699 lines
22 KiB
C++
699 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Client-side CBasePlayer.
|
|
//
|
|
// - Manages the player's flashlight effect.
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef C_BASEPLAYER_H
|
|
#define C_BASEPLAYER_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "c_playerlocaldata.h"
|
|
#include "c_basecombatcharacter.h"
|
|
#include "PlayerState.h"
|
|
#include "usercmd.h"
|
|
#include "shareddefs.h"
|
|
#include "timedevent.h"
|
|
#include "smartptr.h"
|
|
#include "fx_water.h"
|
|
#include "hintsystem.h"
|
|
#include "SoundEmitterSystem/isoundemittersystembase.h"
|
|
#include "c_env_fog_controller.h"
|
|
#include "igameevents.h"
|
|
#include "GameEventListener.h"
|
|
|
|
#if defined USES_ECON_ITEMS
|
|
#include "econ_item.h"
|
|
#include "game_item_schema.h"
|
|
#include "econ_item_view.h"
|
|
#endif
|
|
|
|
class C_BaseCombatWeapon;
|
|
class C_BaseViewModel;
|
|
class C_FuncLadder;
|
|
class CFlashlightEffect;
|
|
class C_EconWearable;
|
|
|
|
extern int g_nKillCamMode;
|
|
extern int g_nKillCamTarget1;
|
|
extern int g_nKillCamTarget2;
|
|
|
|
class C_CommandContext
|
|
{
|
|
public:
|
|
bool needsprocessing;
|
|
|
|
CUserCmd cmd;
|
|
int command_number;
|
|
};
|
|
|
|
class C_PredictionError
|
|
{
|
|
public:
|
|
float time;
|
|
Vector error;
|
|
};
|
|
|
|
#define CHASE_CAM_DISTANCE_MIN 16.0f
|
|
#define CHASE_CAM_DISTANCE_MAX 96.0f
|
|
#define WALL_OFFSET 6.0f
|
|
|
|
|
|
bool IsInFreezeCam( void );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Base Player class
|
|
//-----------------------------------------------------------------------------
|
|
class C_BasePlayer : public C_BaseCombatCharacter, public CGameEventListener
|
|
{
|
|
public:
|
|
DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
|
|
DECLARE_CLIENTCLASS();
|
|
DECLARE_PREDICTABLE();
|
|
DECLARE_INTERPOLATION();
|
|
|
|
C_BasePlayer();
|
|
virtual ~C_BasePlayer();
|
|
|
|
virtual void Spawn( void );
|
|
virtual void SharedSpawn(); // Shared between client and server.
|
|
virtual bool GetSteamID( CSteamID *pID );
|
|
|
|
// IClientEntity overrides.
|
|
virtual void OnPreDataChanged( DataUpdateType_t updateType );
|
|
virtual void OnDataChanged( DataUpdateType_t updateType );
|
|
|
|
virtual void PreDataUpdate( DataUpdateType_t updateType );
|
|
virtual void PostDataUpdate( DataUpdateType_t updateType );
|
|
|
|
virtual void ReceiveMessage( int classID, bf_read &msg );
|
|
|
|
virtual void OnRestore();
|
|
|
|
virtual void AddEntity( void );
|
|
|
|
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
|
|
|
|
virtual void GetToolRecordingState( KeyValues *msg );
|
|
|
|
virtual float GetPlayerMaxSpeed();
|
|
|
|
void SetAnimationExtension( const char *pExtension );
|
|
|
|
C_BaseViewModel *GetViewModel( int viewmodelindex = 0, bool bObserverOK=true );
|
|
C_BaseCombatWeapon *GetActiveWeapon( void ) const;
|
|
const char *GetTracerType( void );
|
|
|
|
// View model prediction setup
|
|
virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
|
|
virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
|
|
|
|
|
|
// Handle view smoothing when going up stairs
|
|
void SmoothViewOnStairs( Vector& eyeOrigin );
|
|
virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
|
|
void CalcViewRoll( QAngle& eyeAngles );
|
|
void CreateWaterEffects( void );
|
|
|
|
virtual void SetPlayerUnderwater( bool state );
|
|
void UpdateUnderwaterState( void );
|
|
bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
|
|
|
|
virtual Vector Weapon_ShootPosition();
|
|
virtual void Weapon_DropPrimary( void ) {}
|
|
|
|
virtual Vector GetAutoaimVector( float flScale );
|
|
