Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

3541 lines
94 KiB

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements shared baseplayer class functionality
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "movevars_shared.h"
#include "util_shared.h"
#include "datacache/imdlcache.h"
#include "collisionutils.h"
#include "vphysics/player_controller.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#if defined CLIENT_DLL
#define CPhysicsProp C_PhysicsProp
#define CPhysBox C_PhysBox
#define CCSPlayer C_CSPlayer
#endif
#if defined( CLIENT_DLL )
#include "iclientvehicle.h"
#include "prediction.h"
#include "c_basedoor.h"
#include "c_world.h"
#include "view.h"
#include "c_physicsprop.h"
#include "c_physbox.h"
#if defined( CSTRIKE15 )
#include "weapon_selection.h"
#include "c_cs_player.h"
#endif
#define CRecipientFilter C_RecipientFilter
#else
#include "iservervehicle.h"
#include "trains.h"
#include "world.h"
#include "doors.h"
#include "ai_basenpc.h"
#include "env_zoom.h"
#include "ammodef.h"
#include "props.h"
#include "physobj.h"
#if defined( CSTRIKE15 )
#include "weapon_c4.h"
#include "cs_shareddefs.h"
#include "cs_gamerules.h"
#include "cs_player.h"
#endif
#if defined( PORTAL )
#include "portal_player.h"
#include "physicsshadowclone.h"
#endif
extern int TrainSpeed(int iSpeed, int iMax);
#endif
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "tier0/vprof.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "decals.h"
#include "obstacle_pushaway.h"
#include "igamemovement.h"
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//----------------------------------------------------
// Player Physics Shadow
//----------------------------------------------------
#define VPHYS_MAX_DISTANCE 2.0
#define VPHYS_MAX_VEL 10
#define VPHYS_MAX_DISTSQR (VPHYS_MAX_DISTANCE*VPHYS_MAX_DISTANCE)
#define VPHYS_MAX_VELSQR (VPHYS_MAX_VEL*VPHYS_MAX_VEL)
#if defined( DEBUG_MOTION_CONTROLLERS )
#if defined( GAME_DLL )
unsigned char g_uColorValue = 255;
#else
unsigned char g_uColorValue = 128;
#endif
Vector g_vLastPos = vec3_origin;
Vector g_vShift = vec3_origin;
ConVar dbg_motionlinetime( "dbg_motionlinetime", "30.0", FCVAR_REPLICATED );
void DebugVelocity( const char *szString, const Vector &vStart, const Vector &vEnd, uint8 iRed, uint8 iGreen, uint8 iBlue )
{
if( dbg_motionlinetime.GetFloat() < 0.0f )
return;
Vector vShift = g_vShift;
#if defined( CLIENT_DLL )
# if defined( KEEP_COMMAND_REPREDICTION_COUNT )
vShift *= (1.0f + (float)prediction->GetRepredictionCount());
# else
vShift *= prediction->IsFirstTimePredicted() ? 1.0f : 2.0f;
# endif
iRed >>= 1;
iGreen >>= 1;
iBlue >>= 1;
#endif
NDebugOverlay::Line( vStart + vShift, vEnd + vShift, iRed, iGreen, iBlue, true, dbg_motionlinetime.GetFloat() );
}
void DebugBox( const char *szString, const Vector &vPos, const Vector &vSize, uint8 iRed, uint8 iGreen, uint8 iBlue, uint8 iAlpha )
{
if( dbg_motionlinetime.GetFloat() < 0.0f )
return;
Vector vShift = g_vShift;
#if defined( CLIENT_DLL )
# if defined( KEEP_COMMAND_REPREDICTION_COUNT )
vShift *= (1.0f + (float)prediction->GetRepredictionCount());
# else
vShift *= prediction->IsFirstTimePredicted() ? 1.0f : 2.0f;
# endif
iRed >>= 1;
iGreen >>= 1;
iBlue >>= 1;
#endif
NDebugOverlay::Box( vPos + vShift, -vSize, vSize, iRed, iGreen, iBlue, iAlpha, dbg_motionlinetime.GetFloat() );
}
#endif
ConVar sv_infinite_ammo( "sv_infinite_ammo", "0", FCVAR_RELEASE | FCVAR_REPLICATED, "Player's active weapon will never run out of ammo. If set to 2 then player has infinite total ammo but still has to reload the magazine." );
ConVar view_punch_decay( "view_punch_decay", "18", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "Decay factor exponent for view punch" );
ConVar view_recoil_tracking( "view_recoil_tracking", "0.45", FCVAR_RELEASE | FCVAR_CHEAT | FCVAR_REPLICATED, "How closely the view tracks with the aim punch from weapon recoil" );
ConVar sv_footstep_sound_frequency( "sv_footstep_sound_frequency", "0.97", FCVAR_CHEAT | FCVAR_REPLICATED, "How frequent to hear the player's step sound or how fast they appear to be running from first person." );
#if defined(GAME_DLL)
static ConVar physicsshadowupdate_render( "physicsshadowupdate_render", "0" );
extern ConVar sv_pushaway_max_force;
extern ConVar sv_pushaway_force;
extern ConVar sv_turbophysics;
class CUsePushFilter : public CTraceFilterEntitiesOnly
{
public:
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
// Static prop case...
if ( !pEntity )
return false;
// Only impact on physics objects
if ( !pEntity->VPhysicsGetObject() )
return false;
return g_pGameRules->CanEntityBeUsePushed( pEntity );
}
};
#else
static ConVar physicsshadowupdate_render( "cl_physicsshadowupdate_render", "0" );
ConVar cl_shadowupdatespacing( "cl_shadowupdatespacing", "10.0" );
ConVar cl_predict_motioncontrol( "cl_predict_motioncontrol", "0" );
#endif
#ifdef CLIENT_DLL
ConVar mp_usehwmmodels( "mp_usehwmmodels", "0", NULL, "Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)" ); // -1 = never, 0 = if hasfastvertextextures, 1 = always
#endif
extern ConVar sv_turbophysics;
extern CMoveData *g_pMoveData;
extern ConVar sv_coaching_enabled;
bool UseHWMorphModels()
{
#ifdef CLIENT_DLL
if ( mp_usehwmmodels.GetInt() == 0 )
return g_pMaterialSystemHardwareConfig->HasFastVertexTextures();
return mp_usehwmmodels.GetInt() > 0;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBasePlayer::GetTimeBase( void ) const
{
return m_nTickBase * TICK_INTERVAL;
}
float CBasePlayer::GetPlayerMaxSpeed()
{
// player max speed is the lower limit of m_flMaxSpeed and sv_maxspeed
float fMaxSpeed = sv_maxspeed.GetFloat();
if ( MaxSpeed() > 0.0f && MaxSpeed() < fMaxSpeed )
fMaxSpeed = MaxSpeed();
return fMaxSpeed;
}
//-----------------------------------------------------------------------------
// Purpose: Called every usercmd by the player PreThink
//-----------------------------------------------------------------------------
void CBasePlayer::ItemPreFrame()
{
// Handle use events
PlayerUse();
CBaseCombatWeapon *pActive = GetActiveWeapon();
// Allow all the holstered weapons to update
for ( int i = 0; i < WeaponCount(); ++i )
{
CBaseCombatWeapon *pWeapon = GetWeapon( i );
if ( pWeapon == NULL )
continue;
if ( pActive == pWeapon )
continue;
pWeapon->ItemHolsterFrame();
}
if ( gpGlobals->curtime < m_flNextAttack )
return;
if (!pActive)
return;
#if defined( CLIENT_DLL )
// Not predicting this weapon
if ( !pActive->IsPredicted() )
return;
#endif
pActive->ItemPreFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlayer::UsingStandardWeaponsInVehicle( void )
{
Assert( IsInAVehicle() );
#if !defined( CLIENT_DLL )
IServerVehicle *pVehicle = GetVehicle();
#else
IClientVehicle *pVehicle = GetVehicle();
#endif
Assert( pVehicle );
if ( !pVehicle )
return true;
// NOTE: We *have* to do this before ItemPostFrame because ItemPostFrame
// may dump us out of the vehicle
int nRole = pVehicle->GetPassengerRole( this );
bool bUsingStandardWeapons = pVehicle->IsPassengerUsingStandardWeapons( nRole );
// Fall through and check weapons, etc. if we're using them
if (!bUsingStandardWeapons )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called every usercmd by the player PostThink
//-----------------------------------------------------------------------------
void CBasePlayer::ItemPostFrame()
{
VPROF( "CBasePlayer::ItemPostFrame" );
// Put viewmodels into basically correct place based on new player origin
CalcViewModelView( EyePosition(), EyeAngles() );
// Don't process items while in a vehicle.
if ( GetVehicle() )
{
#if defined( CLIENT_DLL )
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
bool bUsingStandardWeapons = UsingStandardWeaponsInVehicle();
#if defined( CLIENT_DLL )
if ( pVehicle->IsPredicted() )
#endif
{
pVehicle->ItemPostFrame( this );
}
if (!bUsingStandardWeapons || !GetVehicle())
return;
}
// check if the player is using something
if ( m_hUseEntity != NULL )
{
#if !defined( CLIENT_DLL )
Assert( !IsInAVehicle() );
ImpulseCommands();// this will call playerUse
#endif
return;
}
if ( gpGlobals->curtime < m_flNextAttack )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->ItemBusyFrame();
}
}
else
{
if ( GetActiveWeapon() && (!IsInAVehicle() || UsingStandardWeaponsInVehicle()) )
{
#if defined( CLIENT_DLL )
// Not predicting this weapon
if ( GetActiveWeapon()->IsPredicted() )
#endif
{
GetActiveWeapon()->ItemPostFrame( );
}
}
}
#if defined( GAME_DLL )
ImpulseCommands();
#else
// NOTE: If we ever support full impulse commands on the client,
// remove this line and call ImpulseCommands instead.
m_nImpulse = 0;
#endif
extern ConVar sv_infinite_ammo;
if( ( sv_infinite_ammo.GetInt() == 1 ) && (GetActiveWeapon() != NULL) )
{
CBaseCombatWeapon *pWeapon = GetActiveWeapon();
pWeapon->m_iClip1 = pWeapon->GetMaxClip1();
pWeapon->m_iClip2 = pWeapon->GetMaxClip2();
#if defined( GAME_DLL )
if ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE )
{
int iPrimaryAmmoType = pWeapon->GetPrimaryAmmoType();
if ( iPrimaryAmmoType >= 0 )
SetAmmoCount( GetAmmoDef()->MaxCarry( iPrimaryAmmoType, this ), iPrimaryAmmoType );
int iSecondaryAmmoType = pWeapon->GetSecondaryAmmoType();
if ( iSecondaryAmmoType >= 0 )
SetAmmoCount( GetAmmoDef()->MaxCarry( iSecondaryAmmoType, this ), iSecondaryAmmoType );
}
else
{
pWeapon->SetReserveAmmoCount( AMMO_POSITION_PRIMARY, pWeapon->GetReserveAmmoMax( AMMO_POSITION_PRIMARY ), true );
pWeapon->SetReserveAmmoCount( AMMO_POSITION_SECONDARY, pWeapon->GetReserveAmmoMax( AMMO_POSITION_SECONDARY ), true );
}
#endif
}
}
//-----------------------------------------------------------------------------
// Eye angles
//-----------------------------------------------------------------------------
const QAngle &CBasePlayer::EyeAngles( )
{
// NOTE: Viewangles are measured *relative* to the parent's coordinate system
CBaseEntity *pMoveParent = const_cast<CBasePlayer*>(this)->GetMoveParent();
if ( !pMoveParent )
{
// if in camera mode, use that
if ( GetViewEntity() != NULL )
{
return GetViewEntity()->EyeAngles();
}
return pl.v_angle;
}
// FIXME: Cache off the angles?
