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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "c_dod_player.h"
#include "c_user_message_register.h"
#include "view.h"
#include "iclientvehicle.h"
#include "ivieweffects.h"
#include "input.h"
#include "IEffects.h"
#include "fx.h"
#include "c_basetempentity.h"
#include "hud_macros.h"
#include "engine/ivdebugoverlay.h"
#include "smoke_fog_overlay.h"
#include "bone_setup.h"
#include "in_buttons.h"
#include "r_efx.h"
#include "dlight.h"
#include "shake.h"
#include "cl_animevent.h"
#include "fx_dod_blood.h"
#include "effect_dispatch_data.h" //for water ripple / splash effect
#include "c_te_effect_dispatch.h" //ditto
#include "dod_gamerules.h"
#include <igameevents.h>
#include "physpropclientside.h"
#include "obstacle_pushaway.h"
#include "prediction.h"
#include "viewangleanim.h"
#include "soundenvelope.h"
#include "weapon_dodbipodgun.h"
#include "c_dod_basegrenade.h"
#include "dod_weapon_parse.h"
#include "view_scene.h"
#include "dod_headiconmanager.h"
#include "c_world.h"
#include "c_dod_bombtarget.h"
#include "toolframework/itoolframework.h"
#include "toolframework_client.h"
#include "c_team.h"
#include "collisionutils.h"
#include "weapon_dodsniper.h"
// NVNT - haptics system for spectating and grenades
#include "haptics/haptic_utils.h"
// NVNT - for grenade effects
#include "weapon_dodbasegrenade.h"
// NVNT - for planting bomb effect
#include "weapon_dodbasebomb.h"
#if defined( CDODPlayer )
#undef CDODPlayer
#endif
#include "iviewrender_beams.h" // flashlight beam
#include "materialsystem/imesh.h" //for materials->FindMaterial
#include "iviewrender.h" //for view->
ConVar cl_ragdoll_physics_enable( "cl_ragdoll_physics_enable", "1", 0, "Enable/disable ragdoll physics." );
ConVar cl_autoreload( "cl_autoreload", "1", FCVAR_USERINFO | FCVAR_ARCHIVE, "Set to 1 to auto reload your weapon when it is empty" ); ConVar cl_autorezoom( "cl_autorezoom", "1", FCVAR_USERINFO | FCVAR_ARCHIVE, "When set to 1, sniper rifles and bazooka weapons will automatically raise after each shot" );
#include "tier0/memdbgon.h"
//======================================================
//
// Cold Breath Emitter - for DOD players.
//
class ColdBreathEmitter : public CSimpleEmitter { public: ColdBreathEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
static ColdBreathEmitter *Create( const char *pDebugName ) { return new ColdBreathEmitter( pDebugName ); }
void UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { // Float up when lifetime is half gone.
pParticle->m_vecVelocity[2] -= ( 8.0f * timeDelta );
// FIXME: optimize this....
pParticle->m_vecVelocity *= ExponentialDecay( 0.9, 0.03, timeDelta ); }
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta ) { pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -2.0f );
//Cap the minimum roll
if ( fabs( pParticle->m_flRollDelta ) < 0.5f ) { pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f; }
return pParticle->m_flRoll; }
private:
ColdBreathEmitter( const ColdBreathEmitter & ); };
void RecvProxy_StunTime( const CRecvProxyData *pData, void *pStruct, void *pOut ) { C_DODPlayer *pPlayerData = (C_DODPlayer *) pStruct;
if( pPlayerData != C_BasePlayer::GetLocalPlayer() ) return;
if ( (pPlayerData->m_flStunDuration != pData->m_Value.m_Float) && pData->m_Value.m_Float > 0 ) { pPlayerData->m_flStunAlpha = 1; }
pPlayerData->m_flStunDuration = pData->m_Value.m_Float; pPlayerData->m_flStunEffectTime = gpGlobals->curtime + pPlayerData->m_flStunDuration; }
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class C_TEPlayerAnimEvent : public C_BaseTempEntity { public: DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity ); DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType ) { // Create the effect.
C_DODPlayer *pPlayer = dynamic_cast< C_DODPlayer* >( m_hPlayer.Get() ); if ( pPlayer && !pPlayer->IsDormant() ) { pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData ); } }
public: CNetworkHandle( CBasePlayer, m_hPlayer ); CNetworkVar( int, m_iEvent ); CNetworkVar( int, m_nData ); };
IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent ) RecvPropEHandle( RECVINFO( m_hPlayer ) ), RecvPropInt( RECVINFO( m_iEvent ) ), RecvPropInt( RECVINFO( m_nData ) ) END_RECV_TABLE()
void RecvProxy_CapAreaIndex( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CDODPlayerShared *pShared = ( CDODPlayerShared *)pStruct;
int iCapAreaIndex = pData->m_Value.m_Int;
if ( iCapAreaIndex != pShared->GetCPIndex() ) { pShared->SetCPIndex( iCapAreaIndex ); } }
// ------------------------------------------------------------------------------------------ //
// Data tables.
