1148 lines
32 KiB
C++
1148 lines
32 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "gamemovement.h"
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#include "cs_gamerules.h"
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#include "in_buttons.h"
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#include "movevars_shared.h"
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#include "weapon_csbase.h"
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#ifdef CLIENT_DLL
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "KeyValues.h"
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#endif
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#define STAMINA_MAX 100.0
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#define STAMINA_COST_JUMP 25.0
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#define STAMINA_COST_FALL 20.0
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#define STAMINA_RECOVER_RATE 19.0
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extern bool g_bMovementOptimizations;
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ConVar sv_timebetweenducks( "sv_timebetweenducks", "0", FCVAR_REPLICATED, "Minimum time before recognizing consecutive duck key", true, 0.0, true, 2.0 );
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ConVar sv_enableboost( "sv_enableboost", "0", FCVAR_REPLICATED | FCVAR_NOTIFY, "Allow boost exploits");
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ConVar cs_autojump( "cs_autojump", "0", FCVAR_REPLICATED | FCVAR_NOTIFY );
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class CCSGameMovement : public CGameMovement
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{
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public:
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DECLARE_CLASS( CCSGameMovement, CGameMovement );
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CCSGameMovement();
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove );
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virtual bool CanAccelerate();
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virtual bool CheckJumpButton( void );
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virtual void PreventBunnyJumping( void );
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virtual void ReduceTimers( void );
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virtual void WalkMove( void );
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virtual void AirMove( void );
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virtual bool LadderMove( void );
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virtual void DecayPunchAngle( void );
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virtual void CheckParameters( void );
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// allow overridden versions to respond to jumping
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virtual void OnJump( float fImpulse );
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virtual void OnLand( float fVelocity );
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// Ducking
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virtual void Duck( void );
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virtual void FinishUnDuck( void );
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virtual void FinishDuck( void );
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virtual bool CanUnduck();
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virtual void HandleDuckingSpeedCrop();
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virtual bool OnLadder( trace_t &trace );
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virtual float LadderDistance( void ) const
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{
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if ( player->GetMoveType() == MOVETYPE_LADDER )
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return 10.0f;
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return 2.0f;
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}
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virtual unsigned int LadderMask( void ) const
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{
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return MASK_PLAYERSOLID & ( ~CONTENTS_PLAYERCLIP );
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}
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virtual float ClimbSpeed( void ) const;
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virtual float LadderLateralMultiplier( void ) const;
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virtual void TryTouchGround( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, unsigned int fMask, int collisionGroup, trace_t& pm );
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protected:
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virtual void PlayerMove();
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void CheckForLadders( bool wasOnGround );
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virtual unsigned int PlayerSolidMask( bool brushOnly = false ); ///< returns the solid mask for the given player, so bots can have a more-restrictive set
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float m_fTimeLastUnducked;
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public:
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CCSPlayer *m_pCSPlayer;
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};
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//-----------------------------------------------------------------------------
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// Purpose: used by the TryTouchGround function to exclude non-standables from
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// consideration
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//-----------------------------------------------------------------------------
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bool CheckForStandable( IHandleEntity *pHandleEntity, int contentsMask )
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{
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CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
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if ( !pEntity )
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return false;
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return ( pEntity->IsPlayer() && pEntity->GetGroundEntity() != NULL ) || pEntity->IsStandable();
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}
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// Expose our interface.
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static CCSGameMovement g_GameMovement;
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IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
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// ---------------------------------------------------------------------------------------- //
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// CCSGameMovement.
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// ---------------------------------------------------------------------------------------- //
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CCSGameMovement::CCSGameMovement()
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{
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m_fTimeLastUnducked = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow bots etc to use slightly different solid masks
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//-----------------------------------------------------------------------------
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unsigned int CCSGameMovement::PlayerSolidMask( bool brushOnly )
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{
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bool isBot = !player || player->IsBot();
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if ( brushOnly )
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{
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if ( isBot )
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{
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return MASK_PLAYERSOLID_BRUSHONLY | CONTENTS_MONSTERCLIP;
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}
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else
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{
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return MASK_PLAYERSOLID_BRUSHONLY;
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}
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}
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else
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{
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if ( isBot )
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{
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return MASK_PLAYERSOLID | CONTENTS_MONSTERCLIP;
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}
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else
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{
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return MASK_PLAYERSOLID;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSGameMovement::CheckParameters( void )
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{
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QAngle v_angle;
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// maintaining auto-duck during jumps
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if ( m_pCSPlayer->m_duckUntilOnGround )
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{
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if ( !player->GetGroundEntity() )
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{
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if ( mv->m_nButtons & IN_DUCK )
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{
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m_pCSPlayer->m_duckUntilOnGround = false; // player hit +duck, so cancel our auto duck
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}
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else
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{
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mv->m_nButtons |= IN_DUCK;
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}
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}
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}
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// it would be nice to put this into the player->GetPlayerMaxSpeed() method, but
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// this flag is only stored in the move!
