth client's view after prediction error over this many seconds",
true, 0.01, // min/max is 0.01/2.0
true, 2.0
);
ConVar zoom_sensitivity_ratio( "zoom_sensitivity_ratio", "1.0", 0, "Additional mouse sensitivity scale factor applied when FOV is zoomed in." );
void RecvProxy_FOV( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_DefaultFOV( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut );
void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut );
// -------------------------------------------------------------------------------- //
// RecvTable for CPlayerState.
// -------------------------------------------------------------------------------- //
BEGIN_RECV_TABLE_NOBASE(CPlayerState, DT_PlayerState)
RecvPropInt (RECVINFO(deadflag)),
END_RECV_TABLE()
BEGIN_RECV_TABLE_NOBASE( CPlayerLocalData, DT_Local )
RecvPropArray3( RECVINFO_ARRAY(m_chAreaBits), RecvPropInt(RECVINFO(m_chAreaBits[0]))),
RecvPropArray3( RECVINFO_ARRAY(m_chAreaPortalBits), RecvPropInt(RECVINFO(m_chAreaPortalBits[0]))),
RecvPropInt(RECVINFO(m_iHideHUD)),
// View
RecvPropFloat(RECVINFO(m_flFOVRate)),
RecvPropInt (RECVINFO(m_bDucked)),
RecvPropInt (RECVINFO(m_bDucking)),
RecvPropInt (RECVINFO(m_bInDuckJump)),
RecvPropFloat (RECVINFO(m_flDucktime)),
RecvPropFloat (RECVINFO(m_flDuckJumpTime)),
RecvPropFloat (RECVINFO(m_flJumpTime)),
RecvPropFloat (RECVINFO(m_flFallVelocity)),
// RecvPropInt (RECVINFO(m_nOldButtons)),
RecvPropVector (RECVINFO(m_vecPunchAngle)),
RecvPropVector (RECVINFO(m_vecPunchAngleVel)),
RecvPropInt (RECVINFO(m_bDrawViewmodel)),
RecvPropInt (RECVINFO(m_bWearingSuit)),
RecvPropBool (RECVINFO(m_bPoisoned)),
RecvPropFloat (RECVINFO(m_flStepSize)),
RecvPropInt (RECVINFO(m_bAllowAutoMovement)),
// 3d skybox data
RecvPropInt(RECVINFO(m_skybox3d.scale)),
RecvPropVector(RECVINFO(m_skybox3d.origin)),
RecvPropInt(RECVINFO(m_skybox3d.area)),
// 3d skybox fog data
RecvPropInt( RECVINFO( m_skybox3d.fog.enable ) ),
RecvPropInt( RECVINFO( m_skybox3d.fog.blend ) ),
RecvPropVector( RECVINFO( m_skybox3d.fog.dirPrimary ) ),
RecvPropInt( RECVINFO( m_skybox3d.fog.colorPrimary ) ),
RecvPropInt( RECVINFO( m_skybox3d.fog.colorSecondary ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.start ) ),
RecvPropFloat( RECVINFO( m_skybox3d.fog.end ) ),
// fog data
RecvPropInt( RECVINFO( m_fog.enable ) ),
RecvPropInt( RECVINFO( m_fog.blend ) ),
RecvPropVector( RECVINFO( m_fog.dirPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimary ) ),
RecvPropInt( RECVINFO( m_fog.colorSecondary ) ),
RecvPropFloat( RECVINFO( m_fog.start ) ),
RecvPropFloat( RECVINFO( m_fog.end ) ),
RecvPropFloat( RECVINFO( m_fog.farz ) ),
RecvPropInt( RECVINFO( m_fog.colorPrimaryLerpTo ) ),
RecvPropInt( RECVINFO( m_fog.colorSecondaryLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.startLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.endLerpTo ) ),
RecvPropFloat( RECVINFO( m_fog.lerptime ) ),
RecvPropFloat( RECVINFO( m_fog.duration ) ),
// audio data
RecvPropVector( RECVINFO( m_audio.localSound[0] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[1] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[2] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[3] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[4] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[5] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[6] ) ),
RecvPropVector( RECVINFO( m_audio.localSound[7] ) ),
RecvPropInt( RECVINFO( m_audio.soundscapeIndex ) ),
RecvPropInt( RECVINFO( m_audio.localBits ) ),
RecvPropEHandle( RECVINFO( m_audio.ent ) ),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
// This data only gets sent to clients that ARE this player entity.
// -------------------------------------------------------------------------------- //
BEGIN_RECV_TABLE_NOBASE( C_BasePlayer, DT_LocalPlayerExclusive )
RecvPropDataTable ( RECVINFO_DT(m_Local),0, &REFERENCE_RECV_TABLE(DT_Local) ),
RecvPropFloat ( RECVINFO(m_vecViewOffset[0]) ),
RecvPropFloat ( RECVINFO(m_vecViewOffset[1]) ),
RecvPropFloat ( RECVINFO(m_vecViewOffset[2]) ),
RecvPropFloat ( RECVINFO(m_flFriction) ),
RecvPropArray3 ( RECVINFO_ARRAY(m_iAmmo), RecvPropInt( RECVINFO(m_iAmmo[0])) ),
RecvPropInt ( RECVINFO(m_fOnTarget) ),
RecvPropInt ( RECVINFO( m_nTickBase ) ),
RecvPropInt ( RECVINFO( m_nNextThinkTick ) ),
RecvPropEHandle ( RECVINFO( m_hLastWeapon ) ),
RecvPropEHandle ( RECVINFO( m_hGroundEntity ) ),
RecvPropFloat ( RECVINFO(m_vecVelocity[0]), 0, RecvProxy_LocalVelocityX ),
RecvPropFloat ( RECVINFO(m_vecVelocity[1]), 0, RecvProxy_LocalVelocityY ),
RecvPropFloat ( RECVINFO(m_vecVelocity[2]), 0, RecvProxy_LocalVelocityZ ),
RecvPropVector ( RECVINFO( m_vecBaseVelocity ) ),
RecvPropEHandle ( RECVINFO( m_hConstraintEntity)),
RecvPropVector ( RECVINFO( m_vecConstraintCenter) ),
RecvPropFloat ( RECVINFO( m_flConstraintRadius )),
RecvPropFloat ( RECVINFO( m_flConstraintWidth )),
RecvPropFloat ( RECVINFO( m_flConstraintSpeedFactor )),
RecvPropFloat ( RECVINFO( m_flDeathTime )),
RecvPropInt ( RECVINFO( m_nWaterLevel ) ),
RecvPropFloat ( RECVINFO( m_flLaggedMovementValue )),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
// DT_BasePlayer datatable.
// -------------------------------------------------------------------------------- //
IMPLEMENT_CLIENTCLASS_DT(C_BasePlayer, DT_BasePlayer, CBasePlayer)
// We have both the local and nonlocal data in here, but the server proxies
// only send one.