// ------------------------------------------------------------------------------------------ //
// CDODPlayerShared Data Tables
//=============================
// specific to the local player ( ideally should not be in CDODPlayerShared! )
BEGIN_RECV_TABLE_NOBASE( CDODPlayerShared, DT_DODSharedLocalPlayerExclusive ) RecvPropInt( RECVINFO( m_iPlayerClass ) ), RecvPropInt( RECVINFO( m_iDesiredPlayerClass ) ), RecvPropFloat( RECVINFO( m_flDeployedYawLimitLeft ) ), RecvPropFloat( RECVINFO( m_flDeployedYawLimitRight ) ), RecvPropInt( RECVINFO( m_iCPIndex ), 0, RecvProxy_CapAreaIndex ), RecvPropArray3( RECVINFO_ARRAY( m_bPlayerDominated ), RecvPropBool( RECVINFO( m_bPlayerDominated[0] ) ) ), RecvPropArray3( RECVINFO_ARRAY( m_bPlayerDominatingMe ), RecvPropBool( RECVINFO( m_bPlayerDominatingMe[0] ) ) ), END_RECV_TABLE()
// main table
BEGIN_RECV_TABLE_NOBASE( CDODPlayerShared, DT_DODPlayerShared ) RecvPropFloat( RECVINFO( m_flStamina ) ), RecvPropTime( RECVINFO( m_flSlowedUntilTime ) ), RecvPropBool( RECVINFO( m_bProne ) ), RecvPropBool( RECVINFO( m_bIsSprinting ) ), RecvPropTime( RECVINFO( m_flGoProneTime ) ), RecvPropTime( RECVINFO( m_flUnProneTime ) ), RecvPropTime( RECVINFO( m_flDeployChangeTime ) ), RecvPropFloat( RECVINFO( m_flDeployedHeight ) ), RecvPropBool( RECVINFO( m_bPlanting ) ), RecvPropBool( RECVINFO( m_bDefusing ) ), RecvPropDataTable( "dodsharedlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_DODSharedLocalPlayerExclusive) ), END_RECV_TABLE()
// C_DODPlayer Data Tables
//=========================
// specific to the local player
BEGIN_RECV_TABLE_NOBASE( C_DODPlayer, DT_DODLocalPlayerExclusive ) RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), RecvPropFloat( RECVINFO( m_flStunDuration ), 0, RecvProxy_StunTime ), RecvPropFloat( RECVINFO( m_flStunMaxAlpha)), RecvPropInt( RECVINFO( m_iProgressBarDuration ) ), RecvPropFloat( RECVINFO( m_flProgressBarStartTime ) ), END_RECV_TABLE()
// all players except the local player
BEGIN_RECV_TABLE_NOBASE( C_DODPlayer, DT_DODNonLocalPlayerExclusive ) RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), END_RECV_TABLE()
// main table
IMPLEMENT_CLIENTCLASS_DT( C_DODPlayer, DT_DODPlayer, CDODPlayer ) RecvPropDataTable( RECVINFO_DT( m_Shared ), 0, &REFERENCE_RECV_TABLE( DT_DODPlayerShared ) ),
RecvPropDataTable( "dodlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_DODLocalPlayerExclusive) ), RecvPropDataTable( "dodnonlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_DODNonLocalPlayerExclusive) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), RecvPropEHandle( RECVINFO( m_hRagdoll ) ), RecvPropBool( RECVINFO( m_bSpawnInterpCounter ) ), RecvPropInt( RECVINFO( m_iAchievementAwardsMask ) ),
END_RECV_TABLE()
// ------------------------------------------------------------------------------------------ //
// Prediction tables.
// ------------------------------------------------------------------------------------------ //
BEGIN_PREDICTION_DATA_NO_BASE( CDODPlayerShared ) DEFINE_PRED_FIELD( m_bProne, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flStamina, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_bIsSprinting, FIELD_BOOLEAN, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flGoProneTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flUnProneTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flDeployChangeTime, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ), DEFINE_PRED_FIELD( m_flDeployedHeight, FIELD_FLOAT, FTYPEDESC_INSENDTABLE ) END_PREDICTION_DATA()
BEGIN_PREDICTION_DATA( C_DODPlayer ) DEFINE_PRED_TYPEDESCRIPTION( m_Shared, CDODPlayerShared ), DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ), DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ), END_PREDICTION_DATA()
// ----------------------------------------------------------------------------- //
// Client ragdoll entity.