matrix3x4_t eyesToParent, eyesToWorld;
AngleMatrix( pl.v_angle, eyesToParent );
ConcatTransforms( pMoveParent->EntityToWorldTransform(), eyesToParent, eyesToWorld );
static QAngle angEyeWorld;
MatrixAngles( eyesToWorld, angEyeWorld );
return angEyeWorld;
}
const QAngle &CBasePlayer::LocalEyeAngles()
{
return pl.v_angle;
}
//-----------------------------------------------------------------------------
// Actual Eye position + angles
//-----------------------------------------------------------------------------
Vector CBasePlayer::EyePosition( )
{
if ( GetVehicle() != NULL )
{
// Return the cached result
CacheVehicleView();
return m_vecVehicleViewOrigin;
}
else
{
#ifdef CLIENT_DLL
if ( IsObserver() )
{
if ( m_iObserverMode == OBS_MODE_CHASE )
{
if ( IsLocalPlayer( this ) )
{
return MainViewOrigin(GetSplitScreenPlayerSlot());
}
}
}
#endif
// if in camera mode, use that
if ( GetViewEntity() != NULL )
{
return GetViewEntity()->EyePosition();
}
#ifdef CLIENT_DLL
if ( !IsLocalPlayer( this ) && IsAlive() )
{
if( ( GetFlags() & FL_DUCKING ) || m_Local.m_bDucked )
{
return GetAbsOrigin() + VEC_DUCK_VIEW;
}
else
{
return GetAbsOrigin() + VEC_VIEW;
}
}
else
{
return BaseClass::EyePosition();
}
#else
return BaseClass::EyePosition();
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector CBasePlayer::GetPlayerMins( void ) const
{
if ( IsObserver() )
{
return VEC_OBS_HULL_MIN;
}
else
{
if ( GetFlags() & FL_DUCKING )
{
return VEC_DUCK_HULL_MIN;
}
else
{
return VEC_HULL_MIN;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector CBasePlayer::GetPlayerMaxs( void ) const
{
if ( IsObserver() )
{
return VEC_OBS_HULL_MAX;
}
else
{
if ( GetFlags() & FL_DUCKING )
{
return VEC_DUCK_HULL_MAX;
}
else
{
return VEC_HULL_MAX;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::UpdateCollisionBounds( void )
{
if ( GetFlags() & FL_DUCKING )
{
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
}
else
{
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
}
}
//-----------------------------------------------------------------------------
// Purpose: Update the vehicle view, or simply return the cached position and angles
//-----------------------------------------------------------------------------
void CBasePlayer::CacheVehicleView( void )
{
// If we've calculated the view this frame, then there's no need to recalculate it
if ( m_nVehicleViewSavedFrame == gpGlobals->framecount )
return;
#ifdef CLIENT_DLL
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
if ( pVehicle != NULL )
{
int nRole = pVehicle->GetPassengerRole( this );
// Get our view for this frame
pVehicle->GetVehicleViewPosition( nRole, &m_vecVehicleViewOrigin, &m_vecVehicleViewAngles, &m_flVehicleViewFOV );
m_nVehicleViewSavedFrame = gpGlobals->framecount;
}
}
//-----------------------------------------------------------------------------
// Returns eye vectors
//-----------------------------------------------------------------------------
void CBasePlayer::EyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
{
if ( GetVehicle() != NULL )
{
// Cache or retrieve our calculated position in the vehicle
CacheVehicleView();
AngleVectors( m_vecVehicleViewAngles, pForward, pRight, pUp );
}
else
{
AngleVectors( EyeAngles(), pForward, pRight, pUp );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the eye position and angle vectors.
//-----------------------------------------------------------------------------
void CBasePlayer::EyePositionAndVectors( Vector *pPosition, Vector *pForward,
Vector *pRight, Vector *pUp )
{
// Handle the view in the vehicle
if ( GetVehicle() != NULL )
{
CacheVehicleView();
AngleVectors( m_vecVehicleViewAngles, pForward, pRight, pUp );
if ( pPosition != NULL )
{
*pPosition = m_vecVehicleViewOrigin;
}
}
else
{
VectorCopy( EyePosition(), *pPosition );
AngleVectors( EyeAngles(), pForward, pRight, pUp );
}
}
#ifdef CLIENT_DLL
surfacedata_t * CBasePlayer::GetFootstepSurface( const Vector &origin, const char *surfaceName )
{
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( surfaceName ) );
}
#endif
surfacedata_t *CBasePlayer::GetLadderSurface( const Vector &origin )
{
#ifdef CLIENT_DLL
return GetFootstepSurface( origin, "ladder" );
#else
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
#endif
}
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
bool bWalking;
float fvol;
Vector knee;
Vector feet;
float height;
float speed;
float velrun;
float velwalk;
bool fLadder;
if ( m_flStepSoundTime > 0 )
{
m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
if ( m_flStepSoundTime < 0 )
{
m_flStepSoundTime = 0;
}
}
if ( m_flStepSoundTime > 0 )
return;
if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
return;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
return;
if ( !sv_footsteps.GetFloat() )
return;
speed = VectorLength( vecVelocity );
float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );
// determine if we are on a ladder
fLadder = ( GetMoveType() == MOVETYPE_LADDER );
GetStepSoundVelocities( &velwalk, &velrun );
bool onground = ( GetFlags() & FL_ONGROUND );
bool movingalongground = ( groundspeed > 0.0001f );
bool moving_fast_enough = ( speed >= velwalk );
// To hear step sounds you must be either on a ladder or moving along the ground AND
// You must be moving fast enough
if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
return;
// MoveHelper()->PlayerSetAnimation( PLAYER_WALK );
bWalking = speed < velrun;
VectorCopy( vecOrigin, knee );
VectorCopy( vecOrigin, feet );
height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];
knee[2] = vecOrigin[2] + 0.2 * height;
// find out what we're stepping in or on...
if ( fLadder )
{
psurface = GetLadderSurface(vecOrigin);
fvol = 0.5;
SetStepSoundTime( STEPSOUNDTIME_ON_LADDER, bWalking );
}
#ifdef CSTRIKE_DLL
else if ( enginetrace->GetPointContents( knee ) & MASK_WATER ) // we want to use the knee for Cstrike, not the waist
#else
else if ( GetWaterLevel() == WL_Waist )
#endif // CSTRIKE_DLL
{
static int iSkipStep = 0;
if ( iSkipStep == 0 )
{
iSkipStep++;
return;
}
if ( iSkipStep++ == 3 )
{
iSkipStep = 0;
}
psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
fvol = 0.65;
SetStepSoundTime( STEPSOUNDTIME_WATER_KNEE, bWalking );
}
else if ( GetWaterLevel() == WL_Feet )
{
psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
fvol = bWalking ? 0.2 : 0.5;
SetStepSoundTime( STEPSOUNDTIME_WATER_FOOT, bWalking );
}
else
{
if ( !psurface )
return;
SetStepSoundTime( STEPSOUNDTIME_NORMAL, bWalking );
switch ( psurface->game.material )
{
default:
case CHAR_TEX_CONCRETE:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_METAL:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_DIRT:
fvol = bWalking ? 0.25 : 0.55;
break;
case CHAR_TEX_VENT:
fvol = bWalking ? 0.4 : 0.7;
break;
case CHAR_TEX_GRATE:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_TILE:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_SLOSH:
fvol = bWalking ? 0.2 : 0.5;
break;
}
}
// play the sound
// 65% volume if ducking
if ( GetFlags() & FL_DUCKING )
{
fvol *= 0.65;
}
PlayStepSound( feet, psurface, fvol, false );
}
ConVar sv_max_distance_transmit_footsteps( "sv_max_distance_transmit_footsteps", "1250.0", FCVAR_REPLICATED, "Maximum distance to transmit footstep sound effects." );
//-----------------------------------------------------------------------------
// Purpose:
// Input : step -
// fvol -
// force - force sound to play
//-----------------------------------------------------------------------------
void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool bForce )
{
if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
return;
#if defined( CLIENT_DLL )
// during prediction play footstep sounds only once
if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
return;
#endif
if ( !psurface )
return;
int nSide = m_Local.m_nStepside;
unsigned short stepSoundName = nSide ? psurface->sounds.runStepLeft : psurface->sounds.runStepRight;
if ( !stepSoundName )
return;
m_Local.m_nStepside = !nSide;
CSoundParameters params;
Assert( nSide == 0 || nSide == 1 );
if ( m_StepSoundCache[ nSide ].m_usSoundNameIndex == stepSoundName )
{
params = m_StepSoundCache[ nSide ].m_SoundParameters;
}
else
{
IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
// footstep sounds
#if defined( CSTRIKE15 )
const char *pRawSoundName = physprops->GetString( stepSoundName );
const char *pSoundName = NULL;
int const nStepCopyLen = V_strlen(pRawSoundName) + 4;
char *szStep = ( char * ) stackalloc( nStepCopyLen );
if ( GetTeamNumber() == TEAM_CT )
{
Q_snprintf(szStep, nStepCopyLen, "ct_%s", pRawSoundName);
}
else
{
Q_snprintf(szStep, nStepCopyLen, "t_%s", pRawSoundName);
}
pSoundName = szStep;
if ( !CBaseEntity::GetParametersForSound( pSoundName, params, NULL ) )
{
DevMsg( "Can't find specific footstep sound! (%s) - Using the default instead. (%s)\n", pSoundName, pRawSoundName );
pSoundName = pRawSoundName;
}
#else
const char *pSoundName = physprops->GetString( stepSoundName );
#endif
if ( !CBaseEntity::GetParametersForSound( pSoundName, params, NULL ) )
return;
// Only cache if there's one option. Otherwise we'd never here any other sounds
if ( params.count == 1 )
{
m_StepSoundCache[ nSide ].m_usSoundNameIndex = stepSoundName;
m_StepSoundCache[ nSide ].m_SoundParameters = params;
}
}
CRecipientFilter filter;
#if defined( CLIENT_DLL )
// make sure we hear our own jump
filter.AddRecipient( this );
if ( prediction->InPrediction() && !bForce )
{
// Only use these rules when in prediction.
filter.UsePredictionRules();
}
#endif
if( !bForce )
{
filter.AddRecipientsByPAS( vecOrigin );
}
#ifndef CLIENT_DLL
// in MP, server removes all players in the vecOrigin's PVS, these players generate the footsteps client side
if ( gpGlobals->maxClients > 1 && !bForce )
{
filter.RemoveRecipientsByPVS( vecOrigin );
}
if( bForce )
{
filter.AddAllPlayers();
}
// the client plays it's own sound
filter.RemoveRecipient( this );
// Don't transmit footsteps if they are outside maximum footstep transmission range.
for ( int i = 0; i < filter.GetRecipientCount(); ++i )
{
int entIndex = filter.GetRecipientIndex( i );
IHandleEntity* entity = gEntList.LookupEntityByNetworkIndex( entIndex );
if ( entity )
{
CBasePlayer* player = dynamic_cast<CBasePlayer*>( gEntList.GetBaseEntity( entity->GetRefEHandle() ) );
if ( player != NULL )
{
float dist = vecOrigin.DistTo( player->EyePosition() );
if ( dist > sv_max_distance_transmit_footsteps.GetFloat() )
{
filter.RemoveRecipient( player );
}
}
}
}
#endif
// #if defined( CLIENT_DLL )
// Msg( "CLIENT_DLL: (PlayStepSound) filter recipients = %d\n", filter.GetRecipientCount() );
// #else
// Msg( "GAME_DLL: (PlayStepSound) filter recipients = %d\n", filter.GetRecipientCount() );
// #endif
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = params.soundname;
ep.m_flVolume = fvol;
ep.m_SoundLevel = params.soundlevel;
ep.m_nFlags = 0;
ep.m_nPitch = params.pitch;
ep.m_pOrigin = &vecOrigin;
ep.m_hSoundScriptHash = params.m_hSoundScriptHash;
ep.m_nSoundEntryVersion = params.m_nSoundEntryVersion;
EmitSound( filter, entindex(), ep );
// Step Suit
if (CCSPlayer *pThisCsPlayer = dynamic_cast<CCSPlayer *>(this))
{
if (pThisCsPlayer->IsBot() && pThisCsPlayer->HasHeavyArmor())
{
extern ISoundEmitterSystemBase *soundemitterbase;
static const char * const k_HeavyStepSoundName = "Heavy.Step";
static HSOUNDSCRIPTHASH const k_HeavyStepSoundHash = soundemitterbase->HashSoundName( k_HeavyStepSoundName );
ep.m_pSoundName = k_HeavyStepSoundName;
ep.m_hSoundScriptHash = k_HeavyStepSoundHash;
EmitSound(filter, entindex(), ep);
}
}
CSoundParameters paramsSuitSound;
if (!CBaseEntity::GetParametersForSound((GetTeamNumber() == TEAM_CT) ? "CT_Default.Suit" : "T_Default.Suit", paramsSuitSound, NULL))
return;
EmitSound_t epSuitSound;
epSuitSound.m_nChannel = CHAN_AUTO;
epSuitSound.m_pSoundName = paramsSuitSound.soundname;
epSuitSound.m_flVolume = fvol;
epSuitSound.m_SoundLevel = paramsSuitSound.soundlevel;
epSuitSound.m_nFlags = 0;
epSuitSound.m_nPitch = paramsSuitSound.pitch;
epSuitSound.m_pOrigin = &vecOrigin;
epSuitSound.m_hSoundScriptHash = paramsSuitSound.m_hSoundScriptHash;
epSuitSound.m_nSoundEntryVersion = paramsSuitSound.m_nSoundEntryVersion;
EmitSound(filter, entindex(), epSuitSound);
}
void CBasePlayer::UpdateButtonState( int nUserCmdButtonMask )
{
// Track button info so we can detect 'pressed' and 'released' buttons next frame
m_afButtonLast = m_nButtons;
// Get button states
m_nButtons = nUserCmdButtonMask;
int buttonsChanged = m_afButtonLast ^ m_nButtons;
// Debounced button codes for pressed/released
// UNDONE: Do we need auto-repeat?
