Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <stdarg.h>
#include "engine/IEngineSound.h"
#include "filesystem.h"
#include "igamemovement.h"
#include "engine/IEngineTrace.h"
#include "engine/ivmodelinfo.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern CMoveData *g_pMoveData;
class CMoveHelperClient : public IMoveHelper
{
public:
CMoveHelperClient( void );
virtual ~CMoveHelperClient( void );
char const* GetName( EntityHandle_t handle ) const;
// touch lists
virtual void ResetTouchList( void );
virtual bool AddToTouched( const trace_t& tr, const Vector& impactvelocity );
virtual void ProcessImpacts( void );
// Numbered line printf
virtual void Con_NPrintf( int idx, char const* fmt, ... );
virtual bool PlayerFallingDamage(void);
virtual void PlayerSetAnimation( PLAYER_ANIM eAnim );
// These have separate server vs client impementations
virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch );
virtual void StartSound( const Vector& origin, const char *soundname );
virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
virtual IPhysicsSurfaceProps *GetSurfaceProps( void );
virtual bool IsWorldEntity( const CBaseHandle &handle );
void SetHost( CBaseEntity *host );
private:
// results, tallied on client and server, but only used by server to run SV_Impact.
// we store off our velocity in the trace_t structure so that we can determine results
// of shoving boxes etc. around.
struct touchlist_t
{
Vector deltavelocity;
trace_t trace;
touchlist_t() {}
private:
touchlist_t( const touchlist_t &src );
};
CUtlVector<touchlist_t> m_TouchList;
CBaseEntity* m_pHost;
};
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
IMPLEMENT_MOVEHELPER();
static CMoveHelperClient s_MoveHelperClient;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CMoveHelperClient::CMoveHelperClient( void )
{
m_pHost = 0;
SetSingleton( this );
}
CMoveHelperClient::~CMoveHelperClient( void )
{
SetSingleton( 0 );
}
//-----------------------------------------------------------------------------
// Indicates which entity we're going to move
//-----------------------------------------------------------------------------
void CMoveHelperClient::SetHost( CBaseEntity *host )
{
m_pHost = host;
// In case any stuff is ever left over, sigh...
ResetTouchList();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
char const* CMoveHelperClient::GetName( EntityHandle_t handle ) const
{
return "";
}
//-----------------------------------------------------------------------------
// Touch list
//-----------------------------------------------------------------------------
void CMoveHelperClient::ResetTouchList( void )
{
m_TouchList.RemoveAll();
}
//-----------------------------------------------------------------------------
// Adds to the touched list
//-----------------------------------------------------------------------------
bool CMoveHelperClient::AddToTouched( const trace_t& tr, const Vector& impactvelocity )
{
int i;
// Look for duplicates
for (i = 0; i < m_TouchList.Count(); i++)
{
if (m_TouchList[i].trace.m_pEnt == tr.m_pEnt)
{
return false;
}
}
i = m_TouchList.AddToTail();
m_TouchList[i].trace = tr;
VectorCopy( impactvelocity, m_TouchList[i].deltavelocity );
return true;
}
void CMoveHelperClient::ProcessImpacts( void )
{
m_pHost->PhysicsTouchTriggers();
// Don't bother if the player ain't solid
if ( m_pHost->IsSolidFlagSet( FSOLID_NOT_SOLID ) )
return;
// Save off the velocity, cause we need to temporarily reset it
Vector vel = m_pHost->GetAbsVelocity();
// Touch other objects that were intersected during the movement.
for (int i = 0 ; i < m_TouchList.Count(); i++)
{
// Run the impact function as if we had run it during movement.
C_BaseEntity *entity = ClientEntityList().GetEnt( m_TouchList[i].trace.m_pEnt->entindex() );
if ( !entity )
continue;
Assert( entity != m_pHost );
// Don't ever collide with self!!!!
if ( entity == m_pHost )
continue;
// Reconstruct trace results.
m_TouchList[i].trace.m_pEnt = entity;
// Use the velocity we had when we collided, so boxes will move, etc.
m_pHost->SetAbsVelocity( m_TouchList[i].deltavelocity );
entity->PhysicsImpact( m_pHost, m_TouchList[i].trace );
}
// Restore the velocity
m_pHost->SetAbsVelocity( vel );
// So no stuff is ever left over, sigh...
ResetTouchList();
}
void CMoveHelperClient::StartSound( const Vector& origin, const char *soundname )
{
if ( !soundname )
return;
CLocalPlayerFilter filter;
filter.UsePredictionRules();
C_BaseEntity::EmitSound( filter, m_pHost->entindex(), soundname, &origin );
}
//-----------------------------------------------------------------------------
// Play a sound
//-----------------------------------------------------------------------------
void CMoveHelperClient::StartSound( const Vector& origin, int channel,
char const* pSample, float volume, soundlevel_t soundlevel, int fFlags, int pitch )
{
if ( pSample )
{
C_BaseEntity::PrecacheScriptSound( pSample );
CLocalPlayerFilter filter;
filter.UsePredictionRules();
EmitSound_t ep;
ep.m_nChannel = channel;
ep.m_pSoundName = pSample;
ep.m_flVolume = volume;
ep.m_SoundLevel = soundlevel;
ep.m_nPitch = pitch;
ep.m_pOrigin = &origin;
C_BaseEntity::EmitSound( filter, m_pHost->entindex(), ep );
}
}
//-----------------------------------------------------------------------------
// Play a event
//-----------------------------------------------------------------------------
void CMoveHelperClient::PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
// TODO
if (g_pMoveData->m_bFirstRunOfFunctions )
{
}
}
//-----------------------------------------------------------------------------
// Surface properties interface
//-----------------------------------------------------------------------------
IPhysicsSurfaceProps *CMoveHelperClient::GetSurfaceProps( void )
{
extern IPhysicsSurfaceProps *physprops;
return physprops;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bDeveloper -
// *pFormat -
// ... -
//-----------------------------------------------------------------------------
void CMoveHelperClient::Con_NPrintf( int idx, char const* pFormat, ...)
{
va_list marker;
char msg[8192];
va_start(marker, pFormat);
Q_vsnprintf(msg, sizeof( msg ), pFormat, marker);
va_end(marker);
#if defined( CSTRIKE_DLL )
engine->Con_NPrintf( idx, "%s", msg );
#else
engine->Con_NPrintf( idx, msg );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called when the player falls onto a surface fast enough to take
// damage, according to the rules in CGameMovement::CheckFalling.
// Output : Returns true if the player survived the fall, false if they died.
//-----------------------------------------------------------------------------
bool CMoveHelperClient::PlayerFallingDamage(void)
{
// Do nothing; falling damage is applied in MoveHelper_Server::PlayerFallingDamage.
return(true);
}
//-----------------------------------------------------------------------------
// Purpose: Sets an animation in the player.
// Input : eAnim - Animation to set.
//-----------------------------------------------------------------------------
void CMoveHelperClient::PlayerSetAnimation( PLAYER_ANIM eAnim )
{
// Do nothing on the client. Animations are set on the server.
}
bool CMoveHelperClient::IsWorldEntity( const CBaseHandle &handle )
{
return handle == cl_entitylist->GetNetworkableHandle( 0 );
}