RecvPropDataTable( "localdata", 0, 0, &REFERENCE_RECV_TABLE(DT_LocalPlayerExclusive) ),
RecvPropDataTable(RECVINFO_DT(pl), 0, &REFERENCE_RECV_TABLE(DT_PlayerState), DataTableRecvProxy_StaticDataTable),
RecvPropInt (RECVINFO(m_iFOV), 0, RecvProxy_FOV),
RecvPropInt (RECVINFO(m_iDefaultFOV), 0, RecvProxy_DefaultFOV),
RecvPropEHandle( RECVINFO(m_hVehicle) ),
RecvPropEHandle( RECVINFO(m_hUseEntity) ),
RecvPropInt (RECVINFO(m_iHealth)),
RecvPropInt (RECVINFO(m_lifeState)),
RecvPropFloat (RECVINFO(m_flMaxspeed)),
RecvPropInt (RECVINFO(m_fFlags)),
RecvPropInt (RECVINFO(m_iObserverMode) ),
RecvPropEHandle (RECVINFO(m_hObserverTarget), RecvProxy_ObserverTarget ),
RecvPropArray ( RecvPropEHandle( RECVINFO( m_hViewModel[0] ) ), m_hViewModel ),
RecvPropString( RECVINFO(m_szLastPlaceName) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA_NO_BASE( CPlayerState )
DEFINE_PRED_FIELD( deadflag, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
// DEFINE_FIELD( netname, string_t ),
// DEFINE_FIELD( fixangle, FIELD_INTEGER ),
// DEFINE_FIELD( anglechange, FIELD_FLOAT ),
// DEFINE_FIELD( v_angle, FIELD_VECTOR ),
END_PREDICTION_DATA()
BEGIN_PREDICTION_DATA_NO_BASE( CPlayerLocalData )
// DEFINE_PRED_TYPEDESCRIPTION( m_skybox3d, sky3dparams_t ),
// DEFINE_PRED_TYPEDESCRIPTION( m_fog, fogparams_t ),
// DEFINE_PRED_TYPEDESCRIPTION( m_audio, audioparams_t ),
DEFINE_FIELD( m_nStepside, FIELD_INTEGER ),
DEFINE_PRED_FIELD( m_iHideHUD, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_vecPunchAngle, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
DEFINE_PRED_FIELD_TOL( m_vecPunchAngleVel, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.125f ),
DEFINE_PRED_FIELD( m_bDrawViewmodel, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bWearingSuit, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bPoisoned, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bAllowAutoMovement, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bDucked, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bDucking, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_bInDuckJump, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flDucktime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flDuckJumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_flJumpTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flFallVelocity, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ),
// DEFINE_PRED_FIELD( m_nOldButtons, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_FIELD( m_nOldButtons, FIELD_INTEGER ),
DEFINE_PRED_FIELD( m_flStepSize, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
BEGIN_PREDICTION_DATA( C_BasePlayer )
DEFINE_PRED_TYPEDESCRIPTION( m_Local, CPlayerLocalData ),
DEFINE_PRED_TYPEDESCRIPTION( pl, CPlayerState ),
DEFINE_PRED_FIELD( m_iFOV, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hVehicle, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_flMaxspeed, FIELD_FLOAT, FTYPEDESC_INSENDTABLE, 0.5f ),
DEFINE_PRED_FIELD( m_iHealth, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_fOnTarget, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nNextThinkTick, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_lifeState, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nWaterLevel, FIELD_CHARACTER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD_TOL( m_vecBaseVelocity, FIELD_VECTOR, FTYPEDESC_INSENDTABLE, 0.05 ),
DEFINE_FIELD( m_nButtons, FIELD_INTEGER ),
DEFINE_FIELD( m_flWaterJumpTime, FIELD_FLOAT ),
DEFINE_FIELD( m_nImpulse, FIELD_INTEGER ),
DEFINE_FIELD( m_flStepSoundTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flSwimSoundTime, FIELD_FLOAT ),
DEFINE_FIELD( m_vecLadderNormal, FIELD_VECTOR ),
DEFINE_FIELD( m_flPhysics, FIELD_INTEGER ),
DEFINE_AUTO_ARRAY( m_szAnimExtension, FIELD_CHARACTER ),
DEFINE_FIELD( m_afButtonLast, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonPressed, FIELD_INTEGER ),
DEFINE_FIELD( m_afButtonReleased, FIELD_INTEGER ),
// DEFINE_FIELD( m_vecOldViewAngles, FIELD_VECTOR ),
// DEFINE_ARRAY( m_iOldAmmo, FIELD_INTEGER, MAX_AMMO_TYPES ),
//DEFINE_FIELD( m_hOldVehicle, FIELD_EHANDLE ),
// DEFINE_FIELD( m_pModelLight, dlight_t* ),
// DEFINE_FIELD( m_pEnvironmentLight, dlight_t* ),
// DEFINE_FIELD( m_pBrightLight, dlight_t* ),
DEFINE_PRED_FIELD( m_hLastWeapon, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_nTickBase, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_FIELD( m_hGroundEntity, FIELD_EHANDLE, FTYPEDESC_INSENDTABLE ),
DEFINE_PRED_ARRAY( m_hViewModel, FIELD_EHANDLE, MAX_VIEWMODELS, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
LINK_ENTITY_TO_CLASS( player, C_BasePlayer );
// -------------------------------------------------------------------------------- //
// Functions.
// -------------------------------------------------------------------------------- //
C_BasePlayer::C_BasePlayer() : m_iv_vecViewOffset( "C_BasePlayer::m_iv_vecViewOffset" )
{
AddVar( &m_vecViewOffset, &m_iv_vecViewOffset, LATCH_SIMULATION_VAR );
#ifdef _DEBUG
m_vecLadderNormal.Init();
m_vecOldViewAngles.Init();
#endif
m_pFlashlight = NULL;
m_pCurrentVguiScreen = NULL;
m_pCurrentCommand = NULL;
m_flPredictionErrorTime = -100;
m_StuckLast = 0;
m_bWasFrozen = false;
m_bResampleWaterSurface = true;
ResetObserverMode();
m_vecPredictionError.Init();
m_flPredictionErrorTime = 0;
m_surfaceProps = 0;
m_pSurfaceData = NULL;
m_surfaceFriction = 1.0f;
m_chTextureType = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BasePlayer::~C_BasePlayer()
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
if ( this == s_pLocalPlayer )
{
s_pLocalPlayer = NULL;
}
if (m_pFlashlight)
{
delete m_pFlashlight;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::Spawn( void )
{
// Clear all flags except for FL_FULLEDICT
ClearFlags();
AddFlag( FL_CLIENT );
int effects = GetEffects() & EF_NOSHADOW;
SetEffects( effects );
m_iFOV = 0; // init field of view.