m_afButtonPressed = buttonsChanged & m_nButtons; // The changed ones still down are "pressed"
m_afButtonReleased = buttonsChanged & (~m_nButtons); // The ones not down are "released"
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::GetStepSoundVelocities( float *velwalk, float *velrun )
{
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags() & FL_DUCKING) || ( GetMoveType() == MOVETYPE_LADDER ) )
{
*velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
*velrun = 80;
}
else
{
*velwalk = 90;
*velrun = 220;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking )
{
switch ( iStepSoundTime )
{
case STEPSOUNDTIME_NORMAL:
case STEPSOUNDTIME_WATER_FOOT:
m_flStepSoundTime = bWalking ? 400 : 300;
break;
case STEPSOUNDTIME_ON_LADDER:
m_flStepSoundTime = 200;
break;
case STEPSOUNDTIME_WATER_KNEE:
m_flStepSoundTime = 600;
break;
default:
Assert(0);
break;
}
m_flStepSoundTime *= sv_footstep_sound_frequency.GetFloat();
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags() & FL_DUCKING) || ( GetMoveType() == MOVETYPE_LADDER ) )
{
m_flStepSoundTime += 100;
}
}
Vector CBasePlayer::Weapon_ShootPosition( )
{
return EyePosition();
}
bool CBasePlayer::Weapon_CanUse( CBaseCombatWeapon *pWeapon )
{
return true;
}
void CBasePlayer::SetAnimationExtension( const char *pExtension )
{
Q_strncpy( m_szAnimExtension, pExtension, sizeof(m_szAnimExtension) );
}
//-----------------------------------------------------------------------------
// Purpose: Set the weapon to switch to when the player uses the 'lastinv' command
//-----------------------------------------------------------------------------
void CBasePlayer::Weapon_SetLast( CBaseCombatWeapon *pWeapon )
{
m_hLastWeapon = pWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Override to clear dropped weapon from the hud
//-----------------------------------------------------------------------------
void CBasePlayer::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget /* = NULL */, const Vector *pVelocity /* = NULL */ )
{
bool bWasActiveWeapon = false;
if ( pWeapon == GetActiveWeapon() )
{
bWasActiveWeapon = true;
}
if ( pWeapon )
{
if ( bWasActiveWeapon )
{
pWeapon->SendWeaponAnim( ACT_VM_IDLE );
}
}
#if defined( GAME_DLL )
BaseClass::Weapon_Drop( pWeapon, pvecTarget, pVelocity );
#endif
if ( bWasActiveWeapon )
{
if (!SwitchToNextBestWeapon( NULL ))
{
CBaseViewModel *vm = GetViewModel();
if ( vm )
{
vm->AddEffects( EF_NODRAW );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Override base class so player can reset autoaim
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CBasePlayer::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex /*=0*/ )
{
CBaseCombatWeapon *pLastWeapon = GetActiveWeapon();
if ( BaseClass::Weapon_Switch( pWeapon, viewmodelindex ))
{
if ( pLastWeapon && Weapon_ShouldSetLast( pLastWeapon, GetActiveWeapon() ) )
{
Weapon_SetLast( pLastWeapon->GetLastWeapon() );
}
CBaseViewModel *pViewModel = GetViewModel( viewmodelindex );
Assert( pViewModel );
if ( pViewModel )
pViewModel->RemoveEffects( EF_NODRAW );
ResetAutoaim( );
OnSwitchWeapons( pWeapon );
#if defined ( CLIENT_DLL ) && defined ( CSTRIKE15 )
CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection();
if ( pHudSelection )
{
pHudSelection->OnWeaponSwitch( pWeapon );
}
#endif
return true;
}
return false;
}
void CBasePlayer::SelectLastItem(void)
{
if ( m_hLastWeapon.Get() == NULL )
return;
if ( GetActiveWeapon() && !GetActiveWeapon()->CanHolster() )
return;
SelectItem( m_hLastWeapon.Get()->GetClassname(), m_hLastWeapon.Get()->GetSubType() );
}
//-----------------------------------------------------------------------------
// Purpose: Abort any reloads we're in
//-----------------------------------------------------------------------------
void CBasePlayer::AbortReload( void )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->AbortReload();
}
}
#if !defined( NO_ENTITY_PREDICTION )
void CBasePlayer::AddToPlayerSimulationList( CBaseEntity *other )
{
CHandle< CBaseEntity > h;
h = other;
// Already in list
if ( m_SimulatedByThisPlayer.Find( h ) != m_SimulatedByThisPlayer.InvalidIndex() )
return;
Assert( other->IsPlayerSimulated() );
m_SimulatedByThisPlayer.AddToTail( h );
}
//-----------------------------------------------------------------------------
// Purpose: Fixme, this should occur if the player fails to drive simulation
// often enough!!!
// Input : *other -
//-----------------------------------------------------------------------------
void CBasePlayer::RemoveFromPlayerSimulationList( CBaseEntity *other )
{
if ( !other )
return;
Assert( other->IsPlayerSimulated() );
Assert( other->GetSimulatingPlayer() == this );
CHandle< CBaseEntity > h;
h = other;
m_SimulatedByThisPlayer.FindAndRemove( h );
}
void CBasePlayer::SimulatePlayerSimulatedEntities( void )
{
int c = m_SimulatedByThisPlayer.Count();
int i;
for ( i = c - 1; i >= 0; i-- )
{
CHandle< CBaseEntity > h;
h = m_SimulatedByThisPlayer[ i ];
CBaseEntity *e = h;
if ( !e || !e->IsPlayerSimulated() )
{
m_SimulatedByThisPlayer.Remove( i );
continue;
}
Assert( e->IsPlayerSimulated() );
Assert( e->GetSimulatingPlayer() == this );
e->PhysicsSimulate();
}
// Loop through all entities again, checking their untouch if flagged to do so
c = m_SimulatedByThisPlayer.Count();
for ( i = c - 1; i >= 0; i-- )
{
CHandle< CBaseEntity > h;
h = m_SimulatedByThisPlayer[ i ];
CBaseEntity *e = h;
if ( !e || !e->IsPlayerSimulated() )
{
m_SimulatedByThisPlayer.Remove( i );
continue;
}
Assert( e->IsPlayerSimulated() );
Assert( e->GetSimulatingPlayer() == this );
if ( !e->GetCheckUntouch() )
continue;
e->PhysicsCheckForEntityUntouch();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ClearPlayerSimulationList( void )
{
int c = m_SimulatedByThisPlayer.Count();
int i;
for ( i = c - 1; i >= 0; i-- )
{
CHandle< CBaseEntity > h;
h = m_SimulatedByThisPlayer[ i ];
CBaseEntity *e = h;
if ( e )
{
e->UnsetPlayerSimulated();
}
}
m_SimulatedByThisPlayer.RemoveAll();
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Return true if we should allow selection of the specified item
//-----------------------------------------------------------------------------
bool CBasePlayer::Weapon_ShouldSelectItem( CBaseCombatWeapon *pWeapon )
{
return ( pWeapon != GetActiveWeapon() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::SelectItem( const char *pstr, int iSubType )
{
if (!pstr)
return;
CBaseCombatWeapon *pItem = Weapon_OwnsThisType( pstr, iSubType );
if (!pItem)
return;
if( GetObserverMode() != OBS_MODE_NONE )
return;// Observers can't select things.
if ( !Weapon_ShouldSelectItem( pItem ) )
return;
// FIX, this needs to queue them up and delay
// Make sure the current weapon can be holstered
if ( GetActiveWeapon() )
{
if ( !GetActiveWeapon()->CanHolster() )
return;
ResetAutoaim( );
}
Weapon_Switch( pItem );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar sv_debug_player_use( "sv_debug_player_use", "0", FCVAR_REPLICATED, "Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success" );
float IntervalDistance( float x, float x0, float x1 )
{
// swap so x0 < x1
if ( x0 > x1 )
{
float tmp = x0;
x0 = x1;
x1 = tmp;
}
if ( x < x0 )
return x0-x;
else if ( x > x1 )
return x - x1;
return 0;
}
CBaseEntity *CBasePlayer::FindUseEntity()
{
Vector forward, up;
// NOTE: This doesn't handle the case when the player is in a vehicle.
AngleVectors( GetFinalAimAngle(), &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
// NOTE: Some debris objects are useable too, so hit those as well
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
#ifdef CSTRIKE_DLL
useableContents = (MASK_NPCSOLID_BRUSHONLY | MASK_OPAQUE_AND_NPCS) & ~CONTENTS_OPAQUE;
#endif
#ifndef CLIENT_DLL
CBaseEntity *pFoundByTrace = NULL;
#endif
// UNDONE: Might be faster to just fold this range into the sphere query
CBaseEntity *pObject = NULL;
float nearestDist = FLT_MAX;
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *pNearest = NULL;
const int NUM_TANGENTS = 8;
#if defined( CSTRIKE15 ) && defined( GAME_DLL )
const int NUM_TRACES = 1;
#else
const int NUM_TRACES = NUM_TANGENTS;
#endif
// trace a box at successive angles down
// forward, 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents[NUM_TANGENTS] = { 0, 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
for ( int i = 0; i < NUM_TRACES; i++ )
{
if ( i == 0 )
{
UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
}
else
{
Vector down = forward - tangents[i]*up;
VectorNormalize(down);
UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
}
pObject = tr.m_pEnt;
#ifndef CLIENT_DLL
pFoundByTrace = pObject;
#endif
bool bUsable = IsUseableEntity(pObject, 0);
while ( pObject && !bUsable && pObject->GetMoveParent() )
{
pObject = pObject->GetMoveParent();
bUsable = IsUseableEntity(pObject, 0);
}
if ( bUsable )
{
Vector delta = tr.endpos - tr.startpos;
float centerZ = CollisionProp()->WorldSpaceCenter().z;
delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
float dist = delta.Length();
#if defined( CSTRIKE15 )
CCSPlayer *pPlayer = dynamic_cast<CCSPlayer*>( pObject );
if ( (pPlayer && pPlayer->IsBot() && dist < PLAYER_USE_BOT_RADIUS) || dist < PLAYER_USE_RADIUS )
{
#else
if ( dist < PLAYER_USE_RADIUS )
{
#endif
#ifndef CLIENT_DLL
if ( sv_debug_player_use.GetBool() )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
{
// If about to select an NPC, do a more thorough check to ensure
// that we're selecting the right one from a group.