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if ( mv->m_nButtons & IN_SPEED )
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{
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mv->m_flMaxSpeed *= CS_PLAYER_SPEED_WALK_MODIFIER;
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}
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if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
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player->GetMoveType() != MOVETYPE_NOCLIP &&
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player->GetMoveType() != MOVETYPE_OBSERVER )
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{
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float spd;
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spd = ( mv->m_flForwardMove * mv->m_flForwardMove ) +
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( mv->m_flSideMove * mv->m_flSideMove ) +
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( mv->m_flUpMove * mv->m_flUpMove );
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// Slow down by the speed factor
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float flSpeedFactor = 1.0f;
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if (player->m_pSurfaceData)
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{
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flSpeedFactor = player->m_pSurfaceData->game.maxSpeedFactor;
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}
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// If we have a constraint, slow down because of that too.
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float flConstraintSpeedFactor = ComputeConstraintSpeedFactor();
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if (flConstraintSpeedFactor < flSpeedFactor)
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flSpeedFactor = flConstraintSpeedFactor;
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// Take the player's velocity modifier into account
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if ( FBitSet( m_pCSPlayer->GetFlags(), FL_ONGROUND ) )
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{
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flSpeedFactor *= m_pCSPlayer->m_flVelocityModifier;
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}
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mv->m_flMaxSpeed *= flSpeedFactor;
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if ( g_bMovementOptimizations )
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{
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// Same thing but only do the sqrt if we have to.
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if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed*mv->m_flMaxSpeed ) )
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{
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float fRatio = mv->m_flMaxSpeed / sqrt( spd );
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mv->m_flForwardMove *= fRatio;
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mv->m_flSideMove *= fRatio;
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mv->m_flUpMove *= fRatio;
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}
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}
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else
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{
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spd = sqrt( spd );
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if ( ( spd != 0.0 ) && ( spd > mv->m_flMaxSpeed ) )
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{
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float fRatio = mv->m_flMaxSpeed / spd;
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mv->m_flForwardMove *= fRatio;
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mv->m_flSideMove *= fRatio;
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mv->m_flUpMove *= fRatio;
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}
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}
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}
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if ( player->GetFlags() & FL_FROZEN ||
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player->GetFlags() & FL_ONTRAIN ||
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IsDead() )
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{
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mv->m_flForwardMove = 0;
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mv->m_flSideMove = 0;
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mv->m_flUpMove = 0;
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}
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DecayPunchAngle();
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// Take angles from command.
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if ( !IsDead() )
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{
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v_angle = mv->m_vecAngles;
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v_angle = v_angle + player->m_Local.m_vecPunchAngle;
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// Now adjust roll angle
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if ( player->GetMoveType() != MOVETYPE_ISOMETRIC &&
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player->GetMoveType() != MOVETYPE_NOCLIP )
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{
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mv->m_vecAngles[ROLL] = CalcRoll( v_angle, mv->m_vecVelocity, sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
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}
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else
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{
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mv->m_vecAngles[ROLL] = 0.0; // v_angle[ ROLL ];
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}
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mv->m_vecAngles[PITCH] = v_angle[PITCH];
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mv->m_vecAngles[YAW] = v_angle[YAW];
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}
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else
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{
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mv->m_vecAngles = mv->m_vecOldAngles;
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}
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// Set dead player view_offset
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if ( IsDead() )
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{
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player->SetViewOffset( VEC_DEAD_VIEWHEIGHT );
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}
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// Adjust client view angles to match values used on server.
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if ( mv->m_vecAngles[YAW] > 180.0f )
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{
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mv->m_vecAngles[YAW] -= 360.0f;
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}
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// If we're standing on a player, then force them off.
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if ( !player->IsObserver() && ( player->GetMoveType() != MOVETYPE_LADDER ) )
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{
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int nLevels = 0;
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CBaseEntity *pCurGround = player->GetGroundEntity();
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while ( pCurGround && pCurGround->IsPlayer() && nLevels < 1000 )
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{
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pCurGround = pCurGround->GetGroundEntity();
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++nLevels;
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}
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if ( nLevels == 1000 )
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Warning( "BUG: CCSGameMovement::CheckParameters - too many stacking levels.\n" );
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// If they're stacked too many levels deep, slide them off.
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if ( nLevels > 1 )
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{
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mv->m_flForwardMove = mv->m_flMaxSpeed * 3;
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mv->m_flSideMove = 0;
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mv->m_nButtons = 0;
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mv->m_nImpulseCommand = 0;
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}
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}
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}
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void CCSGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
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{
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m_pCSPlayer = ToCSPlayer( pBasePlayer );
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Assert( m_pCSPlayer );
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BaseClass::ProcessMovement( pBasePlayer, pMove );
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}
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bool CCSGameMovement::CanAccelerate()
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{
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// Only allow the player to accelerate when in certain states.