SetModel( "models/player.mdl" );
Precache();
SetThink(NULL);
SharedSpawn();
}
bool C_BasePlayer::IsHLTV() const
{
return ( IsLocalPlayer() && engine->IsHLTV() );
}
CBaseEntity *C_BasePlayer::GetObserverTarget() const // returns players targer or NULL
{
#ifndef _XBOX
if ( IsHLTV() )
{
return HLTVCamera()->GetPrimaryTarget();
}
#endif
if ( GetObserverMode() == OBS_MODE_ROAMING )
{
return NULL; // no target in roaming mode
}
else
{
return m_hObserverTarget;
}
}
// Called from Recv Proxy, mainly to reset tone map scale
void C_BasePlayer::SetObserverTarget( EHANDLE hObserverTarget )
{
// If the observer target is changing to an entity that the client doesn't know about yet,
// it can resolve to NULL. If the client didn't have an observer target before, then
// comparing EHANDLEs directly will see them as equal, since it uses Get(), and compares
// NULL to NULL. To combat this, we need to check against GetEntryIndex() and
// GetSerialNumber().
if ( hObserverTarget.GetEntryIndex() != m_hObserverTarget.GetEntryIndex() ||
hObserverTarget.GetSerialNumber() != m_hObserverTarget.GetSerialNumber())
{
// Init based on the new handle's entry index and serial number, so that it's Get()
// has a chance to become non-NULL even if it currently resolves to NULL.
m_hObserverTarget.Init( hObserverTarget.GetEntryIndex(), hObserverTarget.GetSerialNumber() );
if ( IsLocalPlayer() )
{
ResetToneMapping(1.0);
}
}
}
int C_BasePlayer::GetObserverMode() const
{
#ifndef _XBOX
if ( IsHLTV() )
{
return HLTVCamera()->GetMode();
}
#endif
return m_iObserverMode;
}
bool C_BasePlayer::ViewModel_IsTransparent( void )
{
return IsTransparent();
}
//-----------------------------------------------------------------------------
// Used by prediction, sets the view angles for the player
//-----------------------------------------------------------------------------
void C_BasePlayer::SetLocalViewAngles( const QAngle &viewAngles )
{
pl.v_angle = viewAngles;
}
surfacedata_t* C_BasePlayer::GetGroundSurface()
{
//
// Find the name of the material that lies beneath the player.
//
Vector start, end;
VectorCopy( GetAbsOrigin(), start );
VectorCopy( start, end );
// Straight down
end.z -= 64;
// Fill in default values, just in case.
Ray_t ray;
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
trace_t trace;
UTIL_TraceRay( ray, MASK_PLAYERSOLID_BRUSHONLY, this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.fraction == 1.0f )
return NULL; // no ground
return physprops->GetSurfaceData( trace.surface.surfaceProps );
}
//-----------------------------------------------------------------------------
// returns the player name
//-----------------------------------------------------------------------------
const char * C_BasePlayer::GetPlayerName()
{
return g_PR ? g_PR->GetPlayerName( entindex() ) : "";
}
//-----------------------------------------------------------------------------
// Is the player dead?
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsPlayerDead()
{
return pl.deadflag == true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::SetVehicleRole( int nRole )
{
if ( !IsInAVehicle() )
return;
// HL2 has only a player in a vehicle.
if ( nRole > VEHICLE_ROLE_DRIVER )
return;
char szCmd[64];
Q_snprintf( szCmd, sizeof( szCmd ), "vehicleRole %i\n", nRole );
engine->ServerCmd( szCmd );
}
//-----------------------------------------------------------------------------
// Purpose: Store original ammo data to see what has changed
// Input : bnewentity -
//-----------------------------------------------------------------------------
void C_BasePlayer::OnPreDataChanged( DataUpdateType_t updateType )
{
for (int i = 0; i < MAX_AMMO_TYPES; ++i)
{
m_iOldAmmo[i] = GetAmmoCount(i);
}
BaseClass::OnPreDataChanged( updateType );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : updateType -
//-----------------------------------------------------------------------------
void C_BasePlayer::PostDataUpdate( DataUpdateType_t updateType )
{
// This has to occur here as opposed to OnDataChanged so that EHandles to the player created
// on this same frame are not stomped because prediction thinks there
// isn't a local player yet!!!
if ( updateType == DATA_UPDATE_CREATED )
{
// Make sure s_pLocalPlayer is correct
int iLocalPlayerIndex = engine->GetLocalPlayer();
if ( g_nKillCamMode )
iLocalPlayerIndex = g_nKillCamTarget1;
if ( iLocalPlayerIndex == index )
{
Assert( s_pLocalPlayer == NULL );
s_pLocalPlayer = this;
}
}
if ( IsLocalPlayer() )
{
SetSimulatedEveryTick( true );
}
else
{
SetSimulatedEveryTick( false );
// estimate velocity for non local players
float flTimeDelta = m_flSimulationTime - m_flOldSimulationTime;
if ( flTimeDelta > 0 && !IsEffectActive(EF_NOINTERP) )
{
Vector newVelo = (GetNetworkOrigin() - GetOldOrigin() ) / flTimeDelta;
SetAbsVelocity( newVelo);
}
}
BaseClass::PostDataUpdate( updateType );
// Only care about this for local player
if ( IsLocalPlayer() )
{
default_fov.SetValue( m_iDefaultFOV );
//Update our FOV, including any zooms going on
int iDefaultFOV = default_fov.GetInt();
int localFOV = GetFOV();
int min_fov = GetMinFOV();
// Don't let it go too low
localFOV = MAX( min_fov, localFOV );
gHUD.m_flFOVSensitivityAdjust = 1.0f;
#ifndef _XBOX
if ( gHUD.m_flMouseSensitivityFactor )
{
gHUD.m_flMouseSensitivity = sensitivity.GetFloat() * gHUD.m_flMouseSensitivityFactor;
}
else
#endif
{
// No override, don't use huge sensitivity
if ( localFOV == iDefaultFOV )
{
#ifndef _XBOX
// reset to saved sensitivity
gHUD.m_flMouseSensitivity = 0;
#endif
}
else
{
// Set a new sensitivity that is proportional to the change from the FOV default and scaled
// by a separate compensating factor
gHUD.m_flFOVSensitivityAdjust =
((float)localFOV / (float)iDefaultFOV) * // linear fov downscale
zoom_sensitivity_ratio.GetFloat(); // sensitivity scale factor
#ifndef _XBOX
gHUD.m_flMouseSensitivity = gHUD.m_flFOVSensitivityAdjust * sensitivity.GetFloat(); // regular sensitivity
#endif
}
}
if ( updateType == DATA_UPDATE_CREATED )
{
QAngle angles;
engine->GetViewAngles( angles );
SetLocalViewAngles( angles );
m_flOldPlayerZ = GetLocalOrigin().z;
}
}
// If we are updated while paused, allow the player origin to be snapped by the
// server if we receive a packet from the server
if ( engine->IsPaused() )
{
ResetLatched();
}
}
void C_BasePlayer::ReceiveMessage( int classID, bf_read &msg )
{
if ( classID != GetClientClass()->m_ClassID )
{
// message is for subclass
BaseClass::ReceiveMessage( classID, msg );
return;
}
int messageType = msg.ReadByte();
switch( messageType )
{
case PLAY_PLAYER_JINGLE:
PlayPlayerJingle();
break;
}
}
void C_BasePlayer::OnRestore()
{
BaseClass::OnRestore();
if ( IsLocalPlayer() )
{
// debounce the attack key, for if it was used for restore
input->ClearInputButton( IN_ATTACK | IN_ATTACK2 );
// GetButtonBits() has to be called for the above to take effect
input->GetButtonBits( 0 );
}
// For ammo history icons to current value so they don't flash on level transtions
for ( int i = 0; i < MAX_AMMO_TYPES; i++ )
{
m_iOldAmmo[i] = GetAmmoCount(i);
}
}
//-----------------------------------------------------------------------------
// Purpose: Process incoming data
//-----------------------------------------------------------------------------
void C_BasePlayer::OnDataChanged( DataUpdateType_t updateType )
{
#if !defined( NO_ENTITY_PREDICTION )
if ( IsLocalPlayer() )
{
SetPredictionEligible( true );
}
#endif
BaseClass::OnDataChanged( updateType );
// Only care about this for local player
if ( IsLocalPlayer() )
{
// Reset engine areabits pointer
render->SetAreaState( m_Local.m_chAreaBits, m_Local.m_chAreaPortalBits );
// Check for Ammo pickups.