pObject = DoubleCheckUseNPC( pObject, searchCenter, forward );
}
#endif
if ( sv_debug_player_use.GetBool() )
{
Msg( "Trace using: %s\n", pObject ? pObject->GetDebugName() : "no usable entity found" );
}
pNearest = pObject;
// if this is directly under the cursor just return it now
if ( i == 0 )
return pObject;
}
}
}
// check ground entity first
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
// otherwise, search out in a 90 degree cone (hemisphere)
if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
{
pNearest = GetGroundEntity();
}
if ( pNearest )
{
// estimate nearest object by distance from the view vector
Vector point;
pNearest->CollisionProp()->CalcNearestPoint( searchCenter, &point );
nearestDist = CalcDistanceToLine( point, searchCenter, forward );
if ( sv_debug_player_use.GetBool() )
{
Msg("Trace found %s, dist %.2f\n", pNearest->GetClassname(), nearestDist );
}
}
#if defined( CSTRIKE15 ) && defined( GAME_DLL )
CCSPlayer* pPlayer = ToCSPlayer( this );
const float MIN_DOT_FOR_WEAPONS = 0.99f;
#endif
for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pObject )
continue;
if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
continue;
// see if it's more roughly in front of the player than previous guess
Vector point;
pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );
float fMinimumDot = pObject->GetUseLookAtAngle();
#if defined( CSTRIKE15 ) && defined( GAME_DLL )
CWeaponCSBase *pWeapon = dynamic_cast<CWeaponCSBase*>( pObject );
CSWeaponType nWepType = WEAPONTYPE_UNKNOWN;
if ( pWeapon )
{
nWepType = pWeapon->GetWeaponType();
if ( pPlayer->IsPrimaryOrSecondaryWeapon( nWepType ) )
fMinimumDot = MIN_DOT_FOR_WEAPONS;
}
#endif
Vector dir = point - searchCenter;
VectorNormalize(dir);
float dot = DotProduct( dir, forward );
// Need to be looking at the object more or less
if ( dot < fMinimumDot )
continue;
float dist = CalcDistanceToLine( point, searchCenter, forward );
if ( sv_debug_player_use.GetBool() )
{
Msg("Radius found %s, dist %.2f\n", pObject->GetClassname(), dist );
}
if ( dist < nearestDist )
{
// Since this has purely been a radius search to this point, we now
// make sure the object isn't behind glass or a grate.
trace_t trCheckOccluded;
UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
{
pNearest = pObject;
nearestDist = dist;
}
}
}
#ifndef CLIENT_DLL
if ( !pNearest )
{
// Haven't found anything near the player to use, nor any NPC's at distance.
// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
trace_t trAllies;
UTIL_TraceLine( searchCenter, searchCenter + forward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
{
// This is an NPC, take it!
pNearest = trAllies.m_pEnt;
}
}
if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
{
pNearest = DoubleCheckUseNPC( pNearest, searchCenter, forward );
}
if ( sv_debug_player_use.GetBool() )
{
if ( !pNearest )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
}
else if ( pNearest == pFoundByTrace )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
else
{
NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
}
}
#endif
if ( sv_debug_player_use.GetBool() )
{
Msg( "Radial using: %s\n", pNearest ? pNearest->GetDebugName() : "no usable entity found" );
}
return pNearest;
}
//-----------------------------------------------------------------------------
// Purpose: Handles USE keypress
//-----------------------------------------------------------------------------
void CBasePlayer::PlayerUse ( void )
{
#ifdef GAME_DLL
// Was use pressed or released?
if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
return;
if ( IsObserver() )
{
// do special use operation in oberserver mode
if ( m_afButtonPressed & IN_USE )
ObserverUse( true );
else if ( m_afButtonReleased & IN_USE )
ObserverUse( false );
return;
}
// push objects in turbo physics mode
if ( (m_nButtons & IN_USE) && sv_turbophysics.GetBool() )
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
CUsePushFilter filter;
UTIL_TraceLine( searchCenter, searchCenter + forward * 96.0f, MASK_SOLID, &filter, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *entity = tr.m_pEnt;
if ( entity )
{
IPhysicsObject *pObj = entity->VPhysicsGetObject();
if ( pObj )
{
Vector vPushAway = (entity->WorldSpaceCenter() - WorldSpaceCenter());
vPushAway.z = 0;
float flDist = VectorNormalize( vPushAway );
flDist = MAX( flDist, 1 );
float flForce = sv_pushaway_force.GetFloat() / flDist;
flForce = MIN( flForce, sv_pushaway_max_force.GetFloat() );
pObj->ApplyForceOffset( vPushAway * flForce, WorldSpaceCenter() );
}
}
}
if ( m_afButtonPressed & IN_USE )
{
// Controlling some latched entity?
if ( ClearUseEntity() )
{
return;
}
else
{
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
{
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
m_iTrain = TRAIN_NEW|TRAIN_OFF;
return;
}
else
{ // Start controlling the train!
CBaseEntity *pTrain = GetGroundEntity();
if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) )
{
m_afPhysicsFlags |= PFLAG_DIROVERRIDE;
m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
m_iTrain |= TRAIN_NEW;
EmitSound( "Player.UseTrain" );
return;
}
}
}
}
CBaseEntity *pUseEntity = FindUseEntity();
#if defined( CSTRIKE15 )
// in counterstrike 15, we need to allow the buy menu to open more easily
// The old code defaulted to using whatever you were pointing at.
// This code first checks to see if you're in a buy zone. If that's true,
// then it ignores any weapon you may be pointing at. (the planted c4 is
// not a weapon).
if ( m_afButtonPressed & IN_USE )
{
CCSPlayer* pPlayer = ToCSPlayer( this );
CWeaponCSBase *pWeapon = dynamic_cast<CWeaponCSBase*>( pUseEntity );
CSWeaponType nWepType = WEAPONTYPE_UNKNOWN;
if ( pWeapon )
nWepType = pWeapon->GetWeaponType();
bool bOpenBuyWithUse = true;
if ( pPlayer )
{
const char *cl_useopensbuymenu = engine->GetClientConVarValue( ENTINDEX( pPlayer->edict() ), "cl_use_opens_buy_menu" );
if ( cl_useopensbuymenu && atoi( cl_useopensbuymenu ) <= 0 )
bOpenBuyWithUse = false;
}
if ( pWeapon && pWeapon->CanBePickedUp() && pPlayer->IsPrimaryOrSecondaryWeapon( nWepType ) )
{
bool bPickupIsPrimary = IsPrimaryWeapon( pWeapon->GetCSWeaponID() );
CBaseCombatWeapon *pPlayerWeapon = NULL;
if ( bPickupIsPrimary )
{
pPlayerWeapon = pPlayer->Weapon_GetSlot( WEAPON_SLOT_RIFLE );
}
else
{
pPlayerWeapon = pPlayer->Weapon_GetSlot( WEAPON_SLOT_PISTOL );
}
// if the player has a weapon in the slot that occupies the weapon that they'd like to pick up
// AND they are able to drop it, pick up the new weapon
// OR if they don't have a weapon in that slot, go ahead and pick up the new weapon
if ( (pPlayerWeapon && pPlayer->HandleDropWeapon( pPlayerWeapon, true )) || !pPlayerWeapon )
{
pWeapon->Touch( this );
}
}
else if ( pPlayer && bOpenBuyWithUse && pPlayer->IsInBuyZone() && pPlayer->CanPlayerBuy( false ) && !CSGameRules()->IsPlayingGunGame() )
{
bool bItemIsNullOrWeapon = true;
if ( pUseEntity )
{
bItemIsNullOrWeapon = ( pWeapon != 0 );
}
if ( bItemIsNullOrWeapon )
{
engine->ClientCommand( edict(), "buymenu\n" );
return;
}
}
else if( !pUseEntity && pPlayer && pPlayer->HasC4() && pPlayer->GetActiveCSWeapon() )
{
if( pPlayer->m_bInBombZone && !( pPlayer->GetActiveCSWeapon()->IsA( WEAPON_C4 ) ) )
{
// we're in a bomb zone with C4, but it's not equipped. Equip it.
CWeaponCSBase *pC4Weapon = NULL;
//Search for the c4 weapon to use
for ( int i = 0; i < pPlayer->WeaponCount(); i++ )
{
CBaseCombatWeapon* pWeaponBase = pPlayer->GetWeapon(i);
CWeaponCSBase* pWeapon = dynamic_cast< CWeaponCSBase* > ( pWeaponBase );
if ( pWeapon == NULL )
{
continue;
}
if ( !pWeapon->IsA( WEAPON_C4 ) )
{
continue;
}
// Must be eligible for switching to.
if ( !pPlayer->Weapon_CanSwitchTo( pWeapon ) )
{
continue;
}
pC4Weapon = pWeapon;
}
if ( pC4Weapon != NULL )
{
//pPlayer->SetLastWeaponBeforeAutoSwitchToC4( pPlayer->GetActiveCSWeapon() );
pPlayer->Weapon_Switch(pC4Weapon);
static_cast<CC4*>(pC4Weapon)->m_bIsPlantingViaUse = true;
}
}
else if( pPlayer->GetActiveCSWeapon()->IsA( WEAPON_C4 ) )
{
static_cast<CC4*>(pPlayer->GetActiveWeapon())->m_bIsPlantingViaUse = true;
}
}
else if ( pUseEntity && pUseEntity->IsPlayer() )
{
// Bots can give their C4 to the requesting human.