// ----------------------------------------------------------------------------- //
ConVar cl_low_violence( "cl_low_violence", "0" ); ConVar cl_ragdoll_fade_time( "cl_ragdoll_fade_time", "15", FCVAR_CLIENTDLL ); ConVar cl_ragdoll_pronecheck_distance( "cl_ragdoll_pronecheck_distance", "64", FCVAR_GAMEDLL );
class C_DODRagdoll : public C_BaseAnimatingOverlay { public: DECLARE_CLASS( C_DODRagdoll, C_BaseAnimatingOverlay ); DECLARE_CLIENTCLASS(); C_DODRagdoll(); ~C_DODRagdoll();
virtual void OnDataChanged( DataUpdateType_t type );
int GetPlayerEntIndex() const; IRagdoll* GetIRagdoll() const;
void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
void ClientThink( void ); void StartFadeOut( float fDelay ); bool IsRagdollVisible(); private: C_DODRagdoll( const C_DODRagdoll & ) {}
void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity );
void CreateLowViolenceRagdoll(); void CreateDODRagdoll();
private:
EHANDLE m_hPlayer; CNetworkVector( m_vecRagdollVelocity ); CNetworkVector( m_vecRagdollOrigin ); float m_fDeathTime; bool m_bFadingOut; };
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_DODRagdoll, DT_DODRagdoll, CDODRagdoll ) RecvPropVector( RECVINFO(m_vecRagdollOrigin) ), RecvPropEHandle( RECVINFO( m_hPlayer ) ), RecvPropInt( RECVINFO( m_nModelIndex ) ), RecvPropInt( RECVINFO(m_nForceBone) ), RecvPropVector( RECVINFO(m_vecForce) ), RecvPropVector( RECVINFO( m_vecRagdollVelocity ) ) END_RECV_TABLE()
C_DODRagdoll::C_DODRagdoll() { m_fDeathTime = -1; m_bFadingOut = false; }
C_DODRagdoll::~C_DODRagdoll() { PhysCleanupFrictionSounds( this ); }
void C_DODRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity ) { if ( !pSourceEntity ) return; VarMapping_t *pSrc = pSourceEntity->GetVarMapping(); VarMapping_t *pDest = GetVarMapping(); // Find all the VarMapEntry_t's that represent the same variable.
for ( int i = 0; i < pDest->m_Entries.Count(); i++ ) { VarMapEntry_t *pDestEntry = &pDest->m_Entries[i]; for ( int j=0; j < pSrc->m_Entries.Count(); j++ ) { VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j]; if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(), pDestEntry->watcher->GetDebugName() ) ) { pDestEntry->watcher->Copy( pSrcEntry->watcher ); break; } } } }
void C_DODRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) { IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject ) return;
Vector dir = pTrace->endpos - pTrace->startpos;
if ( iDamageType == DMG_BLAST ) { dir *= 4000; // adjust impact strength
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir ); } else { Vector hitpos; VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos ); VectorNormalize( dir );
dir *= 4000; // adjust impact strength
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
// Blood spray!
FX_DOD_BloodSpray( hitpos, dir, 10 ); }
m_pRagdoll->ResetRagdollSleepAfterTime(); }
void C_DODRagdoll::CreateLowViolenceRagdoll() { // Just play a death animation.
// Find a death anim to play.
int iMinDeathAnim = 9999, iMaxDeathAnim = -9999; for ( int iAnim=1; iAnim < 100; iAnim++ ) { char str[512]; Q_snprintf( str, sizeof( str ), "death%d", iAnim ); if ( LookupSequence( str ) == -1 ) break; iMinDeathAnim = MIN( iMinDeathAnim, iAnim ); iMaxDeathAnim = MAX( iMaxDeathAnim, iAnim ); }
if ( iMinDeathAnim == 9999 ) { CreateDODRagdoll(); } else { int iDeathAnim = RandomInt( iMinDeathAnim, iMaxDeathAnim ); char str[512]; Q_snprintf( str, sizeof( str ), "death%d", iDeathAnim );
SetSequence( LookupSequence( str ) ); ForceClientSideAnimationOn();
SetNetworkOrigin( m_vecRagdollOrigin ); SetAbsOrigin( m_vecRagdollOrigin ); SetAbsVelocity( m_vecRagdollVelocity );
C_DODPlayer *pPlayer = dynamic_cast< C_DODPlayer* >( m_hPlayer.Get() ); if ( pPlayer && !pPlayer->IsDormant() ) { // move my current model instance to the ragdoll's so decals are preserved.
pPlayer->SnatchModelInstance( this );
SetAbsAngles( pPlayer->GetRenderAngles() ); SetNetworkAngles( pPlayer->GetRenderAngles() ); } Interp_Reset( GetVarMapping() ); } }
void C_DODRagdoll::CreateDODRagdoll() { // First, initialize all our data. If we have the player's entity on our client,
// then we can make ourselves start out exactly where the player is.