for ( int i = 0; i < MAX_AMMO_TYPES; i++ )
{
if ( GetAmmoCount(i) > m_iOldAmmo[i] )
{
// Don't add to ammo pickup if the ammo doesn't do it
const FileWeaponInfo_t *pWeaponData = gWR.GetWeaponFromAmmo(i);
if ( !pWeaponData || !( pWeaponData->iFlags & ITEM_FLAG_NOAMMOPICKUPS ) )
{
// We got more ammo for this ammo index. Add it to the ammo history
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
if( pHudHR )
{
pHudHR->AddToHistory( HISTSLOT_AMMO, i, abs(GetAmmoCount(i) - m_iOldAmmo[i]) );
}
}
}
}
Soundscape_Update( m_Local.m_audio );
}
}
//-----------------------------------------------------------------------------
// Did we just enter a vehicle this frame?
//-----------------------------------------------------------------------------
bool C_BasePlayer::JustEnteredVehicle()
{
if ( !IsInAVehicle() )
return false;
return ( m_hOldVehicle == m_hVehicle );
}
//-----------------------------------------------------------------------------
// Are we in VGUI input mode?.
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsInVGuiInputMode() const
{
return (m_pCurrentVguiScreen.Get() != NULL);
}
//-----------------------------------------------------------------------------
// Check to see if we're in vgui input mode...
//-----------------------------------------------------------------------------
void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd )
{
// If we're dead, close down and abort!
if ( !IsAlive() )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// If we're in vgui mode *and* we're holding down mouse buttons,
// stay in vgui mode even if we're outside the screen bounds
if (m_pCurrentVguiScreen.Get() && (pCmd->buttons & (IN_ATTACK | IN_ATTACK2)) )
{
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
// Kill all attack inputs if we're in vgui screen mode
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
return;
}
// We're not in vgui input mode if we're moving, or have hit a key
// that will make us move...
// Not in vgui mode if we're moving too quickly
// ROBIN: Disabled movement preventing VGUI screen usage
//if (GetVelocity().LengthSqr() > MAX_VGUI_INPUT_MODE_SPEED_SQ)
if ( 0 )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// Don't enter vgui mode if we've got combat buttons held down
bool bAttacking = false;
if ( ((pCmd->buttons & IN_ATTACK) || (pCmd->buttons & IN_ATTACK2)) && !m_pCurrentVguiScreen.Get() )
{
bAttacking = true;
}
// Not in vgui mode if we're pushing any movement key at all
// Not in vgui mode if we're in a vehicle...
// ROBIN: Disabled movement preventing VGUI screen usage
//if ((pCmd->forwardmove > MAX_VGUI_INPUT_MODE_SPEED) ||
// (pCmd->sidemove > MAX_VGUI_INPUT_MODE_SPEED) ||
// (pCmd->upmove > MAX_VGUI_INPUT_MODE_SPEED) ||
// (pCmd->buttons & IN_JUMP) ||
// (bAttacking) )
if ( bAttacking || IsInAVehicle() )
{
DeactivateVguiScreen( m_pCurrentVguiScreen.Get() );
m_pCurrentVguiScreen.Set( NULL );
return;
}
// Not in vgui mode if there are no nearby screens
C_BaseEntity *pOldScreen = m_pCurrentVguiScreen.Get();
m_pCurrentVguiScreen = FindNearbyVguiScreen( EyePosition(), pCmd->viewangles, GetTeamNumber() );
if (pOldScreen != m_pCurrentVguiScreen)
{
DeactivateVguiScreen( pOldScreen );
ActivateVguiScreen( m_pCurrentVguiScreen.Get() );
}
if (m_pCurrentVguiScreen.Get())
{
SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons );
// Kill all attack inputs if we're in vgui screen mode
pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2);
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handling
//-----------------------------------------------------------------------------
void C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd )
{
// Allow the vehicle to clamp the view angles
if ( IsInAVehicle() )
{
IClientVehicle *pVehicle = m_hVehicle.Get()->GetClientVehicle();
if ( pVehicle )
{
pVehicle->UpdateViewAngles( this, pCmd );
engine->SetViewAngles( pCmd->viewangles );
}
}
else
{
#ifndef _XBOX
if ( joy_autosprint.GetBool() )
#endif
{
if ( input->KeyState( &in_joyspeed ) != 0.0f )
{
pCmd->buttons |= IN_SPEED;
}
}
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->CreateMove( flInputSampleTime, pCmd, m_vecOldViewAngles );
}
}
// If the frozen flag is set, prevent view movement (server prevents the rest of the movement)
if ( GetFlags() & FL_FROZEN )
{
// Don't stomp the first time we get frozen
if ( m_bWasFrozen )
{
// Stomp the new viewangles with old ones
pCmd->viewangles = m_vecOldViewAngles;
engine->SetViewAngles( pCmd->viewangles );
}
else
{
m_bWasFrozen = true;
}
}
else
{
m_bWasFrozen = false;
}
m_vecOldViewAngles = pCmd->viewangles;
// Check to see if we're in vgui input mode...
DetermineVguiInputMode( pCmd );
}
//-----------------------------------------------------------------------------
// Purpose: Player has changed to a new team
//-----------------------------------------------------------------------------
void C_BasePlayer::TeamChange( int iNewTeam )
{
// Base class does nothing
}
//-----------------------------------------------------------------------------
// Purpose: Creates, destroys, and updates the flashlight effect as needed.