CCSPlayer* pPlayer = ToCSPlayer( this );
CCSPlayer* pBot = ToCSPlayer( pUseEntity );
if ( pPlayer && pPlayer->IsAlive() && pBot && pBot->IsBot() && pBot->IsOtherSameTeam(pPlayer->GetTeamNumber()) && pBot->HasC4() )
{
//distance check is implicit in +use, but check it anyway
if ( (pBot->WorldSpaceCenter() - pPlayer->WorldSpaceCenter()).Length() < 200 )
{
CBaseCombatWeapon *pC4 = pBot->Weapon_OwnsThisType( "weapon_c4" );
if ( pC4 )
{
pBot->SetBombDroppedTime( gpGlobals->curtime );
pBot->CSWeaponDrop( pC4, WorldSpaceCenter(), false );
pBot->Radio( "Radio.YouTakeThePoint", "#Cstrike_TitlesTXT_Game_afk_bomb_drop" );
}
}
}
}
}
#endif
if ( pUseEntity )
{
//!!!UNDONE: traceline here to prevent +USEing buttons through walls
int caps = pUseEntity->ObjectCaps();
variant_t emptyVariant;
if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
{
if ( caps & FCAP_CONTINUOUS_USE )
{
m_afPhysicsFlags |= PFLAG_USING;
}
if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE )
{
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON );
}
else
{
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
}
}
// UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use
{
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF );
}
}
#if !defined( CSTRIKE15 )
else if ( m_afButtonPressed & IN_USE )
{
// [sbodenbender] buymenu is mapped to use; bring up buy if nothing to use
engine->ClientCommand(edict(),"buymenu\n");
//PlayUseDenySound();
}
#endif
#endif
}
ConVar sv_suppress_viewpunch( "sv_suppress_viewpunch", "0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ViewPunch( const QAngle &angleOffset )
{
//See if we're suppressing the view punching
if ( sv_suppress_viewpunch.GetBool() )
return;
// We don't allow view kicks in the vehicle
if ( IsInAVehicle() )
return;
m_Local.m_viewPunchAngle += angleOffset;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ViewPunchReset( float tolerance )
{
if ( tolerance != 0 )
{
tolerance *= tolerance; // square
float check = m_Local.m_viewPunchAngle->LengthSqr();
if ( check > tolerance )
return;
}
m_Local.m_viewPunchAngle = vec3_angle;
}
#if defined( CLIENT_DLL )
#include "iviewrender.h"
#include "ivieweffects.h"
#endif
static ConVar smoothstairs( "smoothstairs", "1", FCVAR_REPLICATED, "Smooth player eye z coordinate when traversing stairs." );
//-----------------------------------------------------------------------------
// Handle view smoothing when going up or down stairs
//-----------------------------------------------------------------------------
void CBasePlayer::SmoothViewOnStairs( Vector& eyeOrigin )
{
CBaseEntity *pGroundEntity = GetGroundEntity();
float flCurrentPlayerZ = GetLocalOrigin().z;
float flCurrentPlayerViewOffsetZ = GetViewOffset().z;
#if defined( CLIENT_DLL )
{
matrix3x4_t matOriginDisontinuity;
if( GetOriginInterpolator().GetDiscontinuityTransform( GetEffectiveInterpolationCurTime( gpGlobals->curtime ), matOriginDisontinuity ) )
{
//if the origin has a discontinuity, assume that m_flOldPlayerZ is in the new space. Therefore, we need to transform the local origin into the new space for comparisons
Vector vCurrentSpaceLocalOrigin;
VectorITransform( GetLocalOrigin(), matOriginDisontinuity, vCurrentSpaceLocalOrigin ); //inverse transform because the matrix goes from new space to old space
flCurrentPlayerZ = vCurrentSpaceLocalOrigin.z;
}
}
#endif
// Smooth out stair step ups
// NOTE: Don't want to do this when the ground entity is moving the player
if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) && smoothstairs.GetBool() &&
m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ )
{
int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 : -1;
float steptime = gpGlobals->frametime;
if (steptime < 0)
{
steptime = 0;
}
m_flOldPlayerZ += steptime * 150 * dir;
const float stepSize = 18.0f;
if ( dir > 0 )
{
if (m_flOldPlayerZ > flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ > stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ - stepSize;
}
}
else
{
if (m_flOldPlayerZ < flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ < -stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ + stepSize;
}
}
eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ;
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
}
}
static bool IsWaterContents( int contents )
{
if ( contents & MASK_WATER )
return true;
// if ( contents & CONTENTS_TESTFOGVOLUME )
// return true;
return false;
}
void CBasePlayer::ResetObserverMode()
{
m_hObserverTarget.Set( 0 );
m_iObserverMode = (int)OBS_MODE_NONE;
#ifndef CLIENT_DLL
m_iObserverLastMode = OBS_MODE_ROAMING;
m_bForcedObserverMode = false;
m_afPhysicsFlags &= ~PFLAG_OBSERVER;
m_bIsSpecLerping = false;
m_vecSpecLerpIdealPos = Vector( 0, 0, 0 );
m_angSpecLerpIdealAng = QAngle( 0, 0, 0 );
m_vecSpecLerpOldPos = Vector( 0, 0, 0 );
m_angSpecLerpOldAng = QAngle( 0, 0, 0 );
m_flSpecLerpEndTime = 0.0f;
m_flSpecLerpTime = 1.0f;
#else
UpdateVisibility();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eyeOrigin -
// eyeAngles -
// zNear -
// zFar -
// fov -
//-----------------------------------------------------------------------------
void CBasePlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
#if defined( CLIENT_DLL )
IClientVehicle *pVehicle;
#else
IServerVehicle *pVehicle;
#endif
pVehicle = GetVehicle();
if ( !pVehicle )
{
if ( IsObserver() )
{
CalcObserverView( eyeOrigin, eyeAngles, fov );
}
else
{
CalcPlayerView( eyeOrigin, eyeAngles, fov );
}
}
else
{
CalcVehicleView( pVehicle, eyeOrigin, eyeAngles, zNear, zFar, fov );
}
#if defined( CLIENT_DLL )
// Set the follow bone if necessary
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
static ConVarRef cvFollowBoneIndexVar( "cl_camera_follow_bone_index" );
CStudioHdr const* pHdr = GetModelPtr();
if ( pHdr &&
cvFollowBoneIndexVar.IsValid() &&
C_BasePlayer::GetLocalPlayer() == this )
{
int boneIdx = cvFollowBoneIndexVar.GetInt();
if ( boneIdx >= -1 && boneIdx < pHdr->numbones() )
{
extern Vector g_cameraFollowPos;
if ( boneIdx == -1 )
{
VectorCopy( GetRenderOrigin(), g_cameraFollowPos );
}
else if ( pHdr->pBone( boneIdx )->flags & BONE_USED_BY_ANYTHING )
{
MatrixPosition( m_BoneAccessor.GetBone( boneIdx ), g_cameraFollowPos );
}
}
}
}
#endif
}
void CBasePlayer::CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles)
{
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
vm->CalcViewModelView( this, eyeOrigin, eyeAngles );
}
}
void CBasePlayer::CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// FIXME: Move into prediction
view->DriftPitch();
}
#endif
// TrackIR
if ( IsHeadTrackingEnabled() )
{
VectorCopy( EyePosition() + GetEyeOffset(), eyeOrigin );
}
else
{
VectorCopy( EyePosition(), eyeOrigin );
}
VectorCopy( EyeAngles(), eyeAngles );
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
#endif
{
SmoothViewOnStairs( eyeOrigin );
}
// Snack off the origin before bob + water offset are applied
Vector vecBaseEyePosition = eyeOrigin;
QAngle baseEyeAngles = eyeAngles;
CalcViewBob( eyeOrigin );
CalcViewRoll( eyeAngles );
CalcAddViewmodelCameraAnimation( eyeOrigin, eyeAngles );
// Apply punch angles
VectorAdd( eyeAngles, m_Local.m_viewPunchAngle, eyeAngles );
// TODO[pmf]: apply a scaling factor to this
VectorAdd( eyeAngles, GetAimPunchAngle() * view_recoil_tracking.GetFloat(), eyeAngles );
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Shake it up baby!
GetViewEffects()->CalcShake();
GetViewEffects()->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
// Tilting handled in CInput::AdjustAngles
}
#endif
#if defined( CLIENT_DLL )
// Apply a smoothing offset to smooth out prediction errors.
Vector vSmoothOffset;
GetPredictionErrorSmoothingVector( vSmoothOffset );
eyeOrigin += vSmoothOffset;
m_flObserverChaseDistance = 0.0;
#endif
// calc current FOV
fov = GetFOV();
}
//-----------------------------------------------------------------------------
// Purpose: The main view setup function for vehicles
//-----------------------------------------------------------------------------
void CBasePlayer::CalcVehicleView(
#if defined( CLIENT_DLL )
IClientVehicle *pVehicle,
#else
IServerVehicle *pVehicle,
#endif
Vector& eyeOrigin, QAngle& eyeAngles,
float& zNear, float& zFar, float& fov )
{
Assert( pVehicle );
// Start with our base origin and angles
CacheVehicleView();
eyeOrigin = m_vecVehicleViewOrigin;
eyeAngles = m_vecVehicleViewAngles;
// TrackIR
if ( IsHeadTrackingEnabled() )
{
eyeOrigin += GetEyeOffset();
}
// TrackIR
#if defined( CLIENT_DLL )
fov = GetFOV();
// Allows the vehicle to change the clip planes
pVehicle->GetVehicleClipPlanes( zNear, zFar );
#endif
// Snack off the origin before bob + water offset are applied
Vector vecBaseEyePosition = eyeOrigin;
CalcViewRoll( eyeAngles );
CalcAddViewmodelCameraAnimation( eyeOrigin, eyeAngles );
// Apply punch angle
VectorAdd( eyeAngles, m_Local.m_viewPunchAngle, eyeAngles );
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Shake it up baby!
GetViewEffects()->CalcShake();
GetViewEffects()->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
}
#endif
#if defined( CLIENT_DLL )
// Apply a smoothing offset to smooth out prediction errors.
Vector vSmoothOffset;
GetPredictionErrorSmoothingVector( vSmoothOffset );
eyeOrigin += vSmoothOffset;
#endif
}
void CBasePlayer::CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
#if defined( CLIENT_DLL )
switch ( GetObserverMode() )
{
case OBS_MODE_DEATHCAM : CalcDeathCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_ROAMING : // just copy current position without view offset
case OBS_MODE_FIXED : CalcRoamingView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_IN_EYE : CalcInEyeCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_CHASE : CalcChaseCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_FREEZECAM : CalcFreezeCamView( eyeOrigin, eyeAngles, fov );
break;
}
#else
// on server just copy target postions, final view positions will be calculated on client
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Compute roll angle for a particular lateral velocity
// Input : angles -
// velocity -
// rollangle -
// rollspeed -
// Output : float CViewRender::CalcRoll
//-----------------------------------------------------------------------------
float CBasePlayer::CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed)
{
float sign;
float side;
float value;
Vector forward, right, up;
AngleVectors (angles, &forward, &right, &up);
// Get amount of lateral movement
side = DotProduct( velocity, right );
// Right or left side?
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = rollangle;
// Hit 100% of rollangle at rollspeed. Below that get linear approx.
if ( side < rollspeed )
{
side = side * value / rollspeed;
}
else
{
side = value;
}
// Scale by right/left sign
return side*sign;
}
//-----------------------------------------------------------------------------
// Purpose: Allow the viewmodel to layer in artist-authored additive camera animation (to make some first-person anims 'punchier')
//-----------------------------------------------------------------------------
#define CAM_DRIVER_RETURN_TO_NORMAL 0.25f
#define CAM_DRIVER_RETURN_TO_NORMAL_GAIN 0.8f
void CBasePlayer::CalcAddViewmodelCameraAnimation( Vector& eyeOrigin, QAngle& eyeAngles )
{
#ifdef CLIENT_DLL
CBaseViewModel *vm = GetViewModel();
if ( vm && vm->GetModelPtr() )
{
float flTimeDelta = clamp( (gpGlobals->curtime - vm->m_flCamDriverAppliedTime), 0, CAM_DRIVER_RETURN_TO_NORMAL);
if ( flTimeDelta < CAM_DRIVER_RETURN_TO_NORMAL )
{
vm->m_flCamDriverWeight = clamp( Gain( RemapValClamped( flTimeDelta, 0.0f, CAM_DRIVER_RETURN_TO_NORMAL, 1.0f, 0.0f ), CAM_DRIVER_RETURN_TO_NORMAL_GAIN ), 0, 1 );
//eyeOrigin += (vm->m_vecCamDriverLastPos * vm->m_flCamDriverWeight);
eyeAngles += (vm->m_angCamDriverLastAng * vm->m_flCamDriverWeight);
}
else
{
vm->m_flCamDriverWeight = 0;
