mirror of
https://github.com/alliedmodders/hl2sdk.git
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367 lines
10 KiB
C++
367 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL1.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "sdk_player.h"
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#include "sdk_gamerules.h"
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#include "weapon_sdkbase.h"
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#include "predicted_viewmodel.h"
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#include "iservervehicle.h"
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#include "viewport_panel_names.h"
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extern int gEvilImpulse101;
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ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
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#define SDK_PLAYER_MODEL "models/player/terror.mdl"
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// -------------------------------------------------------------------------------- //
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// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
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// -------------------------------------------------------------------------------- //
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class CTEPlayerAnimEvent : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name )
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{
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}
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CNetworkHandle( CBasePlayer, m_hPlayer );
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CNetworkVar( int, m_iEvent );
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CNetworkVar( int, m_nData );
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};
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#define THROWGRENADE_COUNTER_BITS 3
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IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent )
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SendPropEHandle( SENDINFO( m_hPlayer ) ),
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SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_nData ), 32 )
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END_SEND_TABLE()
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static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
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void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData )
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{
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CPVSFilter filter( (const Vector&)pPlayer->EyePosition() );
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g_TEPlayerAnimEvent.m_hPlayer = pPlayer;
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g_TEPlayerAnimEvent.m_iEvent = event;
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g_TEPlayerAnimEvent.m_nData = nData;
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g_TEPlayerAnimEvent.Create( filter, 0 );
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}
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// -------------------------------------------------------------------------------- //
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// Tables.
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// -------------------------------------------------------------------------------- //
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BEGIN_DATADESC( CSDKPlayer )
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DEFINE_THINKFUNC( SDKPushawayThink ),
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END_DATADESC()
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LINK_ENTITY_TO_CLASS( player, CSDKPlayer );
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PRECACHE_REGISTER(player);
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BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive )
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SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer )
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
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// playeranimstate and clientside animation takes care of these on the client
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SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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// Data that only gets sent to the local player.
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SendPropDataTable( "sdklocaldata", 0, &REFERENCE_SEND_TABLE(DT_SDKLocalPlayerExclusive), SendProxy_SendLocalDataTable ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11 ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11 ),
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SendPropEHandle( SENDINFO( m_hRagdoll ) ),
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SendPropInt( SENDINFO( m_iThrowGrenadeCounter ), THROWGRENADE_COUNTER_BITS, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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class CSDKRagdoll : public CBaseAnimatingOverlay
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{
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public:
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DECLARE_CLASS( CSDKRagdoll, CBaseAnimatingOverlay );
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DECLARE_SERVERCLASS();
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// Transmit ragdolls to everyone.
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virtual int UpdateTransmitState()
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{
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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public:
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// In case the client has the player entity, we transmit the player index.
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// In case the client doesn't have it, we transmit the player's model index, origin, and angles
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// so they can create a ragdoll in the right place.
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CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
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CNetworkVector( m_vecRagdollVelocity );
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CNetworkVector( m_vecRagdollOrigin );
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};
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LINK_ENTITY_TO_CLASS( sdk_ragdoll, CSDKRagdoll );
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IMPLEMENT_SERVERCLASS_ST_NOBASE( CSDKRagdoll, DT_SDKRagdoll )
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SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
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SendPropEHandle( SENDINFO( m_hPlayer ) ),
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SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
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SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
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SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
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SendPropVector( SENDINFO( m_vecRagdollVelocity ) )
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END_SEND_TABLE()
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// -------------------------------------------------------------------------------- //
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void cc_CreatePredictionError_f()
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{
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CBaseEntity *pEnt = CBaseEntity::Instance( 1 );
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pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( 63, 0, 0 ) );
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}
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ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
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CSDKPlayer::CSDKPlayer()
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{
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m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
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UseClientSideAnimation();
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m_angEyeAngles.Init();
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SetViewOffset( SDK_PLAYER_VIEW_OFFSET );
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m_iThrowGrenadeCounter = 0;
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}
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CSDKPlayer::~CSDKPlayer()
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{
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m_PlayerAnimState->Release();
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}
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CSDKPlayer *CSDKPlayer::CreatePlayer( const char *className, edict_t *ed )
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{
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CSDKPlayer::s_PlayerEdict = ed;
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return (CSDKPlayer*)CreateEntityByName( className );
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}
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void CSDKPlayer::LeaveVehicle( const Vector &vecExitPoint, const QAngle &vecExitAngles )
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{
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BaseClass::LeaveVehicle( vecExitPoint, vecExitAngles );
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//teleport physics shadow too
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// Vector newPos = GetAbsOrigin();
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// QAngle newAng = GetAbsAngles();
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// Teleport( &newPos, &newAng, &vec3_origin );
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}
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void CSDKPlayer::PreThink(void)
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{
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// Riding a vehicle?
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if ( IsInAVehicle() )
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{
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// make sure we update the client, check for timed damage and update suit even if we are in a vehicle
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UpdateClientData();
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CheckTimeBasedDamage();
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// Allow the suit to recharge when in the vehicle.