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CSPlayerState curState = m_pCSPlayer->State_Get();
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if ( curState == STATE_ACTIVE )
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{
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return player->GetWaterJumpTime() == 0;
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}
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else if ( player->IsObserver() )
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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void CCSGameMovement::PlayerMove()
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{
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if ( !m_pCSPlayer->CanMove() )
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{
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mv->m_flForwardMove = 0;
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mv->m_flSideMove = 0;
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mv->m_flUpMove = 0;
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mv->m_nButtons &= ~(IN_JUMP | IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT);
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}
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BaseClass::PlayerMove();
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if ( FBitSet( m_pCSPlayer->GetFlags(), FL_ONGROUND ) )
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{
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if ( m_pCSPlayer->m_flVelocityModifier < 1.0 )
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{
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m_pCSPlayer->m_flVelocityModifier += gpGlobals->frametime / 3.0f;
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}
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if ( m_pCSPlayer->m_flVelocityModifier > 1.0 )
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m_pCSPlayer->m_flVelocityModifier = 1.0;
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}
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#if !defined(CLIENT_DLL)
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if ( m_pCSPlayer->IsAlive() )
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{
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// Check if our eye height is too close to the ceiling and lower it.
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// This is needed because we have taller models with the old collision bounds.
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const float eyeClearance = 12.0f; // eye pos must be this far below the ceiling
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Vector offset = player->GetViewOffset();
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Vector vHullMin = GetPlayerMins( player->m_Local.m_bDucked );
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vHullMin.z = 0.0f;
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Vector vHullMax = GetPlayerMaxs( player->m_Local.m_bDucked );
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Vector start = player->GetAbsOrigin();
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start.z += vHullMax.z;
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Vector end = start;
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end.z += eyeClearance - vHullMax.z;
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end.z += player->m_Local.m_bDucked ? VEC_DUCK_VIEW_SCALED( player ).z : VEC_VIEW_SCALED( player ).z;
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vHullMax.z = 0.0f;
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Vector fudge( 1, 1, 0 );
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vHullMin += fudge;
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vHullMax -= fudge;
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trace_t trace;
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Ray_t ray;
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ray.Init( start, end, vHullMin, vHullMax );
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UTIL_TraceRay( ray, PlayerSolidMask(), mv->m_nPlayerHandle.Get(), COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
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if ( trace.fraction < 1.0f )
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{
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float est = start.z + trace.fraction * (end.z - start.z) - player->GetAbsOrigin().z - eyeClearance;
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if ( ( player->GetFlags() & FL_DUCKING ) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
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{
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offset.z = est;
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}
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else
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{
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offset.z = MIN( est, offset.z );
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}
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player->SetViewOffset( offset );
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}
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else
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{
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if ( ( player->GetFlags() & FL_DUCKING ) == 0 && !player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
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{
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player->SetViewOffset( VEC_VIEW_SCALED( player ) );
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}
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else if ( m_pCSPlayer->m_duckUntilOnGround )
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{
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// Duck Hull, but we're in the air. Calculate where the view would be.
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Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
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Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
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// We've got the duck hull, pulled up to the top of where the player should be
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Vector lowerClearance = hullSizeNormal - hullSizeCrouch;
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Vector duckEyeHeight = GetPlayerViewOffset( false ) - lowerClearance;
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player->SetViewOffset( duckEyeHeight );
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}
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else if( player->m_Local.m_bDucked && !player->m_Local.m_bDucking )
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{
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player->SetViewOffset( VEC_DUCK_VIEW );
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}
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}
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}
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#endif
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}
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void CCSGameMovement::WalkMove( void )
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{
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if ( m_pCSPlayer->m_flStamina > 0 )
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{
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float flRatio;
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flRatio = ( STAMINA_MAX - ( ( m_pCSPlayer->m_flStamina / 1000.0 ) * STAMINA_RECOVER_RATE ) ) / STAMINA_MAX;
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// This Goldsrc code was run with variable timesteps and it had framerate dependencies.
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// People looking at Goldsrc for reference are usually
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// (these days) measuring the stoppage at 60fps or greater, so we need
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// to account for the fact that Goldsrc was applying more stopping power
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// since it applied the slowdown across more frames.