//-----------------------------------------------------------------------------
void C_BasePlayer::UpdateFlashlight()
{
// The dim light is the flashlight.
if ( IsEffectActive( EF_DIMLIGHT ) )
{
if (!m_pFlashlight)
{
// Turned on the headlight; create it.
m_pFlashlight = new CFlashlightEffect(index);
if (!m_pFlashlight)
return;
m_pFlashlight->TurnOn();
}
Vector vecForward, vecRight, vecUp;
EyeVectors( &vecForward, &vecRight, &vecUp );
// Update the light with the new position and direction.
m_pFlashlight->UpdateLight( EyePosition(), vecForward, vecRight, vecUp, FLASHLIGHT_DISTANCE );
}
else if (m_pFlashlight)
{
// Turned off the flashlight; delete it.
delete m_pFlashlight;
m_pFlashlight = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Creates player flashlight if it's ative
//-----------------------------------------------------------------------------
void C_BasePlayer::Flashlight( void )
{
UpdateFlashlight();
// Check for muzzle flash and apply to view model
C_BaseAnimating *ve = this;
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
ve = dynamic_cast< C_BaseAnimating* >( GetObserverTarget() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Engine is asking whether to add this player to the visible entities list
//-----------------------------------------------------------------------------
void C_BasePlayer::AddEntity( void )
{
// FIXME/UNDONE: Should the local player say yes to adding itself now
// and then, when it ges time to render and it shouldn't still do the render with
// STUDIO_EVENTS set so that its attachment points will get updated even if not
// in third person?
// Add in water effects
if ( IsLocalPlayer() )
{
CreateWaterEffects();
}
// If set to invisible, skip. Do this before resetting the entity pointer so it has
// valid data to decide whether it's visible.
if ( !IsVisible() || !g_pClientMode->ShouldDrawLocalPlayer( this ) )
{
return;
}
// Server says don't interpolate this frame, so set previous info to new info.
if ( IsEffectActive(EF_NOINTERP) ||
Teleported() )
{
ResetLatched();
}
// Add in lighting effects
CreateLightEffects();
}
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::CreateWaterEffects( void )
{
// Must be completely submerged to bother
if ( GetWaterLevel() < 3 )
{
m_bResampleWaterSurface = true;
return;
}
// Do special setup if this is our first time back underwater
if ( m_bResampleWaterSurface )
{
// Reset our particle timer
m_tWaterParticleTimer.Init( 32 );
// Find the surface of the water to clip against
m_flWaterSurfaceZ = UTIL_WaterLevel( WorldSpaceCenter(), WorldSpaceCenter().z, WorldSpaceCenter().z + 256 );
m_bResampleWaterSurface = false;
}
// Make sure the emitter is setup
if ( m_pWaterEmitter == NULL )
{
if ( ( m_pWaterEmitter = WaterDebrisEffect::Create( "splish" ) ) == NULL )
return;
}
Vector vecVelocity;
GetVectors( &vecVelocity, NULL, NULL );
Vector offset = WorldSpaceCenter();
m_pWaterEmitter->SetSortOrigin( offset );
PMaterialHandle hMaterial[2];
hMaterial[0] = ParticleMgr()->GetPMaterial( "effects/fleck_cement1" );
hMaterial[1] = ParticleMgr()->GetPMaterial( "effects/fleck_cement2" );
SimpleParticle *pParticle;
float curTime = gpGlobals->frametime;
// Add as many particles as we need
while ( m_tWaterParticleTimer.NextEvent( curTime ) )
{
offset = WorldSpaceCenter() + ( vecVelocity * 128.0f ) + RandomVector( -128, 128 );
// Make sure we don't start out of the water!
if ( offset.z > m_flWaterSurfaceZ )
{
offset.z = ( m_flWaterSurfaceZ - 8.0f );
}
pParticle = (SimpleParticle *) m_pWaterEmitter->AddParticle( sizeof(SimpleParticle), hMaterial[random->RandomInt(0,1)], offset );
if (pParticle == NULL)
continue;
pParticle->m_flLifetime = 0.0f;
pParticle->m_flDieTime = random->RandomFloat( 2.0f, 4.0f );
pParticle->m_vecVelocity = RandomVector( -2.0f, 2.0f );
//FIXME: We should tint these based on the water's fog value!
float color = random->RandomInt( 32, 128 );
pParticle->m_uchColor[0] = color;
pParticle->m_uchColor[1] = color;
pParticle->m_uchColor[2] = color;
pParticle->m_uchStartSize = 1;
pParticle->m_uchEndSize = 1;
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 0;
pParticle->m_flRoll = random->RandomInt( 0, 360 );
pParticle->m_flRollDelta = random->RandomFloat( -0.5f, 0.5f );
}
}
//-----------------------------------------------------------------------------
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
//-----------------------------------------------------------------------------
void C_BasePlayer::OverrideView( CViewSetup *pSetup )
{
}
bool C_BasePlayer::ShouldInterpolate()
{
// always interpolate myself
if ( IsLocalPlayer() )
return true;
#ifndef _XBOX
// always interpolate entity if followed by HLTV
if ( HLTVCamera()->GetCameraMan() == this )
return true;
#endif
return BaseClass::ShouldInterpolate();
}
bool C_BasePlayer::ShouldDraw()
{
return ( !IsLocalPlayer() || C_BasePlayer::ShouldDrawLocalPlayer() || (GetObserverMode() == OBS_MODE_DEATHCAM ) ) &&
BaseClass::ShouldDraw();
}
int C_BasePlayer::DrawModel( int flags )
{
// if local player is spectating this player in first person mode, don't draw it
C_BasePlayer * player = C_BasePlayer::GetLocalPlayer();
if ( player && player->IsObserver() )
{
if ( player->GetObserverMode() == OBS_MODE_IN_EYE &&
player->GetObserverTarget() == this )
return 0;
}
return BaseClass::DrawModel( flags );
}
void C_BasePlayer::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
C_BaseEntity *target = GetObserverTarget();
if ( !target )
{
// just copy a save in-map position
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
return;
};
// QAngle tmpangles;
Vector forward, viewpoint;
// GetRenderOrigin() returns ragdoll pos if player is ragdolled
Vector origin = target->GetRenderOrigin();
C_BasePlayer *player = ToBasePlayer( target );
if ( player && player->IsAlive() )
{
if( player->GetFlags() & FL_DUCKING )
{
VectorAdd( origin, VEC_DUCK_VIEW, origin );
}
else
{
VectorAdd( origin, VEC_VIEW, origin );
}
}
else
{
// assume it's the players ragdoll
VectorAdd( origin, VEC_DEAD_VIEWHEIGHT, origin );
}
QAngle viewangles;
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
viewangles = eyeAngles;
}
else if ( IsLocalPlayer() )
{
engine->GetViewAngles( viewangles );
}
else
{
viewangles = EyeAngles();
}
m_flObserverChaseDistance += gpGlobals->frametime*48.0f;
m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, 16, CHASE_CAM_DISTANCE );
AngleVectors( viewangles, &forward );
VectorNormalize( forward );
VectorMA(origin, -m_flObserverChaseDistance, forward, viewpoint );
trace_t trace;
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, viewpoint, WALL_MIN, WALL_MAX, MASK_SOLID, target, COLLISION_GROUP_NONE, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0)
{
viewpoint = trace.endpos;
m_flObserverChaseDistance = VectorLength(origin - eyeOrigin);
}
VectorCopy( viewangles, eyeAngles );
VectorCopy( viewpoint, eyeOrigin );
fov = GetFOV();
}
void C_BasePlayer::CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
C_BaseEntity *target = GetObserverTarget();
if ( !target )
{
target = this;
}
m_flObserverChaseDistance = 0.0;
eyeOrigin = target->EyePosition();
eyeAngles = target->EyeAngles();
if ( spec_track.GetInt() > 0 )
{
C_BaseEntity *target = ClientEntityList().GetBaseEntity( spec_track.GetInt() );
if ( target )
{
Vector v = target->GetAbsOrigin(); v.z += 54;
QAngle a; VectorAngles( v - eyeOrigin, a );
NormalizeAngles( a );
eyeAngles = a;
engine->SetViewAngles( a );
}
}
// Apply a smoothing offset to smooth out prediction errors.