C_DODPlayer *pPlayer = dynamic_cast< C_DODPlayer* >( m_hPlayer.Get() );
#ifdef _DEBUG
DevMsg( 2, "CreateDODRagdoll %d %d\n", gpGlobals->framecount, pPlayer ? pPlayer->entindex() : 0 ); #endif
if ( pPlayer && !pPlayer->IsDormant() ) { // move my current model instance to the ragdoll's so decals are preserved.
pPlayer->SnatchModelInstance( this );
VarMapping_t *varMap = GetVarMapping();
// Copy all the interpolated vars from the player entity.
// The entity uses the interpolated history to get bone velocity.
if ( !pPlayer->IsLocalPlayer() && pPlayer->dod_IsInterpolationEnabled() ) { Interp_Copy( pPlayer );
SetAbsAngles( pPlayer->GetRenderAngles() ); GetRotationInterpolator().Reset();
m_flAnimTime = pPlayer->m_flAnimTime; SetSequence( pPlayer->GetSequence() ); m_flPlaybackRate = pPlayer->GetPlaybackRate(); } else { // This is the local player, so set them in a default
// pose and slam their velocity, angles and origin
SetAbsOrigin( m_vecRagdollOrigin ); SetAbsAngles( pPlayer->GetRenderAngles() );
SetAbsVelocity( m_vecRagdollVelocity );
int iSeq = LookupSequence( "RagdollSpawn" ); // hax, find a neutral standing pose
if ( iSeq == -1 ) { Assert( false ); // missing look_idle?
iSeq = 0; } SetSequence( iSeq ); // look_idle, basic pose
SetCycle( 0.0 );
Interp_Reset( varMap ); }
m_nBody = pPlayer->GetBody(); } else { // overwrite network origin so later interpolation will
// use this position
SetNetworkOrigin( m_vecRagdollOrigin );
SetAbsOrigin( m_vecRagdollOrigin ); SetAbsVelocity( m_vecRagdollVelocity );
Interp_Reset( GetVarMapping() ); }
SetModelIndex( m_nModelIndex ); // Turn it into a ragdoll.
if ( cl_ragdoll_physics_enable.GetInt() ) { // Make us a ragdoll..
m_nRenderFX = kRenderFxRagdoll;
matrix3x4_t boneDelta0[MAXSTUDIOBONES]; matrix3x4_t boneDelta1[MAXSTUDIOBONES]; matrix3x4_t currentBones[MAXSTUDIOBONES]; const float boneDt = 0.05f;
if ( pPlayer && pPlayer == C_BasePlayer::GetLocalPlayer() ) { pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); } else { GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt ); }
InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt ); } else { ClientLeafSystem()->SetRenderGroup( GetRenderHandle(), RENDER_GROUP_TRANSLUCENT_ENTITY ); }
// Fade out the ragdoll in a while
StartFadeOut( cl_ragdoll_fade_time.GetFloat() ); SetNextClientThink( gpGlobals->curtime + 5.0f ); }
void C_DODRagdoll::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED ) { if ( cl_low_violence.GetInt() ) { CreateLowViolenceRagdoll(); } else { CreateDODRagdoll(); } } else { if ( !cl_ragdoll_physics_enable.GetInt() ) { // Don't let it set us back to a ragdoll with data from the server.
m_nRenderFX = kRenderFxNone; } } }
IRagdoll* C_DODRagdoll::GetIRagdoll() const { return m_pRagdoll; }
bool C_DODRagdoll::IsRagdollVisible() { Vector vMins = Vector(-1,-1,-1); //WorldAlignMins();
Vector vMaxs = Vector(1,1,1); //WorldAlignMaxs();
Vector origin = GetAbsOrigin(); if( !engine->IsBoxInViewCluster( vMins + origin, vMaxs + origin) ) { return false; } else if( engine->CullBox( vMins + origin, vMaxs + origin ) ) { return false; }
return true; }
void C_DODRagdoll::ClientThink( void ) { SetNextClientThink( CLIENT_THINK_ALWAYS );
if ( m_bFadingOut == true ) { int iAlpha = GetRenderColor().a; int iFadeSpeed = 600.0f;
iAlpha = MAX( iAlpha - ( iFadeSpeed * gpGlobals->frametime ), 0 );
SetRenderMode( kRenderTransAlpha ); SetRenderColorA( iAlpha );
if ( iAlpha == 0 ) { //Release();
AddEffects( EF_NODRAW ); }
return; }
for( int iClient = 1; iClient <= gpGlobals->maxClients; ++iClient ) { C_DODPlayer *pEnt = static_cast< C_DODPlayer *> ( UTIL_PlayerByIndex( iClient ) );
if(!pEnt || !pEnt->IsPlayer()) continue;
if ( m_hPlayer == NULL ) continue;
if ( pEnt->entindex() == m_hPlayer->entindex() ) continue; if ( pEnt->GetHealth() <= 0 ) continue;
if ( pEnt->m_Shared.IsProne() == false ) continue;
Vector vTargetOrigin = pEnt->GetAbsOrigin(); Vector vMyOrigin = GetAbsOrigin();
Vector vDir = vTargetOrigin - vMyOrigin;
if ( vDir.Length() > cl_ragdoll_pronecheck_distance.GetInt() ) continue;
SetNextClientThink( CLIENT_THINK_ALWAYS ); m_bFadingOut = true; return; }
// if the player is looking at us, delay the fade
if ( IsRagdollVisible() ) { StartFadeOut( 5.0 ); return; }
if ( m_fDeathTime > gpGlobals->curtime ) return;
//Release(); // Die
AddEffects( EF_NODRAW ); }
void C_DODRagdoll::StartFadeOut( float fDelay ) { m_fDeathTime = gpGlobals->curtime + fDelay; SetNextClientThink( CLIENT_THINK_ALWAYS ); }
// ------------------------------------------------------------------------------------------ //
// C_DODPlayer implementation.