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Determine view roll, including data kick
//-----------------------------------------------------------------------------
void CBasePlayer::CalcViewRoll( QAngle& eyeAngles )
{
if ( GetMoveType() == MOVETYPE_NOCLIP )
return;
float side = CalcRoll( GetAbsAngles(), GetAbsVelocity(), sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
eyeAngles[ROLL] += side;
}
#if defined( CSTRIKE15 )
#if defined( CLIENT_DLL )
extern ConVar cl_use_new_headbob;
//ConVar cl_headbob_freq( "cl_headbob_freq", "12", FCVAR_CLIENTDLL );
//ConVar cl_headbob_amp("cl_headbob_amp", "1.5", FCVAR_CLIENTDLL );
ConVar cl_headbob_land_dip_amt("cl_headbob_land_dip_amt", "4", FCVAR_CLIENTDLL );
#endif
#endif
void CBasePlayer::CalcViewBob( Vector& eyeOrigin )
{
#if defined( CSTRIKE15 )
#if defined( CLIENT_DLL )
if ( cl_use_new_headbob.GetBool() == false )
return;
Vector vecBaseEyePosition = eyeOrigin;
// if we just landed, dip the player's view
float flOldFallVel = m_Local.m_flOldFallVelocity;
float flFallVel = m_Local.m_flFallVelocity;
//Msg("Fall Velocity: %f\n", flFallVel );
if ( flFallVel <= 0.1f && flOldFallVel > 10.0f && flOldFallVel <= PLAYER_FATAL_FALL_SPEED && m_Local.m_bInLanding == false )
{
m_Local.m_bInLanding = true;
m_Local.m_flLandingTime = gpGlobals->curtime;
}
// don't bob the view right now
/*
const float flMaxSpeed = sv_maxspeed.GetFloat();
float flSpeedFactor;
*/
if ( m_Local.m_bInLanding == true )
{
float landseconds = MAX(gpGlobals->curtime - m_Local.m_flLandingTime, 0.0f);
float landFraction = SimpleSpline( landseconds / 0.25f );
clamp( landFraction, 0.0f, 1.0f );
float flDipAmount = (1 / flOldFallVel) * 0.1f;
int dipHighOffset = 64;
int dipLowOffset = dipHighOffset - cl_headbob_land_dip_amt.GetInt();
Vector temp = GetViewOffset();
temp.z = ( ( dipLowOffset - flDipAmount ) * landFraction ) +
( dipHighOffset * ( 1 - landFraction ) );
if ( temp.z > dipHighOffset )
{
temp.z = dipHighOffset;
m_Local.m_bInLanding = false;
}
eyeOrigin.z -= ( dipHighOffset - temp.z );
//SetViewOffset( temp );
}
else
{
// don't bob the view right now
/*
flSpeedFactor = GetAbsVelocity().Length() / flMaxSpeed;
clamp( flSpeedFactor, 0.0f, 1.0f );
eyeOrigin.z += flSpeedFactor * (sin(gpGlobals->curtime * cl_headbob_freq.GetFloat() ) * cl_headbob_amp.GetFloat());
*/
}
// stop when our eyes get back to default
if ( m_Local.m_bInLanding == true && ( (eyeOrigin.z - 0.001f) >= vecBaseEyePosition.z ) )
{
m_Local.m_bInLanding = false;
}
if ( m_Local.m_bInLanding == false )
{
// Set the old velocity to the new velocity, we check next frame to see if we hit the ground
m_Local.m_flOldFallVelocity = m_Local.m_flFallVelocity;
}
#endif
#endif
}
void CBasePlayer::DoMuzzleFlash()
{
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
vm->DoMuzzleFlash();
}
BaseClass::DoMuzzleFlash();
}
float CBasePlayer::GetFOVDistanceAdjustFactor()
{
float defaultFOV = (float)GetDefaultFOV();
float localFOV = (float)GetFOV();
if ( localFOV == defaultFOV || defaultFOV < 0.001f )
{
return 1.0f;
}
// If FOV is lower, then we're "zoomed" in and this will give a factor < 1 so apparent LOD distances can be
// shorted accordingly
return localFOV / defaultFOV;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecTracerSrc -
// &tr -
// iTracerType -
//-----------------------------------------------------------------------------
void CBasePlayer::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->MakeTracer( vecTracerSrc, tr, iTracerType );
return;
}
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
}
void CBasePlayer::SharedSpawn()
{
SetMoveType( MOVETYPE_WALK );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetFriction( 1.0f );
pl.deadflag = false;
m_lifeState = LIFE_ALIVE;
m_iHealth = 100;
m_takedamage = DAMAGE_YES;
m_Local.m_bDrawViewmodel = true;
m_Local.m_flStepSize = sv_stepsize.GetFloat();
m_Local.m_bAllowAutoMovement = true;
SetRenderFX( kRenderFxNone );
m_flNextAttack = gpGlobals->curtime;
m_flMaxspeed = 0.0f;
MDLCACHE_CRITICAL_SECTION();
int iIdleSequence = SelectWeightedSequence( ACT_IDLE );
if( iIdleSequence < 0 )
{
iIdleSequence = 0;
}
SetSequence( iIdleSequence );
if ( GetFlags() & FL_DUCKING )
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
else
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
// dont let uninitialized value here hurt the player
m_Local.m_flFallVelocity = 0;
SetBloodColor( BLOOD_COLOR_RED );
m_hUseEntity = NULL;
m_flDuckAmount = 0;
m_flDuckSpeed = CS_PLAYER_DUCK_SPEED_IDEAL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayer::GetDefaultFOV( void ) const
{
#if defined( CLIENT_DLL )
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BasePlayer *pTargetPlayer = ToBasePlayer( GetObserverTarget() );
if ( pTargetPlayer && !pTargetPlayer->IsObserver() )
{
return pTargetPlayer->GetDefaultFOV();
}
}
#endif
int iFOV = ( m_iDefaultFOV == 0 ) ? g_pGameRules->DefaultFOV() : m_iDefaultFOV;
return iFOV;
}
void CBasePlayer::AvoidPhysicsProps( CUserCmd *pCmd )
{
// Don't avoid if noclipping or in movetype none
switch ( GetMoveType() )
{
case MOVETYPE_NOCLIP:
case MOVETYPE_NONE:
case MOVETYPE_OBSERVER:
return;
default:
break;
}
if ( GetObserverMode() != OBS_MODE_NONE || !IsAlive() )
return;
AvoidPushawayProps( this, pCmd );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CBasePlayer::GetTracerType( void )
{
if ( GetActiveWeapon() )
{
return GetActiveWeapon()->GetTracerType();
}
return BaseClass::GetTracerType();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ClearZoomOwner( void )
{
m_hZoomOwner = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the FOV of the client, doing interpolation between old and new if requested
// Input : FOV - New FOV
// zoomRate - Amount of time (in seconds) to move between old and new FOV
//-----------------------------------------------------------------------------
bool CBasePlayer::SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart /* = 0 */ )
{
//NOTENOTE: You MUST specify who is requesting the zoom change
assert( pRequester != NULL );
if ( pRequester == NULL )
return false;
// If we already have an owner, we only allow requests from that owner
if ( ( m_hZoomOwner.Get() != NULL ) && ( m_hZoomOwner.Get() != pRequester ) )
{
#ifdef GAME_DLL
if ( CanOverrideEnvZoomOwner( m_hZoomOwner.Get() ) == false )
#endif
return false;
}
else
{
//FIXME: Maybe do this is as an accessor instead
if ( FOV == 0 )
{
m_hZoomOwner = NULL;
}
else
{
m_hZoomOwner = pRequester;
}
}
// Setup our FOV and our scaling time
if ( iZoomStart > 0 )
{
m_iFOVStart = iZoomStart;
}
else
{
m_iFOVStart = GetFOV();
}
m_flFOVTime = gpGlobals->curtime;
m_iFOV = FOV;
m_Local.m_flFOVRate = zoomRate;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::UpdateUnderwaterState( void )
{
if ( GetWaterLevel() == WL_Eyes )
{
if ( IsPlayerUnderwater() == false )
{
SetPlayerUnderwater( true );
}
return;
}
if ( IsPlayerUnderwater() )
{
SetPlayerUnderwater( false );
}
if ( GetWaterLevel() == WL_NotInWater )
{
if ( GetFlags() & FL_INWATER )
{
#ifndef CLIENT_DLL
if ( m_iHealth > 0 && IsAlive() )
{
if ( GetAbsVelocity().Length() >= 135 )
{
EmitSound( "Player.Wade" );
}
}
#endif
RemoveFlag( FL_INWATER );
}
}
else if ( !(GetFlags() & FL_INWATER) )
{
#ifndef CLIENT_DLL
// player enter water sound
if (GetWaterType() == CONTENTS_WATER)
{
if ( GetAbsVelocity().Length() >= 135 )
{
EmitSound( "Player.Wade" );
}
}
#endif
AddFlag( FL_INWATER );
}
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
// ensure that for every emitsound there is a matching stopsound
//-----------------------------------------------------------------------------
void CBasePlayer::SetPlayerUnderwater( bool state )
{
if ( m_bPlayerUnderwater != state )
{
m_bPlayerUnderwater = state;
#ifdef CLIENT_DLL
if ( state )
EmitSound( "Player.AmbientUnderWater" );
else
StopSound( "Player.AmbientUnderWater" );
#endif
}
}
void CBasePlayer::SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin )
{
m_vecPreviouslyPredictedOrigin = vecAbsOrigin;
}
const Vector &CBasePlayer::GetPreviouslyPredictedOrigin() const
{
return m_vecPreviouslyPredictedOrigin;
}
bool fogparams_t::operator !=( const fogparams_t& other ) const
{
if ( this->enable != other.enable ||
this->blend != other.blend ||
!VectorsAreEqual(this->dirPrimary, other.dirPrimary, 0.01f ) ||
this->colorPrimary.Get() != other.colorPrimary.Get() ||
this->colorSecondary.Get() != other.colorSecondary.Get() ||
this->start != other.start ||
this->end != other.end ||
this->farz != other.farz ||
this->maxdensity != other.maxdensity ||
this->colorPrimaryLerpTo.Get() != other.colorPrimaryLerpTo.Get() ||
this->colorSecondaryLerpTo.Get() != other.colorSecondaryLerpTo.Get() ||
this->startLerpTo != other.startLerpTo ||
this->endLerpTo != other.endLerpTo ||
this->maxdensityLerpTo != other.maxdensityLerpTo ||
this->lerptime != other.lerptime ||
this->duration != other.duration ||
this->HDRColorScale != other.HDRColorScale ||
this->ZoomFogScale != other.ZoomFogScale)
return true;
return false;
}
void CBasePlayer::IncrementEFNoInterpParity()
{
// Only matters in multiplayer
if ( gpGlobals->maxClients == 1 )
return;
m_ubEFNoInterpParity = (m_ubEFNoInterpParity + 1) % NOINTERP_PARITY_MAX;
}
int CBasePlayer::GetEFNoInterpParity() const
{
return (int)m_ubEFNoInterpParity;
}
void CBasePlayer::AddSplitScreenPlayer( CBasePlayer *pOther )
{
CHandle< CBasePlayer > h;
h = pOther;
if ( m_hSplitScreenPlayers.Find( h ) == m_hSplitScreenPlayers.InvalidIndex() )
{
m_hSplitScreenPlayers.AddToTail( h );
}
UpdateSplitScreenAndPictureInPicturePlayerList();
}
void CBasePlayer::RemoveSplitScreenPlayer( CBasePlayer *pOther )
{
CHandle< CBasePlayer > h;
h = pOther;
m_hSplitScreenPlayers.FindAndRemove( h );
UpdateSplitScreenAndPictureInPicturePlayerList();
}
CUtlVector< CHandle< CBasePlayer > > &CBasePlayer::GetSplitScreenPlayers()
{
return m_hSplitScreenPlayers;
}
bool CBasePlayer::HasAttachedSplitScreenPlayers() const
{
return ( m_hSplitScreenPlayers.Count() > 0 );
}
void CBasePlayer::AddPictureInPicturePlayer( CBasePlayer *pOther )
{
CHandle< CBasePlayer > h;
h = pOther;
if ( m_hPipPlayers.Find( h ) == m_hPipPlayers.InvalidIndex() )
{
m_hPipPlayers.AddToTail( h );
}
UpdateSplitScreenAndPictureInPicturePlayerList();
}
void CBasePlayer::RemovePictureInPicturePlayer( CBasePlayer *pOther )
{
CHandle< CBasePlayer > h;
h = pOther;
m_hPipPlayers.FindAndRemove( h );
UpdateSplitScreenAndPictureInPicturePlayerList();
}
CUtlVector< CHandle< CBasePlayer > > &CBasePlayer::GetSplitScreenAndPictureInPicturePlayers()
{
return m_hSplitScreenAndPipPlayers;
}
CUtlVector< CHandle< CBasePlayer > >& CBasePlayer::GetPictureInPicturePlayers( void )
{
return m_hPipPlayers;
}
void CBasePlayer::UpdateSplitScreenAndPictureInPicturePlayerList()
{
// Make m_hSplitScreenAndPipPlayers the union of m_hSplitScreenPlayers and m_hPipPlayers
m_hSplitScreenAndPipPlayers.RemoveAll();
m_hSplitScreenAndPipPlayers.AddVectorToTail( m_hSplitScreenPlayers );
for ( int i = 0; i < m_hPipPlayers.Count(); i++ )
{
CHandle< CBasePlayer > h = m_hPipPlayers[i];
if ( m_hSplitScreenAndPipPlayers.Find( h ) == m_hSplitScreenAndPipPlayers.InvalidIndex() )
{
m_hSplitScreenAndPipPlayers.AddToTail( h );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Strips off IN_xxx flags from the player's input
//-----------------------------------------------------------------------------
void CBasePlayer::ForceButtons( int nButtons )
{
m_afButtonForced |= nButtons;
}
//-----------------------------------------------------------------------------
// Purpose: Re-enables stripped IN_xxx flags to the player's input
//-----------------------------------------------------------------------------
void CBasePlayer::UnforceButtons( int nButtons )
{
m_afButtonForced &= ~nButtons;
}
CBaseEntity* CBasePlayer::GetSoundscapeListener()