void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
|
|
|
|
// Input handling
|
|
virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
|
|
virtual void AvoidPhysicsProps( CUserCmd *pCmd );
|
|
|
|
virtual void PlayerUse( void );
|
|
CBaseEntity *FindUseEntity( void );
|
|
virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
|
|
|
|
// Data handlers
|
|
virtual bool IsPlayer( void ) const { return true; }
|
|
virtual int GetHealth() const { return m_iHealth; }
|
|
|
|
int GetBonusProgress() const { return m_iBonusProgress; }
|
|
int GetBonusChallenge() const { return m_iBonusChallenge; }
|
|
|
|
// observer mode
|
|
virtual int GetObserverMode() const;
|
|
void SetObserverMode ( int iNewMode );
|
|
virtual CBaseEntity *GetObserverTarget() const;
|
|
void SetObserverTarget( EHANDLE hObserverTarget );
|
|
|
|
bool AudioStateIsUnderwater( Vector vecMainViewOrigin );
|
|
|
|
bool IsObserver() const;
|
|
bool IsHLTV() const;
|
|
bool IsReplay() const;
|
|
void ResetObserverMode();
|
|
bool IsBot( void ) const { return false; }
|
|
|
|
// Eye position..
|
|
virtual Vector EyePosition();
|
|
virtual const QAngle &EyeAngles(); // Direction of eyes
|
|
void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
|
|
virtual const QAngle &LocalEyeAngles(); // Direction of eyes
|
|
|
|
// This can be overridden to return something other than m_pRagdoll if the mod uses separate
|
|
// entities for ragdolls.
|
|
virtual IRagdoll* GetRepresentativeRagdoll() const;
|
|
|
|
// override the initial bone position for ragdolls
|
|
virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
|
|
|
|
// Returns eye vectors
|
|
void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
|
|
void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle
|
|
|
|
|
|
bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; };
|
|
|
|
// Team handlers
|
|
virtual void TeamChange( int iNewTeam );
|
|
|
|
// Flashlight
|
|
void Flashlight( void );
|
|
void UpdateFlashlight( void );
|
|
|
|
// Weapon selection code
|
|
virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
|
|
virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void );
|
|
|
|
// Returns the view model if this is the local player. If you're in third person or
|
|
// this is a remote player, it returns the active weapon
|
|
// (and its appropriate left/right weapon if this is TF2).
|
|
virtual C_BaseAnimating* GetRenderedWeaponModel();
|
|
|
|
virtual bool IsOverridingViewmodel( void ) { return false; };
|
|
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
|
|
|
|
virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
|
|
|
|
void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; }
|
|
float MaxSpeed() const { return m_flMaxspeed; }
|
|
|
|
// Should this object cast shadows?
|
|
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
|
|
|
|
virtual bool ShouldReceiveProjectedTextures( int flags )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
bool IsLocalPlayer( void ) const;
|
|
|
|
// Global/static methods
|
|
virtual void ThirdPersonSwitch( bool bThirdperson );
|
|
static bool LocalPlayerInFirstPersonView();
|
|
static bool ShouldDrawLocalPlayer();
|
|
static C_BasePlayer *GetLocalPlayer( void );
|
|
int GetUserID( void );
|
|
virtual bool CanSetSoundMixer( void );
|
|
virtual int GetVisionFilterFlags( bool bWeaponsCheck = false ) { return 0x00; }
|
|
bool HasVisionFilterFlags( int nFlags, bool bWeaponsCheck = false ) { return ( GetVisionFilterFlags( bWeaponsCheck ) & nFlags ) == nFlags; }
|
|
virtual void CalculateVisionUsingCurrentFlags( void ) {}
|
|
void BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName );
|
|
|
|
// Specific queries about this player.