// ------------------------------------------------------------------------------------------ //
C_DODPlayer::C_DODPlayer() : m_iv_angEyeAngles( "C_DODPlayer::m_iv_angEyeAngles" ) { m_PlayerAnimState = CreatePlayerAnimState( this ); m_Shared.Init( this );
m_flPitchRecoilAccumulator = 0.0; m_flYawRecoilAccumulator = 0.0; m_flRecoilTimeRemaining = 0.0;
m_iProgressBarDuration = 0; m_flProgressBarStartTime = 0.0f;
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
m_flProneViewOffset = 0.0; m_bProneSwayingRight = true; m_iIDEntIndex = 0;
m_Hints.Init( this, NUM_HINTS, g_pszHintMessages );
m_pFlashlightBeam = NULL;
m_fNextThinkPushAway = 0.0f;
// Cold breath.
m_bColdBreathOn = false; m_flColdBreathTimeStart = 0.0f; m_flColdBreathTimeEnd = 0.0f; m_hColdBreathEmitter = NULL; m_hColdBreathMaterial = INVALID_MATERIAL_HANDLE;
m_flHideHeadIconUntilTime = 0.0f;
m_iAchievementAwardsMask = 0; m_pHeadIconMaterial = NULL; }
C_DODPlayer::~C_DODPlayer() { m_PlayerAnimState->Release();
ReleaseFlashlight();
// Kill the stamina sound!
if ( m_pStaminaSound ) { CSoundEnvelopeController::GetController().SoundDestroy( m_pStaminaSound ); m_pStaminaSound = NULL; }
// Cold breath.
DestroyColdBreathEmitter(); }
C_DODPlayer* C_DODPlayer::GetLocalDODPlayer() { return ToDODPlayer( C_BasePlayer::GetLocalPlayer() ); }
IRagdoll* C_DODPlayer::GetRepresentativeRagdoll() const { if ( m_hRagdoll.Get() ) { C_DODRagdoll *pRagdoll = (C_DODRagdoll*)m_hRagdoll.Get();
return pRagdoll->GetIRagdoll(); } else { return NULL; } }
const QAngle& C_DODPlayer::GetRenderAngles() { if ( IsRagdoll() ) { return vec3_angle; } else { return m_PlayerAnimState->GetRenderAngles(); } }
void C_DODPlayer::UpdateClientSideAnimation() { // Update the animation data. It does the local check here so this works when using
// a third-person camera (and we don't have valid player angles).