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float flReferenceFrametime = 1.0f / 70.0f;
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float flFrametimeRatio = gpGlobals->frametime / flReferenceFrametime;
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flRatio = pow( flRatio, flFrametimeRatio );
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mv->m_vecVelocity.x *= flRatio;
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mv->m_vecVelocity.y *= flRatio;
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}
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BaseClass::WalkMove();
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CheckForLadders( player->GetGroundEntity() != NULL );
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}
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//-------------------------------------------------------------------------------------------------------------------------------
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void CCSGameMovement::AirMove( void )
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{
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BaseClass::AirMove();
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CheckForLadders( false );
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}
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//-------------------------------------------------------------------------------------------------------------------------------
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bool CCSGameMovement::OnLadder( trace_t &trace )
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{
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if ( trace.plane.normal.z == 1.0f )
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return false;
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return BaseClass::OnLadder( trace );
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}
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//-------------------------------------------------------------------------------------------------------------------------------
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bool CCSGameMovement::LadderMove( void )
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{
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bool isOnLadder = BaseClass::LadderMove();
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if ( isOnLadder && m_pCSPlayer )
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{
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m_pCSPlayer->SurpressLadderChecks( mv->GetAbsOrigin(), m_pCSPlayer->m_vecLadderNormal );
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}
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return isOnLadder;
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}
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//-------------------------------------------------------------------------------------------------------------------------------
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/**
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* In CS, crouching up ladders goes slowly and doesn't make a sound.
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*/
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float CCSGameMovement::ClimbSpeed( void ) const
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{
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if ( mv->m_nButtons & IN_DUCK )
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{
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return BaseClass::ClimbSpeed() * CS_PLAYER_SPEED_CLIMB_MODIFIER;
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}
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else
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{
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return BaseClass::ClimbSpeed();
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}
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}
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//-------------------------------------------------------------------------------------------------------------------------------
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/**
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* In CS, strafing on ladders goes slowly.
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*/
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float CCSGameMovement::LadderLateralMultiplier( void ) const
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{
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if ( mv->m_nButtons & IN_DUCK )
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{
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return 1.0f;
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}
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else
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{
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return 0.5f;
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}
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}
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//-------------------------------------------------------------------------------------------------------------------------------
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/**
|
|
* Looks behind and beneath the player in the air, in case he skips out over the top of a ladder. If the
|
|
* trace hits a ladder, the player is snapped to the ladder.
|
|
*/
|
|
void CCSGameMovement::CheckForLadders( bool wasOnGround )
|
|
{
|
|
if ( !wasOnGround )
|
|
{
|
|
// If we're higher than the last place we were on the ground, bail - obviously we're not dropping
|
|
// past a ladder we might want to grab.
|
|
if ( mv->GetAbsOrigin().z > m_pCSPlayer->m_lastStandingPos.z )
|
|
return;
|
|
|
|
Vector dir = -m_pCSPlayer->m_lastStandingPos + mv->GetAbsOrigin();
|
|
if ( !dir.x && !dir.y )
|
|
{
|
|
// If we're dropping straight down, we don't know which way to look for a ladder. Oh well.
|
|
return;
|
|
}
|
|
|
|
dir.z = 0.0f;
|
|
float dist = dir.NormalizeInPlace();
|
|
if ( dist > 64.0f )
|
|
{
|
|
// Don't grab ladders too far behind us.
|
|
return;
|
|
}
|
|
|
|
trace_t trace;
|
|
|
|
TracePlayerBBox(
|
|
mv->GetAbsOrigin(),
|
|
m_pCSPlayer->m_lastStandingPos - dir*(5+dist),
|
|
(PlayerSolidMask() & (~CONTENTS_PLAYERCLIP)), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
|
|
if ( trace.fraction != 1.0f && OnLadder( trace ) && trace.plane.normal.z != 1.0f )
|
|
{
|
|
if ( m_pCSPlayer->CanGrabLadder( trace.endpos, trace.plane.normal ) )
|
|
{
|
|
player->SetMoveType( MOVETYPE_LADDER );
|
|
player->SetMoveCollide( MOVECOLLIDE_DEFAULT );
|
|
|
|
player->SetLadderNormal( trace.plane.normal );
|
|
mv->m_vecVelocity.Init();
|
|
|
|
// The ladder check ignored playerclips, to fix a bug exposed by de_train, where a clipbrush is
|
|
// flush with a ladder. This causes the above tracehull to fail unless we ignore playerclips.
|
|
// However, we have to check for playerclips before we snap to that pos, so we don't warp a
|
|
// player into a clipbrush.