Vector vSmoothOffset;
GetPredictionErrorSmoothingVector( vSmoothOffset );
eyeOrigin += vSmoothOffset;
fov = GetFOV();
}
void C_BasePlayer::CalcInEyeCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
C_BaseEntity *target = GetObserverTarget();
if ( !target )
{
// just copy a save in-map position
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
return;
};
if ( !target->IsAlive() )
{
// if dead, show from 3rd person
CalcChaseCamView( eyeOrigin, eyeAngles, fov );
return;
}
fov = GetFOV(); // TODO use tragets FOV
m_flObserverChaseDistance = 0.0;
eyeAngles = target->EyeAngles();
eyeOrigin = target->GetAbsOrigin();
// Apply punch angle
VectorAdd( eyeAngles, GetPunchAngle(), eyeAngles );
if( engine->IsHLTV() )
{
if ( target->GetFlags() & FL_DUCKING )
{
eyeOrigin += VEC_DUCK_VIEW;
}
else
{
eyeOrigin += VEC_VIEW;
}
}
else
{
Vector offset = m_vecViewOffset;
#ifdef HL2MP
offset = target->GetViewOffset();
#endif
eyeOrigin += offset; // hack hack
}
engine->SetViewAngles( eyeAngles );
}
void C_BasePlayer::CalcDeathCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov)
{
CBaseEntity * pKiller = NULL;
if ( mp_forcecamera.GetInt() == OBS_ALLOW_ALL )
{
// if mp_forcecamera is off let user see killer or look around
pKiller = GetObserverTarget();
eyeAngles = EyeAngles();
}
float interpolation = ( gpGlobals->curtime - m_flDeathTime ) / DEATH_ANIMATION_TIME;
interpolation = clamp( interpolation, 0.0f, 1.0f );
m_flObserverChaseDistance += gpGlobals->frametime*48.0f;
m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, 16, CHASE_CAM_DISTANCE );
QAngle aForward = eyeAngles;
Vector origin = EyePosition();
IRagdoll *pRagdoll = GetRepresentativeRagdoll();
if ( pRagdoll )
{
origin = pRagdoll->GetRagdollOrigin();
origin.z += VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
}
if ( pKiller && pKiller->IsPlayer() && (pKiller != this) )
{
Vector vKiller = pKiller->EyePosition() - origin;
QAngle aKiller; VectorAngles( vKiller, aKiller );
InterpolateAngles( aForward, aKiller, eyeAngles, interpolation );
};
Vector vForward; AngleVectors( eyeAngles, &vForward );
VectorNormalize( vForward );
VectorMA( origin, -m_flObserverChaseDistance, vForward, eyeOrigin );
trace_t trace; // clip against world
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace );
C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0)
{
eyeOrigin = trace.endpos;
m_flObserverChaseDistance = VectorLength(origin - eyeOrigin);
}
fov = GetFOV();
}
//-----------------------------------------------------------------------------
// Purpose: Return the weapon to have open the weapon selection on, based upon our currently active weapon
// Base class just uses the weapon that's currently active.
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *C_BasePlayer::GetActiveWeaponForSelection( void )
{
return GetActiveWeapon();
}
C_BaseAnimating* C_BasePlayer::GetRenderedWeaponModel()
{
// Attach to either their weapon model or their view model.
if ( ShouldDrawLocalPlayer() || !IsLocalPlayer() )
{
return GetActiveWeapon();
}
else
{
return GetViewModel();
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets a pointer to the local player, if it exists yet.
// Output : C_BasePlayer
//-----------------------------------------------------------------------------
C_BasePlayer *C_BasePlayer::GetLocalPlayer( void )
{
return s_pLocalPlayer;
}
//-----------------------------------------------------------------------------
// Purpose: single place to decide whether the local player should draw
//-----------------------------------------------------------------------------
bool C_BasePlayer::ShouldDrawLocalPlayer()
{
return input->CAM_IsThirdPerson() || ( ToolsEnabled() && ToolFramework_IsThirdPersonCamera() );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsLocalPlayer( void ) const
{
return ( GetLocalPlayer() == this );
}
int C_BasePlayer::GetUserID( void )
{
player_info_t pi;
if ( !engine->GetPlayerInfo( entindex(), &pi ) )
return -1;
return pi.userID;
}
// For weapon prediction
void C_BasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
{
// FIXME
}
void C_BasePlayer::UpdateClientData( void )
{
// Update all the items
for ( int i = 0; i < WeaponCount(); i++ )
{
if ( GetWeapon(i) ) // each item updates it's successors
GetWeapon(i)->UpdateClientData( this );
}
}
// Prediction stuff
void C_BasePlayer::PreThink( void )
{
#if !defined( NO_ENTITY_PREDICTION )
ItemPreFrame();
UpdateClientData();
if (m_lifeState >= LIFE_DYING)
return;
//
// If we're not on the ground, we're falling. Update our falling velocity.