if ( this == C_DODPlayer::GetLocalDODPlayer() ) m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] ); else m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
BaseClass::UpdateClientSideAnimation(); }
ConVar dod_playachievementsound( "dod_playachievementsound", "1", FCVAR_ARCHIVE );
void C_DODPlayer::OnAchievementAchieved( int iAchievement ) { // don't draw the head icon for a length of time after showing the particle effect
m_flHideHeadIconUntilTime = gpGlobals->curtime + 2.5;
if ( dod_playachievementsound.GetBool() ) { EmitSound( "Achievement.Earned" ); }
BaseClass::OnAchievementAchieved( iAchievement ); }
int C_DODPlayer::DrawModel( int flags ) { int nRetval = BaseClass::DrawModel( flags ); if ( nRetval != 0 ) { // register to draw the head icon, unless we're hiding it due to the "achieved" particle effect
if ( gpGlobals->curtime > m_flHideHeadIconUntilTime ) { HeadIconManager()->PlayerDrawn( this ); } } return nRetval; }
void C_DODPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { m_PlayerAnimState->DoAnimationEvent( event, nData ); }
DODPlayerState C_DODPlayer::State_Get() const { return m_iPlayerState; }
bool C_DODPlayer::CanShowClassMenu( void ) { return ( GetTeamNumber() == TEAM_ALLIES || GetTeamNumber() == TEAM_AXIS ); }
void C_DODPlayer::DoRecoil( int iWpnID, float flWpnRecoil ) { float flPitchRecoil = flWpnRecoil; float flYawRecoil = flPitchRecoil / 4;
if( iWpnID == WEAPON_BAR ) flYawRecoil = MIN( flYawRecoil, 1.3 );
if ( m_Shared.IsInMGDeploy() ) { flPitchRecoil = 0.0; flYawRecoil = 0.0; } else if ( m_Shared.IsProne() && iWpnID != WEAPON_30CAL && iWpnID != WEAPON_MG42 ) //minor hackage
{ flPitchRecoil = flPitchRecoil / 4; flYawRecoil = flYawRecoil / 4; } else if ( m_Shared.IsDucking() ) { flPitchRecoil = flPitchRecoil / 2; flYawRecoil = flYawRecoil / 2; }
SetRecoilAmount( flPitchRecoil, flYawRecoil ); }
//Set the amount of pitch and yaw recoil we want to do over the next RECOIL_DURATION seconds
void C_DODPlayer::SetRecoilAmount( float flPitchRecoil, float flYawRecoil ) { //Slam the values, abandon previous recoils
m_flPitchRecoilAccumulator = flPitchRecoil;
flYawRecoil = flYawRecoil * random->RandomFloat( 0.8, 1.1 );
if( random->RandomInt( 0,1 ) <= 0 ) m_flYawRecoilAccumulator = flYawRecoil; else m_flYawRecoilAccumulator = -flYawRecoil;
m_flRecoilTimeRemaining = RECOIL_DURATION; }
//Get the amount of recoil we should do this frame
void C_DODPlayer::GetRecoilToAddThisFrame( float &flPitchRecoil, float &flYawRecoil ) { if( m_flRecoilTimeRemaining <= 0 ) { flPitchRecoil = 0.0; flYawRecoil = 0.0; return; }
float flRemaining = MIN( m_flRecoilTimeRemaining, gpGlobals->frametime );
float flRecoilProportion = ( flRemaining / RECOIL_DURATION );
flPitchRecoil = m_flPitchRecoilAccumulator * flRecoilProportion; flYawRecoil = m_flYawRecoilAccumulator * flRecoilProportion;
m_flRecoilTimeRemaining -= gpGlobals->frametime; }
//-----------------------------------------------------------------------------
// Purpose: Input handling
//-----------------------------------------------------------------------------
bool C_DODPlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd ) { // Lock view if deployed
if( m_Shared.IsInMGDeploy() ) { m_Shared.ClampDeployedAngles( &pCmd->viewangles ); }
//if we're prone and moving, do some sway
if( m_Shared.IsProne() && IsAlive() ) { float flSpeed = GetAbsVelocity().Length();
float flSwayAmount = PRONE_SWAY_AMOUNT * gpGlobals->frametime;
if( flSpeed > 10 ) { if (m_flProneViewOffset >= PRONE_MAX_SWAY) { m_bProneSwayingRight = false; } else if (m_flProneViewOffset <= -PRONE_MAX_SWAY) { m_bProneSwayingRight = true; }
if (m_bProneSwayingRight) { pCmd->viewangles[YAW] += flSwayAmount; m_flProneViewOffset += flSwayAmount; } else { pCmd->viewangles[YAW] -= flSwayAmount; m_flProneViewOffset -= flSwayAmount; } } else { // Return to 0 prone sway offset gradually
//Quick Checks to make sure it isn't bigger or smaller than our sway amount
if ( (m_flProneViewOffset < 0.0 && m_flProneViewOffset > -flSwayAmount) || (m_flProneViewOffset > 0.0 && m_flProneViewOffset < flSwayAmount) ) { m_flProneViewOffset = 0.0; }
if (m_flProneViewOffset > 0.0) { pCmd->viewangles[YAW] -= flSwayAmount; m_flProneViewOffset -= flSwayAmount; } else if (m_flProneViewOffset < 0.0) { pCmd->viewangles[YAW] += flSwayAmount; m_flProneViewOffset += flSwayAmount; } } }
bool bResult = BaseClass::CreateMove( flInputSampleTime, pCmd );
AvoidPlayers( pCmd );
return bResult; }
// How fast to avoid collisions with center of other object, in units per second
#define AVOID_SPEED 1000.0f
ConVar cl_avoidspeed( "cl_avoidspeed", "1000.0f", FCVAR_CLIENTDLL ); extern ConVar cl_forwardspeed; extern ConVar cl_backspeed; extern ConVar cl_sidespeed;
bool C_DODPlayer::ShouldDraw( void ) { if( IsDormant() ) return false;
// If we're dead, our ragdoll will be drawn for us instead.