|
|
TracePlayerBBox(
|
|
mv->GetAbsOrigin(),
|
|
m_pCSPlayer->m_lastStandingPos - dir*(5+dist),
|
|
PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
|
|
mv->SetAbsOrigin( trace.endpos );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_pCSPlayer->m_lastStandingPos = mv->GetAbsOrigin();
|
|
}
|
|
}
|
|
|
|
|
|
void CCSGameMovement::ReduceTimers( void )
|
|
{
|
|
float frame_msec = 1000.0f * gpGlobals->frametime;
|
|
|
|
if ( m_pCSPlayer->m_flStamina > 0 )
|
|
{
|
|
m_pCSPlayer->m_flStamina -= frame_msec;
|
|
|
|
if ( m_pCSPlayer->m_flStamina < 0 )
|
|
{
|
|
m_pCSPlayer->m_flStamina = 0;
|
|
}
|
|
}
|
|
|
|
BaseClass::ReduceTimers();
|
|
}
|
|
|
|
ConVar sv_enablebunnyhopping( "sv_enablebunnyhopping", "0", FCVAR_REPLICATED | FCVAR_NOTIFY );
|
|
|
|
// Only allow bunny jumping up to 1.1x server / player maxspeed setting
|
|
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.1f
|
|
|
|
// taken from TF2 but changed BUNNYJUMP_MAX_SPEED_FACTOR from 1.1 to 1.0
|
|
void CCSGameMovement::PreventBunnyJumping()
|
|
{
|
|
// Speed at which bunny jumping is limited
|
|
float maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * player->m_flMaxspeed;
|
|
if ( maxscaledspeed <= 0.0f )
|
|
return;
|
|
|
|
// Current player speed
|
|
float spd = mv->m_vecVelocity.Length();
|
|
|
|
if ( spd <= maxscaledspeed )
|
|
return;
|
|
|
|
// Apply this cropping fraction to velocity
|
|
float fraction = ( maxscaledspeed / spd );
|
|
|
|
mv->m_vecVelocity *= fraction;
|
|
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CCSGameMovement::CheckJumpButton( void )
|
|
{
|
|
if (m_pCSPlayer->pl.deadflag)
|
|
{
|
|
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
|
|
return false;
|
|
}
|
|
|
|
// See if we are waterjumping. If so, decrement count and return.
|
|
if (m_pCSPlayer->m_flWaterJumpTime)
|
|
{
|
|
m_pCSPlayer->m_flWaterJumpTime -= gpGlobals->frametime;
|
|
if (m_pCSPlayer->m_flWaterJumpTime < 0)
|
|
m_pCSPlayer->m_flWaterJumpTime = 0;
|
|
|
|
return false;
|
|
}
|
|
|
|
// If we are in the water most of the way...
|
|
if ( m_pCSPlayer->GetWaterLevel() >= 2 )
|
|
{
|
|
// swimming, not jumping
|
|
SetGroundEntity( NULL );
|
|
|
|
if(m_pCSPlayer->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
|
|
mv->m_vecVelocity[2] = 100;
|
|
else if (m_pCSPlayer->GetWaterType() == CONTENTS_SLIME)
|
|
mv->m_vecVelocity[2] = 80;
|
|
|
|
// play swiming sound
|
|
if ( m_pCSPlayer->m_flSwimSoundTime <= 0 )
|
|
{
|
|
// Don't play sound again for 1 second
|
|
m_pCSPlayer->m_flSwimSoundTime = 1000;
|
|
PlaySwimSound();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// No more effect
|
|
if (m_pCSPlayer->GetGroundEntity() == NULL)
|
|
{
|
|
mv->m_nOldButtons |= IN_JUMP;
|
|
return false; // in air, so no effect
|
|
}
|
|
|
|
if ( (mv->m_nOldButtons & IN_JUMP) &&
|
|
(!cs_autojump.GetBool() && m_pCSPlayer->GetGroundEntity()) )
|
|
{
|
|
return false; // don't pogo stick
|
|
}
|
|
|
|
if ( !sv_enablebunnyhopping.GetBool() )
|
|
{
|
|
PreventBunnyJumping();
|
|
}
|
|
|
|
// In the air now.
|
|
SetGroundEntity( NULL );
|
|
|
|
m_pCSPlayer->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
|
|
|
|
//MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
|
|
m_pCSPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
|
|
|
|
float flGroundFactor = 1.0f;
|
|
if (player->m_pSurfaceData)
|
|
{
|
|
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
|
|
}
|
|
|
|
// if we weren't ducking, bots and hostages do a crouchjump programatically
|
|
if ( (!player || player->IsBot()) && !(mv->m_nButtons & IN_DUCK) )
|
|
{
|
|
m_pCSPlayer->m_duckUntilOnGround = true;
|
|
FinishDuck();
|
|
}
|
|
|
|
// Acclerate upward
|
|
// If we are ducking...