|
|
bool InFirstPersonView();
|
|
bool ShouldDrawThisPlayer();
|
|
|
|
// Called by the view model if its rendering is being overridden.
|
|
virtual bool ViewModel_IsTransparent( void );
|
|
virtual bool ViewModel_IsUsingFBTexture( void );
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
void AddToPlayerSimulationList( C_BaseEntity *other );
|
|
void SimulatePlayerSimulatedEntities( void );
|
|
void RemoveFromPlayerSimulationList( C_BaseEntity *ent );
|
|
void ClearPlayerSimulationList( void );
|
|
#endif
|
|
|
|
virtual void PhysicsSimulate( void );
|
|
virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
|
|
|
|
// Prediction stuff
|
|
virtual bool ShouldPredict( void );
|
|
|
|
virtual void PreThink( void );
|
|
virtual void PostThink( void );
|
|
|
|
virtual void ItemPreFrame( void );
|
|
virtual void ItemPostFrame( void );
|
|
virtual void AbortReload( void );
|
|
|
|
virtual void SelectLastItem(void);
|
|
virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon );
|
|
virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; }
|
|
virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon );
|
|
virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
|
|
virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); }
|
|
void ResetAutoaim( void );
|
|
virtual void SelectItem( const char *pstr, int iSubType = 0 );
|
|
|
|
virtual void UpdateClientData( void );
|
|
|
|
virtual float GetFOV( void );
|
|
int GetDefaultFOV( void ) const;
|
|
virtual bool IsZoomed( void ) { return false; }
|
|
bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0 );
|
|
void ClearZoomOwner( void );
|
|
|
|
float GetFOVDistanceAdjustFactor();
|
|
|
|
virtual void ViewPunch( const QAngle &angleOffset );
|
|
void ViewPunchReset( float tolerance = 0 );
|
|
|
|
void UpdateButtonState( int nUserCmdButtonMask );
|
|
int GetImpulse( void ) const;
|
|
|
|
virtual void Simulate();
|
|
|
|
virtual bool ShouldInterpolate();
|
|
|
|
virtual bool ShouldDraw();
|
|
virtual int DrawModel( int flags );
|
|
|
|
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
|
|
virtual void OverrideView( CViewSetup *pSetup );
|
|
|
|
// returns the player name
|
|
const char * GetPlayerName();
|
|
virtual const Vector GetPlayerMins( void ) const; // uses local player
|
|
virtual const Vector GetPlayerMaxs( void ) const; // uses local player
|
|
|
|
// Is the player dead?
|
|
bool IsPlayerDead();
|
|
bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
|
|
|
|
C_BaseEntity *GetUseEntity();
|
|
|
|
// Vehicles...
|
|
IClientVehicle *GetVehicle();
|
|
|
|
bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
|
|
virtual void SetVehicleRole( int nRole );
|
|
void LeaveVehicle( void );
|
|
|
|
bool UsingStandardWeaponsInVehicle( void );
|
|
|
|
virtual void SetAnimation( PLAYER_ANIM playerAnim );
|
|
|
|
float GetTimeBase( void ) const;
|
|
float GetFinalPredictedTime() const;
|
|
|
|
bool IsInVGuiInputMode() const;
|
|
bool IsInViewModelVGuiInputMode() const;
|
|
|
|
C_CommandContext *GetCommandContext();
|
|
|
|
// Get the command number associated with the current usercmd we're running (if in predicted code).
|
|
int CurrentCommandNumber() const;
|
|
const CUserCmd *GetCurrentUserCommand() const;
|
|
|
|
const QAngle& GetPunchAngle();
|
|
void SetPunchAngle( const QAngle &angle );
|
|
|
|
float GetWaterJumpTime() const;
|
|
void SetWaterJumpTime( float flWaterJumpTime );
|
|
float GetSwimSoundTime( void ) const;
|
|
void SetSwimSoundTime( float flSwimSoundTime );
|
|
|
|
float GetDeathTime( void ) { return m_flDeathTime; }
|
|
|
|
void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin );
|
|
const Vector &GetPreviouslyPredictedOrigin() const;
|
|
|
|
// CS wants to allow small FOVs for zoomed-in AWPs.