//
if ( !( GetFlags() & FL_ONGROUND ) )
{
m_Local.m_flFallVelocity = -GetAbsVelocity().z;
}
#endif
}
void C_BasePlayer::PostThink( void )
{
#if !defined( NO_ENTITY_PREDICTION )
if ( IsAlive())
{
// do weapon stuff
ItemPostFrame();
if ( GetFlags() & FL_ONGROUND )
{
m_Local.m_flFallVelocity = 0;
}
// Don't allow bogus sequence on player
if ( GetSequence() == -1 )
{
SetSequence( 0 );
}
StudioFrameAdvance();
}
// Even if dead simulate entities
SimulatePlayerSimulatedEntities();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: send various tool messages - viewoffset, and base class messages (flex and bones)
//-----------------------------------------------------------------------------
void C_BasePlayer::GetToolRecordingState( KeyValues *msg )
{
if ( !ToolsEnabled() )
return;
VPROF_BUDGET( "C_BasePlayer::GetToolRecordingState", VPROF_BUDGETGROUP_TOOLS );
BaseClass::GetToolRecordingState( msg );
msg->SetInt( "baseplayer", 1 );
msg->SetInt( "localplayer", IsLocalPlayer() ? 1 : 0 );
msg->SetString( "playername", GetPlayerName() );
static CameraRecordingState_t state;
state.m_flFOV = GetFOV();
float flZNear = view->GetZNear();
float flZFar = view->GetZFar();
CalcView( state.m_vecEyePosition, state.m_vecEyeAngles, flZNear, flZFar, state.m_flFOV );
msg->SetPtr( "camera", &state );
}
//-----------------------------------------------------------------------------
// Purpose: Simulate the player for this frame
//-----------------------------------------------------------------------------
void C_BasePlayer::Simulate()
{
//Frame updates
if ( this == C_BasePlayer::GetLocalPlayer() )
{
//Update the flashlight
Flashlight();
}
else
{
// update step sounds for all other players
Vector vel;
EstimateAbsVelocity( vel );
UpdateStepSound( GetGroundSurface(), GetAbsOrigin(), vel );
}
BaseClass::Simulate();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBaseViewModel
//-----------------------------------------------------------------------------
C_BaseViewModel *C_BasePlayer::GetViewModel( int index /*= 0*/ )
{
Assert( index >= 0 && index < MAX_VIEWMODELS );
C_BaseViewModel *vm = m_hViewModel[ index ];
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BasePlayer *target = ToBasePlayer( GetObserverTarget() );
if ( target && target != this )
{
vm = target->GetViewModel( index );
}
}
return vm;
}
C_BaseCombatWeapon *C_BasePlayer::GetActiveWeapon( void ) const
{
const C_BasePlayer *fromPlayer = this;
// if localplayer is in InEye spectator mode, return weapon on chased player
if ( (fromPlayer == GetLocalPlayer()) && ( GetObserverMode() == OBS_MODE_IN_EYE) )
{
C_BaseEntity *target = GetObserverTarget();
if ( target && target->IsPlayer() )
{
fromPlayer = ToBasePlayer( target );
}
}
return fromPlayer->C_BaseCombatCharacter::GetActiveWeapon();
}
//=========================================================
// Autoaim
// set crosshair position to point to enemey
//=========================================================
Vector C_BasePlayer::GetAutoaimVector( float flScale )
{
// Never autoaim a predicted weapon (for now)
Vector forward;
AngleVectors( GetAbsAngles() + m_Local.m_vecPunchAngle, &forward );
return forward;
}
void C_BasePlayer::PlayPlayerJingle()
{
#ifndef _XBOX
// Find player sound for shooter
player_info_t info;
engine->GetPlayerInfo( entindex(), &info );
if ( !cl_customsounds.GetBool() )
return;
// Doesn't have a jingle sound
if ( !info.customFiles[1] )
return;
char soundhex[ 16 ];
Q_binarytohex( (byte *)&info.customFiles[1], sizeof( info.customFiles[1] ), soundhex, sizeof( soundhex ) );
// See if logo has been downloaded.
char fullsoundname[ 512 ];
Q_snprintf( fullsoundname, sizeof( fullsoundname ), "sound/temp/%s.wav", soundhex );
if ( !filesystem->FileExists( fullsoundname ) )
{
char custname[ 512 ];
Q_snprintf( custname, sizeof( custname ), "downloads/%s.dat", soundhex );
// it may have been downloaded but not copied under materials folder
if ( !filesystem->FileExists( custname ) )
return; // not downloaded yet
// copy from download folder to materials/temp folder
// this is done since material system can access only materials/*.vtf files
if ( !engine->CopyFile( custname, fullsoundname) )
return;
}
Q_snprintf( fullsoundname, sizeof( fullsoundname ), "temp/%s.wav", soundhex );
CLocalPlayerFilter filter;
EmitSound_t ep;
ep.m_nChannel = CHAN_VOICE;
ep.m_pSoundName = fullsoundname;
ep.m_flVolume = VOL_NORM;
ep.m_SoundLevel = SNDLVL_NORM;
C_BaseEntity::EmitSound( filter, GetSoundSourceIndex(), ep );
#endif
}
// Stuff for prediction
void C_BasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeat)
{
// FIXME: Do something here?
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_BasePlayer::ResetAutoaim( void )
{
#if 0
if (m_vecAutoAim.x != 0 || m_vecAutoAim.y != 0)
{
m_vecAutoAim = QAngle( 0, 0, 0 );
engine->CrosshairAngle( edict(), 0, 0 );
}
#endif
m_fOnTarget = false;
}
bool C_BasePlayer::ShouldPredict( void )
{
#if !defined( NO_ENTITY_PREDICTION )
// Do this before calling into baseclass so prediction data block gets allocated
if ( IsLocalPlayer() )
{
return true;
}
#endif
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Special processing for player simulation
// NOTE: Don't chain to BaseClass!!!!
//-----------------------------------------------------------------------------
void C_BasePlayer::PhysicsSimulate( void )
{
#if !defined( NO_ENTITY_PREDICTION )
VPROF( "C_BasePlayer::PhysicsSimulate" );
// 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;
if ( !IsLocalPlayer() )
return;
C_CommandContext *ctx = GetCommandContext();
Assert( ctx );
Assert( ctx->needsprocessing );
if ( !ctx->needsprocessing )
return;
ctx->needsprocessing = false;
// Handle FL_FROZEN.
if(GetFlags() & FL_FROZEN)
{
ctx->cmd.forwardmove = 0;
ctx->cmd.sidemove = 0;
ctx->cmd.upmove = 0;
ctx->cmd.buttons = 0;
ctx->cmd.impulse = 0;
//VectorCopy ( pl.v_angle, ctx->cmd.viewangles );
}
// Run the next command
prediction->RunCommand(
this,
&ctx->cmd,
MoveHelper() );
#endif
}
const QAngle& C_BasePlayer::GetPunchAngle()
{
return m_Local.m_vecPunchAngle.Get();
}
void C_BasePlayer::SetPunchAngle( const QAngle &angle )
{
m_Local.m_vecPunchAngle = angle;
}
float C_BasePlayer::GetWaterJumpTime() const
{
return m_flWaterJumpTime;
}
void C_BasePlayer::SetWaterJumpTime( float flWaterJumpTime )
{
m_flWaterJumpTime = flWaterJumpTime;
}
float C_BasePlayer::GetSwimSoundTime() const
{
return m_flSwimSoundTime;
}
void C_BasePlayer::SetSwimSoundTime( float flSwimSoundTime )
{
m_flSwimSoundTime = flSwimSoundTime;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this object can be +used by the player
//-----------------------------------------------------------------------------
bool C_BasePlayer::IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps )
{
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float C_BasePlayer::GetFOV( void )
{
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BasePlayer *pTargetPlayer = dynamic_cast<C_BasePlayer*>( GetObserverTarget() );
if ( pTargetPlayer )
{
return pTargetPlayer->GetFOV();
}
}
float fFOV = m_iFOV;
// Allow our vehicle to override our FOV if it's currently at the default FOV.