|
|
float startz = mv->m_vecVelocity[2];
|
|
if ( m_pCSPlayer->m_duckUntilOnGround || ( m_pCSPlayer->m_Local.m_bDucking ) || ( m_pCSPlayer->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
// d = 0.5 * g * t^2 - distance traveled with linear accel
|
|
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
|
|
// v = g * t - velocity at the end (just invert it to jump up that high)
|
|
// v = g * sqrt(2.0 * 45 / g )
|
|
// v^2 = g * g * 2.0 * 45 / g
|
|
// v = sqrt( g * 2.0 * 45 )
|
|
|
|
mv->m_vecVelocity[2] = flGroundFactor * sqrt(2 * 800 * 57.0); // 2 * gravity * height
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity[2] += flGroundFactor * sqrt(2 * 800 * 57.0); // 2 * gravity * height
|
|
}
|
|
|
|
if ( m_pCSPlayer->m_flStamina > 0 )
|
|
{
|
|
float flRatio;
|
|
|
|
flRatio = ( STAMINA_MAX - ( ( m_pCSPlayer->m_flStamina / 1000.0 ) * STAMINA_RECOVER_RATE ) ) / STAMINA_MAX;
|
|
|
|
mv->m_vecVelocity[2] *= flRatio;
|
|
}
|
|
|
|
m_pCSPlayer->m_flStamina = ( STAMINA_COST_JUMP / STAMINA_RECOVER_RATE ) * 1000.0;
|
|
|
|
FinishGravity();
|
|
|
|
mv->m_outWishVel.z += mv->m_vecVelocity[2] - startz;
|
|
mv->m_outStepHeight += 0.1f;
|
|
|
|
OnJump(mv->m_outWishVel.z);
|
|
|
|
#ifndef CLIENT_DLL
|
|
// allow bots to react
|
|
IGameEvent * event = gameeventmanager->CreateEvent( "player_jump" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "userid", m_pCSPlayer->GetUserID() );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
#endif
|
|
|
|
// Flag that we jumped.
|
|
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
|
|
return true;
|
|
}
|
|
|
|
|
|
void CCSGameMovement::DecayPunchAngle( void )
|
|
{
|
|
float len;
|
|
|
|
Vector vPunchAngle;
|
|
|
|
vPunchAngle.x = m_pCSPlayer->m_Local.m_vecPunchAngle->x;
|
|
vPunchAngle.y = m_pCSPlayer->m_Local.m_vecPunchAngle->y;
|
|
vPunchAngle.z = m_pCSPlayer->m_Local.m_vecPunchAngle->z;
|
|
|
|
len = VectorNormalize ( vPunchAngle );
|
|
len -= (10.0 + len * 0.5) * gpGlobals->frametime;
|
|
len = MAX( len, 0.0 );
|
|
VectorScale ( vPunchAngle, len, vPunchAngle );
|
|
|
|
m_pCSPlayer->m_Local.m_vecPunchAngle.Set( 0, vPunchAngle.x );
|
|
m_pCSPlayer->m_Local.m_vecPunchAngle.Set( 1, vPunchAngle.y );
|
|
m_pCSPlayer->m_Local.m_vecPunchAngle.Set( 2, vPunchAngle.z );
|
|
}
|
|
|
|
|
|
void CCSGameMovement::HandleDuckingSpeedCrop()
|
|
{
|
|
//=============================================================================
|
|
// HPE_BEGIN:
|
|
// [Forrest]
|
|
//=============================================================================
|
|
// Movement speed in free look camera mode is unaffected by ducking state.
|
|
if ( player->GetObserverMode() == OBS_MODE_ROAMING )
|
|
return;
|
|
//=============================================================================
|
|
// HPE_END
|
|
//=============================================================================
|
|
|
|
if ( !( m_iSpeedCropped & SPEED_CROPPED_DUCK ) )
|
|
{
|
|
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
mv->m_flForwardMove *= CS_PLAYER_SPEED_DUCK_MODIFIER;
|
|
mv->m_flSideMove *= CS_PLAYER_SPEED_DUCK_MODIFIER;
|
|
mv->m_flUpMove *= CS_PLAYER_SPEED_DUCK_MODIFIER;
|
|
m_iSpeedCropped |= SPEED_CROPPED_DUCK;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CCSGameMovement::CanUnduck()
|
|
{
|
|
trace_t trace;
|
|
Vector newOrigin;
|
|
|
|
VectorCopy( mv->GetAbsOrigin(), newOrigin );
|
|
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
newOrigin += VEC_DUCK_HULL_MIN_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
}
|
|
else
|
|
{
|
|
// If in air an letting go of croush, make sure we can offset origin to make
|
|
// up for uncrouching
|
|
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
|
|
|
|
newOrigin += -0.5f * ( hullSizeNormal - hullSizeCrouch );
|
|
}
|
|
|
|
UTIL_TraceHull( mv->GetAbsOrigin(), newOrigin, VEC_HULL_MIN_SCALED( player ), VEC_HULL_MAX_SCALED( player ), PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
|
|
|
|
if ( trace.startsolid || ( trace.fraction != 1.0f ) )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Stop ducking
|
|