|
|
virtual float GetMinFOV() const;
|
|
|
|
virtual void DoMuzzleFlash();
|
|
virtual void PlayPlayerJingle();
|
|
|
|
virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
|
|
virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
|
|
virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
|
|
virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
|
|
virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
|
|
virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName ) { return pszBaseStepSoundName; }
|
|
|
|
virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume ) {}
|
|
|
|
// Called by prediction when it detects a prediction correction.
|
|
// vDelta is the line from where the client had predicted the player to at the usercmd in question,
|
|
// to where the server says the client should be at said usercmd.
|
|
void NotePredictionError( const Vector &vDelta );
|
|
|
|
// Called by the renderer to apply the prediction error smoothing.
|
|
void GetPredictionErrorSmoothingVector( Vector &vOffset );
|
|
|
|
virtual void ExitLadder() {}
|
|
surfacedata_t *GetLadderSurface( const Vector &origin );
|
|
|
|
surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; }
|
|
|
|
void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
|
|
|
|
// Hints
|
|
virtual CHintSystem *Hints( void ) { return NULL; }
|
|
bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; }
|
|
bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; }
|
|
void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); }
|
|
|
|
virtual IMaterial *GetHeadLabelMaterial( void );
|
|
|
|
// Fog
|
|
fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
|
|
void FogControllerChanged( bool bSnap );
|
|
void UpdateFogController( void );
|
|
void UpdateFogBlend( void );
|
|
|
|
float GetFOVTime( void ){ return m_flFOVTime; }
|
|
|
|
virtual void OnAchievementAchieved( int iAchievement ) {}
|
|
|
|
bool ShouldAnnounceAchievement( void ){ return m_flNextAchievementAnnounceTime < gpGlobals->curtime; }
|
|
void SetNextAchievementAnnounceTime( float flTime ){ m_flNextAchievementAnnounceTime = flTime; }
|
|
|
|
#if defined USES_ECON_ITEMS
|
|
// Wearables
|
|
void UpdateWearables();
|
|
C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; }
|
|
int GetNumWearables( void ) { return m_hMyWearables.Count(); }
|
|
#endif
|
|
|
|
bool HasFiredWeapon( void ) { return m_bFiredWeapon; }
|
|
void SetFiredWeapon( bool bFlag ) { m_bFiredWeapon = bFlag; }
|
|
|
|
virtual bool CanUseFirstPersonCommand( void ){ return true; }
|
|
|
|
protected:
|
|
fogparams_t m_CurrentFog;
|
|
EHANDLE m_hOldFogController;
|
|
|
|
public:
|
|
int m_StuckLast;
|
|
|
|
// Data for only the local player
|
|
CNetworkVarEmbedded( CPlayerLocalData, m_Local );
|
|
|
|
#if defined USES_ECON_ITEMS
|
|
CNetworkVarEmbedded( CAttributeList, m_AttributeList );
|
|
#endif
|
|
|
|
// Data common to all other players, too
|
|
CPlayerState pl;
|
|
|
|
// Player FOV values
|
|
int m_iFOV; // field of view
|
|
int m_iFOVStart; // starting value of the FOV changing over time (client only)
|
|
float m_flFOVTime; // starting time of the FOV zoom
|
|
int m_iDefaultFOV; // default FOV if no other zooms are occurring
|
|
EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom
|
|
// Only this entity can change the zoom state once it has ownership
|
|
|
|
// For weapon prediction
|
|
bool m_fOnTarget; //Is the crosshair on a target?
|
|
|
|
char m_szAnimExtension[32];
|
|
|
|
int m_afButtonLast;
|
|
int m_afButtonPressed;
|
|
int m_afButtonReleased;
|
|
|
|
int m_nButtons;
|
|
|
|
CUserCmd *m_pCurrentCommand;
|
|
|
|
// Movement constraints
|
|
EHANDLE m_hConstraintEntity;
|
|
Vector m_vecConstraintCenter;
|
|
float m_flConstraintRadius;
|
|
float m_flConstraintWidth;
|
|
float m_flConstraintSpeedFactor;
|
|
|
|
protected:
|
|
|
|
void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
|
void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
|
|
float& zNear, float& zFar, float& fov );
|
|
virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
|
virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
|
|
void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
|
virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
|
|
|
virtual float GetDeathCamInterpolationTime();
|
|
|
|
virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
|
void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
|
|
virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
|
|
|
|
// Check to see if we're in vgui input mode...