IClientVehicle *pVehicle = GetVehicle();
if ( pVehicle && ( fFOV == 0 ) )
{
pVehicle->GetVehicleFOV( fFOV );
}
if ( fFOV == 0 )
{
fFOV = default_fov.GetInt();
}
//See if we need to lerp the values for local player
if ( IsLocalPlayer() && ( fFOV != m_iFOVStart ) && (m_Local.m_flFOVRate > 0.0f ) )
{
float deltaTime = (float)( gpGlobals->curtime - m_flFOVTime ) / m_Local.m_flFOVRate;
if ( deltaTime >= 1.0f )
{
//If we're past the zoom time, just take the new value and stop lerping
m_iFOVStart = fFOV;
}
else
{
fFOV = SimpleSplineRemapVal( deltaTime, 0.0f, 1.0f, m_iFOVStart, fFOV );
}
}
return fFOV;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the FOV changes from the server-side
// Input : *pData -
// *pStruct -
// *pOut -
//-----------------------------------------------------------------------------
void RecvProxy_FOV( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
//Hold onto the old FOV as our starting point
int iNewFov = pData->m_Value.m_Int;
if ( pPlayer->m_iFOV == iNewFov )
return;
// Get the true current FOV of the player at this point
pPlayer->m_iFOVStart = pPlayer->GetFOV();
//Get our start time for the zoom
pPlayer->m_flFOVTime = gpGlobals->curtime;
pPlayer->m_iFOV = iNewFov;
}
//-----------------------------------------------------------------------------
// Purpose: Called when the default FOV changes from the server-side
// Input : *pData -
// *pStruct -
// *pOut -
//-----------------------------------------------------------------------------
void RecvProxy_DefaultFOV( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
//Hold onto the old FOV as our starting point
int iNewFov = pData->m_Value.m_Int;
if ( pPlayer->m_iDefaultFOV != iNewFov )
{
// Don't lerp
pPlayer->m_Local.m_flFOVRate = 0.0f;
pPlayer->m_iDefaultFOV = iNewFov;
}
}
void RecvProxy_LocalVelocityX( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
float flNewVel_x = pData->m_Value.m_Float;
Vector vecVelocity = pPlayer->GetLocalVelocity();
if( vecVelocity.x != flNewVel_x ) // Should this use an epsilon check?
{
vecVelocity.x = flNewVel_x;
pPlayer->SetLocalVelocity( vecVelocity );
}
}
void RecvProxy_LocalVelocityY( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
float flNewVel_y = pData->m_Value.m_Float;
Vector vecVelocity = pPlayer->GetLocalVelocity();
if( vecVelocity.y != flNewVel_y )
{
vecVelocity.y = flNewVel_y;
pPlayer->SetLocalVelocity( vecVelocity );
}
}
void RecvProxy_LocalVelocityZ( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
float flNewVel_z = pData->m_Value.m_Float;
Vector vecVelocity = pPlayer->GetLocalVelocity();
if( vecVelocity.z != flNewVel_z )
{
vecVelocity.z = flNewVel_z;
pPlayer->SetLocalVelocity( vecVelocity );
}
}
void RecvProxy_ObserverTarget( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
C_BasePlayer *pPlayer = (C_BasePlayer *) pStruct;
Assert( pPlayer );
EHANDLE hTarget;
RecvProxy_IntToEHandle( pData, pStruct, &hTarget );
pPlayer->SetObserverTarget( hTarget );
}
//-----------------------------------------------------------------------------
// Purpose: Remove this player from a vehicle
//-----------------------------------------------------------------------------
void C_BasePlayer::LeaveVehicle( void )
{
if ( NULL == m_hVehicle.Get() )
return;
// Let server do this for now
#if 0
IClientVehicle *pVehicle = GetVehicle();
Assert( pVehicle );
int nRole = pVehicle->GetPassengerRole( this );
Assert( nRole != VEHICLE_ROLE_NONE );
SetParent( NULL );
// Find the first non-blocked exit point:
Vector vNewPos = GetAbsOrigin();
QAngle qAngles = GetAbsAngles();
pVehicle->GetPassengerExitPoint( nRole, &vNewPos, &qAngles );
OnVehicleEnd( vNewPos );
SetAbsOrigin( vNewPos );
SetAbsAngles( qAngles );
m_Local.m_iHideHUD &= ~HIDEHUD_WEAPONSELECTION;
RemoveEffects( EF_NODRAW );
SetMoveType( MOVETYPE_WALK );
SetCollisionGroup( COLLISION_GROUP_PLAYER );
qAngles[ROLL] = 0;
SnapEyeAngles( qAngles );
m_hVehicle = NULL;
pVehicle->SetPassenger(nRole, NULL);
Weapon_Switch( m_hLastWeapon );
#endif
}
float C_BasePlayer::GetMinFOV() const
{
if ( gpGlobals->maxClients == 1 )
{
// Let them do whatever they want, more or less, in single player
return 5;
}
else
{
return 75;
}
}
float C_BasePlayer::GetFinalPredictedTime() const
{
return ( m_nFinalPredictedTick * TICK_INTERVAL );
}
void C_BasePlayer::NotePredictionError( const Vector &vDelta )
{
#if !defined( NO_ENTITY_PREDICTION )
Vector vOldDelta;
GetPredictionErrorSmoothingVector( vOldDelta );
// sum all errors within smoothing time
m_vecPredictionError = vDelta + vOldDelta;
// remember when last error happened
m_flPredictionErrorTime = gpGlobals->curtime;
ResetLatched();
#endif
}
void C_BasePlayer::GetPredictionErrorSmoothingVector( Vector &vOffset )
{
#if !defined( NO_ENTITY_PREDICTION )
if ( engine->IsPlayingDemo() || !cl_smooth.GetInt() || !cl_predict.GetBool() )
{
vOffset.Init();
return;
}
float errorAmount = ( gpGlobals->curtime - m_flPredictionErrorTime ) / cl_smoothtime.GetFloat();
if ( errorAmount >= 1.0f )
{
vOffset.Init();
return;
}
errorAmount = 1.0f - errorAmount;
vOffset = m_vecPredictionError * errorAmount;
#else
vOffset.Init();
#endif
}
IRagdoll* C_BasePlayer::GetRepresentativeRagdoll() const
{
return m_pRagdoll;
}