//-----------------------------------------------------------------------------
|
|
void CCSGameMovement::FinishUnDuck( void )
|
|
{
|
|
trace_t trace;
|
|
Vector newOrigin;
|
|
|
|
VectorCopy( mv->GetAbsOrigin(), newOrigin );
|
|
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
newOrigin += VEC_DUCK_HULL_MIN_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
}
|
|
else
|
|
{
|
|
// If in air an letting go of croush, make sure we can offset origin to make
|
|
// up for uncrouching
|
|
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
|
|
|
|
Vector viewDelta = -0.5f * ( hullSizeNormal - hullSizeCrouch );
|
|
|
|
VectorAdd( newOrigin, viewDelta, newOrigin );
|
|
}
|
|
|
|
player->m_Local.m_bDucked = false;
|
|
player->RemoveFlag( FL_DUCKING );
|
|
player->m_Local.m_bDucking = false;
|
|
player->SetViewOffset( GetPlayerViewOffset( false ) );
|
|
player->m_Local.m_flDucktime = 0;
|
|
|
|
mv->SetAbsOrigin( newOrigin );
|
|
|
|
// Recategorize position since ducking can change origin
|
|
CategorizePosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finish ducking
|
|
//-----------------------------------------------------------------------------
|
|
void CCSGameMovement::FinishDuck( void )
|
|
{
|
|
|
|
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
|
|
|
|
Vector viewDelta = 0.5f * ( hullSizeNormal - hullSizeCrouch );
|
|
|
|
player->SetViewOffset( GetPlayerViewOffset( true ) );
|
|
player->AddFlag( FL_DUCKING );
|
|
player->m_Local.m_bDucking = false;
|
|
|
|
if ( !player->m_Local.m_bDucked )
|
|
{
|
|
|
|
Vector org = mv->GetAbsOrigin();
|
|
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
org -= VEC_DUCK_HULL_MIN_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
}
|
|
else
|
|
{
|
|
org += viewDelta;
|
|
}
|
|
mv->SetAbsOrigin( org );
|
|
|
|
player->m_Local.m_bDucked = true;
|
|
}
|
|
|
|
// See if we are stuck?
|
|
FixPlayerCrouchStuck( true );
|
|
|
|
// Recategorize position since ducking can change origin
|
|
CategorizePosition();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if duck button is pressed and do the appropriate things
|
|
//-----------------------------------------------------------------------------
|
|
void CCSGameMovement::Duck( void )
|
|
{
|
|
|
|
// Fix taken from zblock for rapid crouch/stand not showing stand on other clients
|
|
|
|
if ( player->GetFlags() & FL_ONGROUND )
|
|
{
|
|
// if prevent crouch
|
|
if ( !( mv->m_nButtons & IN_DUCK ) && ( mv->m_nOldButtons & IN_DUCK ) )
|
|
{
|
|
// Player has released crouch and moving to standing
|
|
m_fTimeLastUnducked = gpGlobals->curtime;
|
|
}
|
|
else if ( ( mv->m_nButtons & IN_DUCK ) && !( mv->m_nOldButtons & IN_DUCK ) )
|
|
{
|
|
// Crouch from standing
|
|
if ( ( player->GetFlags() & FL_DUCKING )
|
|
&& ( m_fTimeLastUnducked > (gpGlobals->curtime - sv_timebetweenducks.GetFloat() ) ) )
|
|
{
|
|
// if the server thinks the player is still crouched
|
|
// AND the time the player started to stand (from being ducked) was less than 300ms ago
|
|
// prevent the player from ducking again
|
|
mv->m_nButtons &= ~IN_DUCK;
|
|
}
|
|
}
|
|
}
|
|
|
|
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
|
|
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
|
|
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
|
|
|
|
// Check to see if we are in the air.
|
|
bool bInAir = player->GetGroundEntity() == NULL && player->GetMoveType() != MOVETYPE_LADDER;
|
|
|
|
if ( mv->m_nButtons & IN_DUCK )
|
|
{
|
|
mv->m_nOldButtons |= IN_DUCK;
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
if ( IsDead() )
|
|
{
|
|
// Unduck
|
|
if ( player->GetFlags() & FL_DUCKING )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
return;
|
|
}
|
|
|
|
HandleDuckingSpeedCrop();
|
|
|
|
if ( m_pCSPlayer->m_duckUntilOnGround )
|
|
{
|
|
if ( !bInAir )
|
|
{
|
|
m_pCSPlayer->m_duckUntilOnGround = false;
|
|
if ( CanUnduck() )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ( mv->m_vecVelocity.z > 0.0f )
|
|
return;
|
|
|
|
// Check if we can un-duck. We want to unduck if we have space for the standing hull, and
|
|
// if it is less than 2 inches off the ground.