|
|
void DetermineVguiInputMode( CUserCmd *pCmd );
|
|
|
|
// Used by prediction, sets the view angles for the player
|
|
virtual void SetLocalViewAngles( const QAngle &viewAngles );
|
|
virtual void SetViewAngles( const QAngle& ang );
|
|
|
|
// used by client side player footsteps
|
|
surfacedata_t* GetGroundSurface();
|
|
|
|
virtual void FireGameEvent( IGameEvent *event );
|
|
|
|
protected:
|
|
// Did we just enter a vehicle this frame?
|
|
bool JustEnteredVehicle();
|
|
|
|
// DATA
|
|
int m_iObserverMode; // if in spectator mode != 0
|
|
EHANDLE m_hObserverTarget; // current observer target
|
|
float m_flObserverChaseDistance; // last distance to observer traget
|
|
Vector m_vecFreezeFrameStart;
|
|
float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode
|
|
float m_flFreezeFrameDistance;
|
|
bool m_bWasFreezeFraming;
|
|
float m_flDeathTime; // last time player died
|
|
|
|
float m_flStepSoundTime;
|
|
bool m_IsFootprintOnLeft;
|
|
|
|
private:
|
|
// Make sure no one calls this...
|
|
C_BasePlayer& operator=( const C_BasePlayer& src );
|
|
C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible
|
|
|
|
// Vehicle stuff.
|
|
EHANDLE m_hVehicle;
|
|
EHANDLE m_hOldVehicle;
|
|
EHANDLE m_hUseEntity;
|
|
|
|
float m_flMaxspeed;
|
|
|
|
int m_iBonusProgress;
|
|
int m_iBonusChallenge;
|
|
|
|
CInterpolatedVar< Vector > m_iv_vecViewOffset;
|
|
|
|
// Not replicated
|
|
Vector m_vecWaterJumpVel;
|
|
float m_flWaterJumpTime; // used to be called teleport_time
|
|
int m_nImpulse;
|
|
|
|
float m_flSwimSoundTime;
|
|
Vector m_vecLadderNormal;
|
|
|
|
QAngle m_vecOldViewAngles;
|
|
|
|
bool m_bWasFrozen;
|
|
int m_flPhysics;
|
|
|
|
int m_nTickBase;
|
|
int m_nFinalPredictedTick;
|
|
|
|
EHANDLE m_pCurrentVguiScreen;
|
|
|
|
bool m_bFiredWeapon;
|
|
|
|
|
|
// Player flashlight dynamic light pointers
|
|
CFlashlightEffect *m_pFlashlight;
|
|
|
|
typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
|
|
CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer;
|
|
#endif
|
|
|
|
// players own view models, left & right hand
|
|
CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
|
|
|
|
float m_flOldPlayerZ;
|
|
float m_flOldPlayerViewOffsetZ;
|
|
|
|
Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the player while riding in a vehicle
|
|
QAngle m_vecVehicleViewAngles; // Vehicle angles
|
|
float m_flVehicleViewFOV;
|
|
int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for
|
|
|
|
// For UI purposes...