{
return this;
}
void CBasePlayer::SetUseEntity( CBaseEntity *pUseEntity )
{
m_hUseEntity = pUseEntity;
}
#if defined( PORTAL2 ) || !defined( CLIENT_DLL )
bool CBasePlayer::ClearUseEntity()
{
if ( m_hUseEntity != NULL )
{
#if !defined( CLIENT_DLL )
if( !m_bDropEnabled )
{
return false;
}
#endif
// Stop controlling the train/object
// TODO: Send HUD Update
#if defined ( PORTAL2 )
CPlayerPickupController *pPickup = (CPlayerPickupController*)GetUseEntity();
Assert( pPickup );
if ( pPickup )
{
if ( pPickup->UsePickupController( this, this, USE_OFF, 0 ) )
{
m_hUseEntity = NULL;
return true;
}
}
#else
GetUseEntity()->Use( this, this, USE_OFF, 0 );
#endif // PORTAL2
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBasePlayer::CanPickupObject( CBaseEntity *pObject, float massLimit, float sizeLimit )
{
// UNDONE: Make this virtual and move to HL2 player
#if defined( HL2_DLL ) || defined( PORTAL2 )
//Must be valid
if ( pObject == NULL )
return false;
//Must move with physics
if ( pObject->GetMoveType() != MOVETYPE_VPHYSICS )
return false;
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = pObject->VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
//Must have a physics object
if (!count)
return false;
float objectMass = 0;
bool checkEnable = false;
for ( int i = 0; i < count; i++ )
{
objectMass += pList[i]->GetMass();
if ( !pList[i]->IsMoveable() )
{
checkEnable = true;
}
if ( pList[i]->GetGameFlags() & FVPHYSICS_NO_PLAYER_PICKUP )
return false;
if ( pList[i]->IsHinged() )
return false;
}
//Msg( "Target mass: %f\n", pPhys->GetMass() );
//Must be under our threshold weight
if ( massLimit > 0 && objectMass > massLimit )
return false;
if ( checkEnable )
{
// Allow pickup of phys props that are motion enabled on player pickup
CPhysicsProp *pProp = dynamic_cast<CPhysicsProp*>(pObject);
CPhysBox *pBox = dynamic_cast<CPhysBox*>(pObject);
if ( !pProp && !pBox )
return false;
#if !defined ( CLIENT_DLL )
if ( pProp && !(pProp->HasSpawnFlags( SF_PHYSPROP_ENABLE_ON_PHYSCANNON )) )
return false;
if ( pBox && !(pBox->HasSpawnFlags( SF_PHYSBOX_ENABLE_ON_PHYSCANNON )) )
return false;
#endif
}
if ( sizeLimit > 0 )
{
const Vector &size = pObject->CollisionProp()->OBBSize();
if ( size.x > sizeLimit || size.y > sizeLimit || size.z > sizeLimit )
return false;
}
return true;
#else
return false;
#endif
}
float CBasePlayer::GetHeldObjectMass( IPhysicsObject *pHeldObject )
{
return 0;
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics )
{
if ( sv_turbophysics.GetBool() )
return;
#if defined( DEBUG_MOTION_CONTROLLERS ) && defined( CLIENT_DLL )
GetVectors( NULL, &g_vShift, NULL );
g_vShift *= cl_shadowupdatespacing.GetFloat();
#endif
Vector newPosition;
bool physicsUpdated = m_pPhysicsController->GetShadowPosition( &newPosition, NULL ) > 0 ? true : false;
#if defined( GAME_DLL )
// UNDONE: If the player is penetrating, but the player's game collisions are not stuck, teleport the physics shadow to the game position
if ( pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING )
{
CUtlVector<CBaseEntity *> list;
PhysGetListOfPenetratingEntities( this, list );
for ( int i = list.Count()-1; i >= 0; --i )
{
// filter out anything that isn't simulated by vphysics
// UNDONE: Filter out motion disabled objects?
if ( list[i]->GetMoveType() == MOVETYPE_VPHYSICS )
{
// I'm currently stuck inside a moving object, so allow vphysics to
// apply velocity to the player in order to separate these objects
m_bTouchedPhysObject = true;
}
// if it's an NPC, tell them that the player is intersecting them
CAI_BaseNPC *pNPC = list[i]->MyNPCPointer();
if ( pNPC )
{
pNPC->PlayerPenetratingVPhysics();
}
}
}
#endif
bool bCheckStuck = false;
if ( m_afPhysicsFlags & PFLAG_GAMEPHYSICS_ROTPUSH )
{
bCheckStuck = true;
m_afPhysicsFlags &= ~PFLAG_GAMEPHYSICS_ROTPUSH;
}
uint32 nContactState = m_pPhysicsController->GetContactState( FVPHYSICS_PUSH_PLAYER );
if ( (nContactState & PLAYER_CONTACT_PHYSICS) || (m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER) )
{
m_bTouchedPhysObject = true;
}
if ( IsFollowingPhysics() )
{
m_bTouchedPhysObject = true;
}
#if defined( CLIENT_DLL )
if( !cl_predict_motioncontrol.GetBool() )
{
m_bTouchedPhysObject = false;
}
#endif
if ( GetMoveType() == MOVETYPE_NOCLIP || pl.deadflag )
{
m_oldOrigin = GetAbsOrigin();
return;
}
#if defined( GAME_DLL )
if ( phys_timescale.GetFloat() == 0.0f )
{
physicsUpdated = false;
}
#endif
if ( !physicsUpdated )
return;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
Vector newVelocity;
pPhysics->GetPosition( &newPosition, 0 );
m_pPhysicsController->GetShadowVelocity( &newVelocity );
// assume vphysics gave us back a position without penetration
Vector lastValidPosition = newPosition;
if ( physicsshadowupdate_render.GetBool() )
{
#if defined( GAME_DLL )
NDebugOverlay::Box( GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 24, 15.0f );
NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,0,255, 24, 15.0f);
// NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,0,255, 24, .01f);
#else
NDebugOverlay::Box( GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs(), 255, 255, 0, 24, 15.0f );
NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,255,255, 24, 15.0f);
// NDebugOverlay::Box( newPosition, WorldAlignMins(), WorldAlignMaxs(), 0,255,255, 24, .01f);
#endif
}
Vector tmp = GetAbsOrigin() - newPosition;
if ( !m_bTouchedPhysObject && !(GetFlags() & FL_ONGROUND) )
{
tmp.z *= 0.5f; // don't care about z delta as much
}
float dist = tmp.LengthSqr();
float deltaV = (newVelocity - GetAbsVelocity()).LengthSqr();
float maxDistErrorSqr = VPHYS_MAX_DISTSQR;
float maxVelErrorSqr = VPHYS_MAX_VELSQR;
if ( IsRideablePhysics(pPhysGround) )
{
maxDistErrorSqr *= 0.25;
maxVelErrorSqr *= 0.25;
}
// player's physics was frozen, try moving to the game's simulated position if possible
if ( m_pPhysicsController->WasFrozen() )
{
m_bPhysicsWasFrozen = true;
// check my position (physics object could have simulated into my position
// physics is not very far away, check my position
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), PhysicsSolidMaskForEntity(), this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.startsolid )
return;
// The physics shadow position is probably not in solid, try to move from there to the desired position
UTIL_TraceEntity( this, newPosition, GetAbsOrigin(), PhysicsSolidMaskForEntity(), this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.startsolid )
{
// found a valid position between the two? take it.
SetAbsOrigin( trace.endpos );
UpdateVPhysicsPosition(trace.endpos, vec3_origin, 0);
return;
}
}
if ( dist >= maxDistErrorSqr || deltaV >= maxVelErrorSqr || (pPhysGround && !m_bTouchedPhysObject) )
{
if ( m_bTouchedPhysObject || pPhysGround )
{
// BUGBUG: Rewrite this code using fixed timestep
if ( deltaV >= maxVelErrorSqr && !m_bPhysicsWasFrozen )
{
if ( !IsRideablePhysics(pPhysGround) )
{
Vector dir = GetAbsVelocity();
float len = VectorNormalize(dir);
float dot = DotProduct( newVelocity, dir );
if ( dot > len )
{
dot = len;
}
else if ( dot < -len )
{
dot = -len;
}
VectorMA( newVelocity, -dot, dir, newVelocity );
if ( m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER )
{
float val = Lerp( 0.1f, len, dot );
VectorMA( newVelocity, val - len, dir, newVelocity );
}
if ( !(m_afPhysicsFlags & PFLAG_VPHYSICS_MOTIONCONTROLLER ) && IsSimulatingOnAlternateTicks() )
{
newVelocity *= 0.5f;
}
ApplyAbsVelocityImpulse( newVelocity );
}
else
{
Vector forward, right, up;
AngleVectors (g_pMoveData->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
// Copy movement amounts
float fmove = g_pMoveData->m_flForwardMove;
float smove = g_pMoveData->m_flSideMove;
// Keep movement vectors in our plane of movement
forward -= Vector(0,0,-1) * DotProduct( forward, Vector(0,0,-1) );
VectorNormalize( forward );
right -= Vector(0,0,-1) * DotProduct( right, Vector(0,0,-1) );
VectorNormalize( right );
// Determine velocity
Vector wishvel = fmove * forward + smove * right;
// HACK!: This code let's the player walk around with a little more control when on a func_physbox.
// They still slide around more than physical objects, but at least you can actually
// control yourself.
// Trying to walk around
if( wishvel.Length2DSqr() )
{
Vector vVel = -newVelocity;
vVel += GetAbsVelocity() + wishvel;
// Clamp or else this can get wildy huge and I don't know why
for( int i=0; i<3; ++i )
{
vVel[i] = clamp( vVel[i], newVelocity[i] - 180, newVelocity[i] + 180 );
}
SetAbsVelocity( vVel );
}
}
}
trace_t trace;
UTIL_TraceEntity( this, newPosition, newPosition, PhysicsSolidMaskForEntity(), this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( !trace.allsolid && !trace.startsolid )
{
SetAbsOrigin( newPosition );
}
}
else
{
#if defined( PORTAL ) && defined( GAME_DLL )
CPortal_Player *pPortalPlayer = (CPortal_Player *)this;
CPortal_Base2D *pPortalEnvironment = pPortalPlayer->m_hPortalEnvironment.Get();
if( pPortalEnvironment != NULL )
{
trace_t trace;
Ray_t ray;
ray.Init( GetAbsOrigin(), GetAbsOrigin(), WorldAlignMins(), WorldAlignMaxs() );
CTraceFilterSimple OriginalTraceFilter( this, COLLISION_GROUP_PLAYER_MOVEMENT );
CTraceFilterTranslateClones traceFilter( &OriginalTraceFilter );
enginetrace->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace );
if( trace.startsolid )
{
UTIL_Portal_TraceRay_With( pPortalEnvironment, ray, MASK_PLAYERSOLID, &traceFilter, &trace );
// current position is not ok, fixup
if ( trace.allsolid || trace.startsolid )
{
//try again with new position
ray.Init( newPosition, newPosition, WorldAlignMins(), WorldAlignMaxs() );
UTIL_Portal_TraceRay_With( pPortalEnvironment, ray, MASK_PLAYERSOLID, &traceFilter, &trace );
if( trace.startsolid == false )
{
SetAbsOrigin( newPosition );
}
else
{
Vector vNewCenter = vec3_origin;
Vector vExtents = (pPortalPlayer->GetHullMaxs() - pPortalPlayer->GetHullMins()) * 0.5f;
Vector vOriginToCenter = (pPortalPlayer->GetHullMaxs() + pPortalPlayer->GetHullMins()) * 0.5f;
if( UTIL_FindClosestPassableSpace_InPortal_CenterMustStayInFront( pPortalEnvironment, GetAbsOrigin() + vOriginToCenter, vExtents, pPortalEnvironment->m_plane_Origin.normal, &traceFilter, MASK_PLAYERSOLID, 100, vNewCenter ) &&
(pPortalEnvironment->m_plane_Origin.normal.Dot( vNewCenter ) - pPortalEnvironment->m_plane_Origin.dist) >= 0.0f )
{
SetAbsOrigin( vNewCenter - vOriginToCenter );
}
else
{
VPlane stayInFrontOfPlane;
stayInFrontOfPlane.m_Normal = pPortalEnvironment->m_plane_Origin.normal;
stayInFrontOfPlane.m_Dist = pPortalEnvironment->m_plane_Origin.dist;
if( !(UTIL_FindClosestPassableSpace_CenterMustStayInFrontOfPlane( GetAbsOrigin() + vOriginToCenter, vExtents, newPosition - GetAbsOrigin(), &traceFilter, MASK_PLAYERSOLID, 100, vNewCenter, stayInFrontOfPlane ) &&
(pPortalEnvironment->m_plane_Origin.normal.Dot( vNewCenter ) - pPortalEnvironment->m_plane_Origin.dist) >= 0.0f) )
{
// Try moving the player closer to the center of the portal
newPosition += ( pPortalEnvironment->GetAbsOrigin() - WorldSpaceCenter() ) * 0.1f;
SetAbsOrigin( newPosition );
DevMsg( "Hurting the player for FindClosestPassableSpaceFailure!\n" );
// Deal 1 damage per frame... this will kill a player very fast, but allow for the above correction to fix some cases
CTakeDamageInfo info( this, this, vec3_origin, vec3_origin, 1, DMG_CRUSH );
OnTakeDamage( info );
}
else
{
SetAbsOrigin( vNewCenter - vOriginToCenter );
}
}
}
}
}
}
}
else
#endif
{
bCheckStuck = true;
}
}
}
else
{
if ( m_bTouchedPhysObject || (nContactState & PLAYER_CONTACT_GAMEOBJECT) )
{
// check my position (physics object could have simulated into my position
// physics is not very far away, check my position
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(),
PhysicsSolidMaskForEntity(), this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
// is current position ok?