if ( !IsAlive() ) return false;
if( GetTeamNumber() == TEAM_SPECTATOR ) return false;
if( IsLocalPlayer() ) { if ( IsRagdoll() ) return true; }
return BaseClass::ShouldDraw(); }
//-----------------------------------------------------------------------------
// Deal with visibility
//-----------------------------------------------------------------------------
void C_DODPlayer::GetToolRecordingState( KeyValues *msg ) { #ifndef _XBOX
BaseClass::GetToolRecordingState( msg ); BaseEntityRecordingState_t *pBaseEntityState = (BaseEntityRecordingState_t*)msg->GetPtr( "baseentity" ); if ( IsLocalPlayer() ) { pBaseEntityState->m_bVisible = !IsDormant() && IsAlive() && ( GetTeamNumber() != TEAM_SPECTATOR ) && ( GetRenderMode() != kRenderNone ) && (GetObserverMode() != OBS_MODE_DEATHCAM) && !IsEffectActive(EF_NODRAW); } #endif
}
CWeaponDODBase* C_DODPlayer::GetActiveDODWeapon() const { C_BaseCombatWeapon *pWpn = GetActiveWeapon();
if ( !pWpn ) return NULL;
return dynamic_cast< CWeaponDODBase* >( pWpn ); }
C_BaseAnimating * C_DODPlayer::BecomeRagdollOnClient() { return NULL; }
void C_DODPlayer::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) { if( event == 7002 ) { if( this == C_BasePlayer::GetLocalPlayer() ) return;
CWeaponDODBase *pWeapon = GetActiveDODWeapon();
if ( !pWeapon ) return;
int iAttachment = 2; Vector vecOrigin; QAngle angAngles;
if( pWeapon->GetAttachment( iAttachment, vecOrigin, angAngles ) ) { int shellType = atoi(options);
CEffectData data; data.m_nHitBox = shellType; data.m_vOrigin = vecOrigin; data.m_vAngles = angAngles; DispatchEffect( "DOD_EjectBrass", data ); } } else BaseClass::FireEvent( origin, angles, event, options );
/*
// MATTTODO: water footstep effects
if( event == 7001 ) { bool bInWater = ( enginetrace->GetPointContents(origin) & CONTENTS_WATER );
if( bInWater ) { //run splash
CEffectData data;
//trace up from foot position to the water surface
trace_t tr; Vector vecTrace(0,0,1024); UTIL_TraceLine( origin, origin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.fractionleftsolid ) { data.m_vOrigin = origin + (vecTrace * tr.fractionleftsolid); } else { data.m_vOrigin = origin; } data.m_vNormal = Vector( 0,0,1 ); data.m_flScale = random->RandomFloat( 4.0f, 5.0f ); DispatchEffect( "watersplash", data ); } } else if( event == 7002 ) { bool bInWater = ( enginetrace->GetPointContents(origin) & CONTENTS_WATER ); if( bInWater ) { //walk ripple
CEffectData data;
//trace up from foot position to the water surface
trace_t tr; Vector vecTrace(0,0,1024); UTIL_TraceLine( origin, origin + vecTrace, MASK_WATER, NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.fractionleftsolid ) { data.m_vOrigin = origin + (vecTrace * tr.fractionleftsolid); } else { data.m_vOrigin = origin; } data.m_vNormal = Vector( 0,0,1 ); data.m_flScale = random->RandomFloat( 4.0f, 7.0f ); DispatchEffect( "waterripple", data ); } } */ } // NVNT gate for spectating.
static bool inSpectating_Haptics = false; // NVNT check grenade things ( -- this is here to avoid modificaions to the grenade class -- )
static bool s_holdingGrenade = false; static bool s_grenadePinPulled = false; static bool s_grenadeArmed = false; static bool s_bombPlanting = false; void C_DODPlayer::ClientThink() { BaseClass::ClientThink();
if ( gpGlobals->curtime >= m_fNextThinkPushAway ) { PerformObstaclePushaway( this ); m_fNextThinkPushAway = gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL; }
if ( IsLocalPlayer() ) { UpdateIDTarget();
StaminaSoundThink();
// Recoil
QAngle viewangles; engine->GetViewAngles( viewangles );
float flYawRecoil; float flPitchRecoil; GetRecoilToAddThisFrame( flPitchRecoil, flYawRecoil );
// Recoil
if( flPitchRecoil > 0 ) { //add the recoil pitch
viewangles[PITCH] -= flPitchRecoil; viewangles[YAW] += flYawRecoil; }
// Sniper sway
if( m_Shared.IsSniperZoomed() && GetFOV() <= 20 ) { //multiply by frametime to balance for framerate changes
float x = gpGlobals->frametime * cos( gpGlobals->curtime ); float y = gpGlobals->frametime * 2 * cos( 2 * gpGlobals->curtime );
float scale;
if( m_Shared.IsDucking() ) //duck
scale = ZOOM_SWAY_DUCKING; else if( m_Shared.IsProne() ) scale = ZOOM_SWAY_PRONE; else //standing
scale = ZOOM_SWAY_STANDING;
if( GetAbsVelocity().Length() > 10 ) scale += ZOOM_SWAY_MOVING_PENALTY;
viewangles[PITCH] += y * scale; viewangles[YAW] += x * scale; }
engine->SetViewAngles( viewangles ); // NVNT check spectator nav.