|
|
int m_iOldAmmo[ MAX_AMMO_TYPES ];
|
|
|
|
C_CommandContext m_CommandContext;
|
|
|
|
// For underwater effects
|
|
float m_flWaterSurfaceZ;
|
|
bool m_bResampleWaterSurface;
|
|
TimedEvent m_tWaterParticleTimer;
|
|
CSmartPtr<WaterDebrisEffect> m_pWaterEmitter;
|
|
|
|
bool m_bPlayerUnderwater;
|
|
|
|
friend class CPrediction;
|
|
|
|
// HACK FOR TF2 Prediction
|
|
friend class CTFGameMovementRecon;
|
|
friend class CGameMovement;
|
|
friend class CTFGameMovement;
|
|
friend class CHL1GameMovement;
|
|
friend class CCSGameMovement;
|
|
friend class CHL2GameMovement;
|
|
friend class CDODGameMovement;
|
|
friend class CPortalGameMovement;
|
|
|
|
// Accessors for gamemovement
|
|
float GetStepSize( void ) const { return m_Local.m_flStepSize; }
|
|
|
|
float m_flNextAvoidanceTime;
|
|
float m_flAvoidanceRight;
|
|
float m_flAvoidanceForward;
|
|
float m_flAvoidanceDotForward;
|
|
float m_flAvoidanceDotRight;
|
|
|
|
protected:
|
|
virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
|
|
virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
|
|
virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
|
|
void ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
|
|
|
|
float m_flLaggedMovementValue;
|
|
|
|
// These are used to smooth out prediction corrections. They're most useful when colliding with
|
|
// vphysics objects. The server will be sending constant prediction corrections, and these can help
|
|
// the errors not be so jerky.
|
|
Vector m_vecPredictionError;
|
|
float m_flPredictionErrorTime;
|
|
|
|
Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin
|
|
|
|
char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server
|
|
|
|
// Texture names and surface data, used by CGameMovement
|
|
int m_surfaceProps;
|
|
surfacedata_t* m_pSurfaceData;
|
|
float m_surfaceFriction;
|
|
char m_chTextureType;
|
|
|
|
bool m_bSentFreezeFrame;
|
|
float m_flFreezeZOffset;
|
|
|
|
float m_flNextAchievementAnnounceTime;
|
|
|
|
int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting
|
|
|
|
#if defined USES_ECON_ITEMS
|
|
// Wearables
|
|
CUtlVector<CHandle<C_EconWearable > > m_hMyWearables;
|
|
#endif
|
|
|
|
private:
|
|
|
|
struct StepSoundCache_t
|
|
{
|
|
StepSoundCache_t() : m_usSoundNameIndex( 0 ) {}
|
|
CSoundParameters m_SoundParameters;
|
|
unsigned short m_usSoundNameIndex;
|
|
};
|
|
// One for left and one for right side of step
|
|
StepSoundCache_t m_StepSoundCache[ 2 ];
|
|
|
|
public:
|
|
|
|
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied
|
|
|
|
float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; }
|
|
bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name.
|
|
|
|
void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
|
|
};
|
|
|
|
EXTERN_RECV_TABLE(DT_BasePlayer);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity || !pEntity->IsPlayer() )
|
|
return NULL;
|
|
|
|
#if _DEBUG
|
|
Assert( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL );
|
|
#endif
|
|
|
|
return static_cast<C_BasePlayer *>( pEntity );
|
|
}
|
|
|
|
inline C_BaseEntity *C_BasePlayer::GetUseEntity()
|
|
{
|
|
return m_hUseEntity;
|
|
}
|
|
|
|
|
|
inline IClientVehicle *C_BasePlayer::GetVehicle()
|
|
{
|
|
C_BaseEntity *pVehicleEnt = m_hVehicle.Get();
|
|
return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL;
|
|
}
|
|
|
|
inline bool C_BasePlayer::IsObserver() const
|
|
{
|
|
return (GetObserverMode() != OBS_MODE_NONE);
|
|
}
|
|
|
|
inline int C_BasePlayer::GetImpulse( void ) const
|
|
{
|
|
return m_nImpulse;
|
|
}
|
|
|
|
|
|
inline C_CommandContext* C_BasePlayer::GetCommandContext()
|
|
{
|
|
return &m_CommandContext;
|
|
}
|
|
|
|
inline int CBasePlayer::CurrentCommandNumber() const
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
return m_pCurrentCommand->command_number;
|
|
}
|
|
|
|
inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const
|
|
{
|
|
Assert( m_pCurrentCommand );
|
|
return m_pCurrentCommand;
|
|
}
|
|
|
|
#endif // C_BASEPLAYER_H
|