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CheckSuitUpdate();
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WaterMove();
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return;
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}
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BaseClass::PreThink();
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}
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void CSDKPlayer::PostThink()
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{
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BaseClass::PostThink();
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QAngle angles = GetLocalAngles();
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angles[PITCH] = 0;
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SetLocalAngles( angles );
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// Store the eye angles pitch so the client can compute its animation state correctly.
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m_angEyeAngles = EyeAngles();
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m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
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}
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void CSDKPlayer::Precache()
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{
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PrecacheModel( SDK_PLAYER_MODEL );
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BaseClass::Precache();
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}
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void CSDKPlayer::Spawn()
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{
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SetModel( SDK_PLAYER_MODEL );
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SetMoveType( MOVETYPE_WALK );
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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m_hRagdoll = NULL;
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BaseClass::Spawn();
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}
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void CSDKPlayer::InitialSpawn( void )
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{
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BaseClass::InitialSpawn();
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const ConVar *hostname = cvar->FindVar( "hostname" );
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const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY";
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// open info panel on client showing MOTD:
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KeyValues *data = new KeyValues("data");
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data->SetString( "title", title ); // info panel title
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data->SetString( "type", "1" ); // show userdata from stringtable entry
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data->SetString( "msg", "motd" ); // use this stringtable entry
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data->SetInt( "cmd", TEXTWINDOW_CMD_IMPULSE101 );// exec this command if panel closed
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data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
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ShowViewPortPanel( PANEL_INFO, true, data );
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data->deleteThis();
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}
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void CSDKPlayer::Event_Killed( const CTakeDamageInfo &info )
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{
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// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
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// because we still want to transmit to the clients in our PVS.
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BaseClass::Event_Killed( info );
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CreateRagdollEntity();
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}
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void CSDKPlayer::CreateRagdollEntity()
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{
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// If we already have a ragdoll, don't make another one.
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CSDKRagdoll *pRagdoll = dynamic_cast< CSDKRagdoll* >( m_hRagdoll.Get() );
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if ( !pRagdoll )
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{
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// create a new one
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pRagdoll = dynamic_cast< CSDKRagdoll* >( CreateEntityByName( "sdk_ragdoll" ) );
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}
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if ( pRagdoll )
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{
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pRagdoll->m_hPlayer = this;
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pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
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pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
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pRagdoll->m_nModelIndex = m_nModelIndex;
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pRagdoll->m_nForceBone = m_nForceBone;
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pRagdoll->m_vecForce = Vector(0,0,0);
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}
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// ragdolls will be removed on round restart automatically
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m_hRagdoll = pRagdoll;
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}
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void CSDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
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{
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if ( event == PLAYERANIMEVENT_THROW_GRENADE )
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{
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// Grenade throwing has to synchronize exactly with the player's grenade weapon going away,
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// and events get delayed a bit, so we let CCSPlayerAnimState pickup the change to this
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// variable.
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m_iThrowGrenadeCounter = (m_iThrowGrenadeCounter+1) % (1<<THROWGRENADE_COUNTER_BITS);
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}
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else
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{
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m_PlayerAnimState->DoAnimationEvent( event, nData );
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TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
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}
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}
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CWeaponSDKBase* CSDKPlayer::GetActiveSDKWeapon() const
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{
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return dynamic_cast< CWeaponSDKBase* >( GetActiveWeapon() );
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}
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void CSDKPlayer::CreateViewModel( int index /*=0*/ )
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{
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Assert( index >= 0 && index < MAX_VIEWMODELS );
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if ( GetViewModel( index ) )
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return;
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CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" );
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if ( vm )
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{
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vm->SetAbsOrigin( GetAbsOrigin() );
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vm->SetOwner( this );
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vm->SetIndex( index );
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DispatchSpawn( vm );
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vm->FollowEntity( this, false );
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m_hViewModel.Set( index, vm );
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}
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}
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void CSDKPlayer::CheatImpulseCommands( int iImpulse )
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{
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if ( iImpulse != 101 )
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{
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BaseClass::CheatImpulseCommands( iImpulse );
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return ;
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}
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gEvilImpulse101 = true;
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EquipSuit();
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GiveNamedItem( "weapon_mp5" );
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GiveNamedItem( "weapon_grenade" );
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GiveNamedItem( "weapon_shotgun" );
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// Give the player everything!
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GiveAmmo( 90, AMMO_BULLETS );
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GiveAmmo( 3, AMMO_GRENADE );
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if ( GetHealth() < 100 )
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{
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TakeHealth( 25, DMG_GENERIC );
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}
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gEvilImpulse101 = false;
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}
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void CSDKPlayer::FlashlightTurnOn( void )
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{
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AddEffects( EF_DIMLIGHT );
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}
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void CSDKPlayer::FlashlightTurnOff( void )
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{
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RemoveEffects( EF_DIMLIGHT );
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}
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int CSDKPlayer::FlashlightIsOn( void )
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{
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return IsEffectActive( EF_DIMLIGHT );
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}
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