|
|
trace_t trace;
|
|
Vector newOrigin;
|
|
Vector groundCheck;
|
|
|
|
VectorCopy( mv->GetAbsOrigin(), newOrigin );
|
|
Vector hullSizeNormal = VEC_HULL_MAX_SCALED( player ) - VEC_HULL_MIN_SCALED( player );
|
|
Vector hullSizeCrouch = VEC_DUCK_HULL_MAX_SCALED( player ) - VEC_DUCK_HULL_MIN_SCALED( player );
|
|
newOrigin -= ( hullSizeNormal - hullSizeCrouch );
|
|
groundCheck = newOrigin;
|
|
groundCheck.z -= player->GetStepSize();
|
|
|
|
UTIL_TraceHull( newOrigin, groundCheck, VEC_HULL_MIN_SCALED( player ), VEC_HULL_MAX_SCALED( player ), PlayerSolidMask(), player, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
|
|
|
|
if ( trace.startsolid || trace.fraction == 1.0f )
|
|
return; // Can't even stand up, or there's no ground underneath us
|
|
|
|
m_pCSPlayer->m_duckUntilOnGround = false;
|
|
if ( CanUnduck() )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Holding duck, in process of ducking or fully ducked?
|
|
if ( ( mv->m_nButtons & IN_DUCK ) || ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
if ( mv->m_nButtons & IN_DUCK )
|
|
{
|
|
bool alreadyDucked = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
|
|
if ( (buttonsPressed & IN_DUCK ) && !( player->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
// Use 1 second so super long jump will work
|
|
player->m_Local.m_flDucktime = 1000;
|
|
player->m_Local.m_bDucking = true;
|
|
}
|
|
|
|
float duckmilliseconds = MAX( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
|
|
float duckseconds = duckmilliseconds / 1000.0f;
|
|
|
|
//time = MAX( 0.0, ( 1.0 - (float)player->m_Local.m_flDucktime / 1000.0 ) );
|
|
|
|
if ( player->m_Local.m_bDucking )
|
|
{
|
|
if ( !( player->GetFlags() & FL_ANIMDUCKING ) )
|
|
player->AddFlag( FL_ANIMDUCKING );
|
|
|
|
// Finish ducking immediately if duck time is over or not on ground
|
|
if ( ( duckseconds > TIME_TO_DUCK ) ||
|
|
( player->GetGroundEntity() == NULL ) ||
|
|
alreadyDucked)
|
|
{
|
|
FinishDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calc parametric time
|
|
float duckFraction = SimpleSpline( duckseconds / TIME_TO_DUCK );
|
|
SetDuckedEyeOffset( duckFraction );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Try to unduck unless automovement is not allowed
|
|
// NOTE: When not onground, you can always unduck
|
|
if ( player->m_Local.m_bAllowAutoMovement || player->GetGroundEntity() == NULL )
|
|
{
|
|
if ( (buttonsReleased & IN_DUCK ) && ( player->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
// Use 1 second so super long jump will work
|
|
player->m_Local.m_flDucktime = 1000;
|
|
player->m_Local.m_bDucking = true; // or unducking
|
|
}
|
|
|
|
float duckmilliseconds = MAX( 0.0f, 1000.0f - (float)player->m_Local.m_flDucktime );
|
|
float duckseconds = duckmilliseconds / 1000.0f;
|
|
|
|
if ( CanUnduck() )
|
|
{
|
|
if ( player->m_Local.m_bDucking ||
|
|
player->m_Local.m_bDucked ) // or unducking
|
|
{
|
|
if ( player->GetFlags() & FL_ANIMDUCKING )
|
|
player->RemoveFlag( FL_ANIMDUCKING );
|
|
|
|
// Finish ducking immediately if duck time is over or not on ground
|
|
if ( ( duckseconds > TIME_TO_UNDUCK ) ||
|
|
( player->GetGroundEntity() == NULL ) )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calc parametric time
|
|
float duckFraction = SimpleSpline( 1.0f - ( duckseconds / TIME_TO_UNDUCK ) );
|
|
SetDuckedEyeOffset( duckFraction );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Still under something where we can't unduck, so make sure we reset this timer so
|
|
// that we'll unduck once we exit the tunnel, etc.
|
|
player->m_Local.m_flDucktime = 1000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CCSGameMovement::OnJump( float fImpulse )
|
|
{
|
|
m_pCSPlayer->OnJump( fImpulse );
|
|
}
|
|
|
|
void CCSGameMovement::OnLand( float fVelocity )
|
|
{
|
|
m_pCSPlayer->OnLand( fVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Essentially the same as TracePlayerBBox, but adds a callback to
|
|
// exclude entities that are not standable (except for other players)
|
|
//-----------------------------------------------------------------------------
|
|
void CCSGameMovement::TryTouchGround( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, unsigned int fMask, int collisionGroup, trace_t& pm )
|
|
{
|
|
VPROF( "CCSGameMovement::TryTouchGround" );
|
|
|
|
Ray_t ray;
|
|
ray.Init( start, end, mins, maxs );
|
|
|
|
ShouldHitFunc_t pStandingTestCallback = sv_enableboost.GetBool() ? NULL : CheckForStandable;
|
|
|
|
UTIL_TraceRay( ray, fMask, mv->m_nPlayerHandle.Get(), collisionGroup, &pm, pStandingTestCallback );
|
|
|
|
}
|