if ( trace.allsolid || trace.startsolid )
{
// no use the final stuck check to move back to old if this stuck fix didn't work
bCheckStuck = true;
lastValidPosition = m_oldOrigin;
SetAbsOrigin( newPosition );
}
}
}
if ( bCheckStuck )
{
trace_t trace;
UTIL_TraceEntity( this, GetAbsOrigin(), GetAbsOrigin(), PhysicsSolidMaskForEntity(), this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
// current position is not ok, fixup
if ( trace.allsolid || trace.startsolid )
{
// STUCK!?!?!
//Warning( "Checkstuck failed. Stuck on %s!!\n", trace.m_pEnt->GetClassname() );
SetAbsOrigin( lastValidPosition );
}
}
m_oldOrigin = GetAbsOrigin();
m_bPhysicsWasFrozen = false;
#if defined( DEBUG_MOTION_CONTROLLERS )
g_vLastPos = newPosition;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::PostThinkVPhysics( void )
{
// Check to see if things are initialized!
if ( !m_pPhysicsController )
{
#if defined( CLIENT_DLL )
if( !physenv->IsPredicted() )
{
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
{
m_vphysicsCollisionState = VPHYS_NOCLIP;
}
else if ( GetFlags() & FL_DUCKING )
{
m_vphysicsCollisionState = VPHYS_CROUCH;
}
else
{
m_vphysicsCollisionState = VPHYS_WALK;
}
}
#endif
return;
}
Vector newPosition = GetAbsOrigin();
float frametime = gpGlobals->frametime;
if ( frametime <= 0 || frametime > 0.1f )
frametime = 0.1f;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
if ( !pPhysGround && m_bTouchedPhysObject && g_pMoveData->m_outStepHeight <= 0.f && (GetFlags() & FL_ONGROUND) )
{
newPosition = m_oldOrigin + frametime * g_pMoveData->m_outWishVel;
newPosition = (GetAbsOrigin() * 0.5f) + (newPosition * 0.5f);
}
int collisionState = VPHYS_WALK;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
{
collisionState = VPHYS_NOCLIP;
}
else if ( GetFlags() & FL_DUCKING )
{
collisionState = VPHYS_CROUCH;
}
if ( collisionState != m_vphysicsCollisionState )
{
SetVCollisionState( GetAbsOrigin(), GetAbsVelocity(), collisionState );
}
if ( !(TouchedPhysics() || pPhysGround) )
{
float maxSpeed = m_flMaxspeed > 0.0f ? m_flMaxspeed : sv_maxspeed.GetFloat();
g_pMoveData->m_outWishVel.Init( maxSpeed, maxSpeed, maxSpeed );
}
// teleport the physics object up by stepheight (game code does this - reflect in the physics)
if ( g_pMoveData->m_outStepHeight > 0.1f )
{
if ( g_pMoveData->m_outStepHeight > 4.0f )
{
VPhysicsGetObject()->SetPosition( GetAbsOrigin(), vec3_angle, true );
}
else
{
// don't ever teleport into solid
Vector position, end;
VPhysicsGetObject()->GetPosition( &position, NULL );
end = position;
end.z += g_pMoveData->m_outStepHeight;
trace_t trace;
UTIL_TraceEntity( this, position, end, PhysicsSolidMaskForEntity(), this, COLLISION_GROUP_PLAYER_MOVEMENT, &trace );
if ( trace.DidHit() )
{
g_pMoveData->m_outStepHeight = trace.endpos.z - position.z;
}
m_pPhysicsController->StepUp( g_pMoveData->m_outStepHeight );
}
m_pPhysicsController->Jump();
}
g_pMoveData->m_outStepHeight = 0.0f;
// Store these off because after running the usercmds, it'll pass them
// to UpdateVPhysicsPosition.
m_vNewVPhysicsPosition = newPosition;
m_vNewVPhysicsVelocity = g_pMoveData->m_outWishVel;
m_oldOrigin = GetAbsOrigin();
}
IPhysicsObject *CBasePlayer::GetGroundVPhysics()
{
CBaseEntity *pGroundEntity = GetGroundEntity();
if ( pGroundEntity && pGroundEntity->GetMoveType() == MOVETYPE_VPHYSICS )
{
IPhysicsObject *pPhysGround = pGroundEntity->VPhysicsGetObject();
if ( pPhysGround && pPhysGround->IsMoveable() )
return pPhysGround;
}
return NULL;
}
// UNDONE: Look and see if the ground entity is in hierarchy with a MOVETYPE_VPHYSICS?
// Behavior in that case is not as good currently when the parent is rideable
bool CBasePlayer::IsRideablePhysics( IPhysicsObject *pPhysics )
{
if ( pPhysics )
{
if ( pPhysics->GetMass() > (VPhysicsGetObject()->GetMass()*2) )
return true;
}
return false;
}
void CBasePlayer::UpdateVPhysicsPosition( const Vector &position, const Vector &velocity, float secondsToArrival )
{
if( !m_pPhysicsController )
return;
bool onground = (GetFlags() & FL_ONGROUND) ? true : false;
IPhysicsObject *pPhysGround = GetGroundVPhysics();
// if the object is much heavier than the player, treat it as a local coordinate system
// the player controller will solve movement differently in this case.
if ( !IsRideablePhysics(pPhysGround) )
{
pPhysGround = NULL;
}
#if defined( DEBUG_MOTION_CONTROLLERS )
if( (GetFlags() & FL_ONGROUND) == 0 )
{
Vector vCurPos;
m_pPhysicsController->GetShadowPosition( &vCurPos, NULL );
# if defined( CLIENT_DLL )
DebugVelocity( "CBasePlayer::UpdateVPhysicsPosition", vCurPos, position, 255, prediction->IsFirstTimePredicted() ? 0 : 128, 0 );
DebugBox( "CBasePlayer::UpdateVPhysicsPosition", vCurPos, Vector( 0.1f, 0.1f, 0.1f ), 0, prediction->IsFirstTimePredicted() ? 0 : 128, 255, 100 );
DebugBox( "CBasePlayer::UpdateVPhysicsPosition", position, Vector( 0.1f, 0.1f, 0.1f ), 255, prediction->IsFirstTimePredicted() ? 0 : 128, 0, 100 );
# else
DebugVelocity( "CBasePlayer::UpdateVPhysicsPosition", vCurPos, position, 255, 0, 0 );
DebugBox( "CBasePlayer::UpdateVPhysicsPosition", vCurPos, Vector( 0.1f, 0.1f, 0.1f ), 0, 0, 255, 100 );
DebugBox( "CBasePlayer::UpdateVPhysicsPosition", position, Vector( 0.1f, 0.1f, 0.1f ), 255, 0, 0, 100 );
# endif
}
#endif
m_pPhysicsController->Update( position, velocity, secondsToArrival, onground, pPhysGround );
}
// used by the physics gun and game physics... is there a better interface?
void CBasePlayer::SetPhysicsFlag( int nFlag, bool bSet )
{
if (bSet)
m_afPhysicsFlags |= nFlag;
else
m_afPhysicsFlags &= ~nFlag;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::SetVCollisionState( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity, int collisionState )
{
m_vphysicsCollisionState = collisionState;
if( m_pShadowStand == NULL )
return;
switch( collisionState )
{
case VPHYS_WALK:
m_pShadowStand->SetPosition( vecAbsOrigin, vec3_angle, true );
m_pShadowStand->SetVelocity( &vecAbsVelocity, NULL );
m_pShadowCrouch->EnableCollisions( false );
m_pPhysicsController->SetObject( m_pShadowStand );
VPhysicsSwapObject( m_pShadowStand );
m_pShadowStand->EnableCollisions( true );
break;
case VPHYS_CROUCH:
m_pShadowCrouch->SetPosition( vecAbsOrigin, vec3_angle, true );
m_pShadowCrouch->SetVelocity( &vecAbsVelocity, NULL );
m_pShadowStand->EnableCollisions( false );
m_pPhysicsController->SetObject( m_pShadowCrouch );
VPhysicsSwapObject( m_pShadowCrouch );
m_pShadowCrouch->EnableCollisions( true );
break;
case VPHYS_NOCLIP:
m_pShadowCrouch->EnableCollisions( false );
m_pShadowStand->EnableCollisions( false );
break;
}
}
void CBasePlayer::UpdatePhysicsShadowToCurrentPosition()
{
UpdateVPhysicsPosition( GetAbsOrigin(), vec3_origin, gpGlobals->frametime );
}
void CBasePlayer::UpdatePhysicsShadowToPosition( const Vector &vecAbsOrigin )
{
UpdateVPhysicsPosition( vecAbsOrigin, vec3_origin, gpGlobals->frametime );
}
const char *CBasePlayer::GetPlayerModelName( void )
{
return "models/player.mdl";
}
float CBasePlayer::GetAirTime( void )
{
return m_flTimeLastTouchedGround == 0.0f ? 0.0f : gpGlobals->curtime - m_flTimeLastTouchedGround;
}
const Vector& CBasePlayer::GetEyeOffset() const
{
return m_vecEyeOffset;
}
void CBasePlayer::SetEyeOffset( const Vector& v )
{
m_vecEyeOffset = v;
}
const QAngle & CBasePlayer::GetEyeAngleOffset() const
{
return m_EyeAngleOffset;
}
void CBasePlayer::SetEyeAngleOffset( const QAngle& qa )
{
m_EyeAngleOffset = qa;
}
const Vector & CBasePlayer::GetAimDirection() const
{
return m_AimDirection;
}
void CBasePlayer::SetAimDirection( const Vector& v )
{
m_AimDirection = v;
}
bool CBasePlayer::IsCoach( void ) const
{
return ( GetCoachingTeam() != 0 );
}
int CBasePlayer::GetCoachingTeam( void ) const
{
if ( sv_coaching_enabled.GetBool() && ( GetTeamNumber() == TEAM_SPECTATOR ) )
{
return m_iCoachingTeam;
}
else
{
return 0;
}
}
// returns the player's team or, if coach, coaching team.
int CBasePlayer::GetAssociatedTeamNumber( void ) const
{
return ( IsCoach() ? GetCoachingTeam() : GetTeamNumber() );
}
// is a true spectator, i.e. NOT a team coach
bool CBasePlayer::IsSpectator( void ) const
{
return ( GetTeamNumber() == TEAM_SPECTATOR && !IsCoach() );
}