if( ( ( GetTeamNumber() == TEAM_SPECTATOR ) || ( !this->IsAlive() ) ) ) { if(!inSpectating_Haptics) { if ( haptics ) haptics->SetNavigationClass("spectate"); inSpectating_Haptics = true; } }else{ if(inSpectating_Haptics) { if ( haptics ) haptics->SetNavigationClass("on_foot"); inSpectating_Haptics = false; } }
// NVNT check grenade things ( -- this is here to avoid modificaions to the grenade class -- )
C_WeaponDODBaseGrenade *heldGrenade = dynamic_cast<C_WeaponDODBaseGrenade*>(GetActiveDODWeapon()); if(heldGrenade) { if(!s_holdingGrenade) { s_holdingGrenade = true; } bool pinPulled = heldGrenade->m_bPinPulled; if(pinPulled != s_grenadePinPulled) { if(pinPulled) { if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", heldGrenade->GetClassname(), "PinPulled"); }else { if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", heldGrenade->GetClassname(), "PinReplaced"); } s_grenadePinPulled = pinPulled; } bool grenadeArmed = heldGrenade->m_bArmed; if(grenadeArmed != s_grenadeArmed) { if(grenadeArmed) { if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", heldGrenade->GetClassname(), "Armed"); }else { if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", heldGrenade->GetClassname(), "Unarmed"); } s_grenadeArmed = grenadeArmed; } }else{ if( s_holdingGrenade ) { if(s_grenadeArmed && s_grenadePinPulled) { if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", "Grenades", "Thrown"); } s_holdingGrenade = false; s_grenadeArmed = false; s_grenadePinPulled = false; } C_DODBaseBombWeapon *heldBomb = dynamic_cast<C_DODBaseBombWeapon*>(GetActiveDODWeapon());
if(heldBomb) { bool isPlanting = heldBomb->IsPlanting(); if(isPlanting!=s_bombPlanting) { if(isPlanting) { if(!s_bombPlanting) { s_bombPlanting = true; if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", heldBomb->GetClassname(), "Plant"); } }else{ if(s_bombPlanting) { if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", heldBomb->GetClassname(), "StopPlant"); } } } }else if(s_bombPlanting) { s_bombPlanting = false; if ( haptics ) haptics->ProcessHapticEvent(3, "Weapons", "Bomb", "Complete"); } } } else { // Cold breath.
UpdateColdBreath(); } }
// Start or stop the stamina breathing sound if necessary
void C_DODPlayer::StaminaSoundThink( void ) { if ( m_bPlayingLowStaminaSound ) { if ( !IsAlive() || m_Shared.GetStamina() >= LOW_STAMINA_THRESHOLD ) { // stop the sprint sound
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController(); controller.SoundFadeOut( m_pStaminaSound, 1.0, true );
// SoundFadeOut will destroy this sound, so we will have to create another one
// if we go below the threshold again soon
m_pStaminaSound = NULL;
m_bPlayingLowStaminaSound = false; } } else { if ( IsAlive() && m_Shared.GetStamina() < LOW_STAMINA_THRESHOLD ) { // we are alive and have low stamina
CLocalPlayerFilter filter;
CSoundEnvelopeController &controller = CSoundEnvelopeController::GetController();
if ( !m_pStaminaSound ) m_pStaminaSound = controller.SoundCreate( filter, entindex(), "Player.Sprint" );
controller.Play( m_pStaminaSound, 0.0, 100 ); controller.SoundChangeVolume( m_pStaminaSound, 1.0, 2.0 );
m_bPlayingLowStaminaSound = true; } } }
void C_DODPlayer::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); }
UpdateVisibility(); }
void C_DODPlayer::PostDataUpdate( DataUpdateType_t updateType ) { // C_BaseEntity assumes we're networking the entity's angles, so pretend that it
// networked the same value we already have.
SetNetworkAngles( GetLocalAngles() );
BaseClass::PostDataUpdate( updateType );
if( m_bSpawnInterpCounter != m_bSpawnInterpCounterCache ) { if ( IsLocalPlayer() ) { LocalPlayerRespawn(); }
m_bSpawnInterpCounterCache = m_bSpawnInterpCounter.m_Value; } }
// Called every time the player respawns
void C_DODPlayer::LocalPlayerRespawn( void ) { MoveToLastReceivedPosition( true ); ResetLatched();
ResetToneMapping(1.0);
m_Shared.m_bForceProneChange = true;
m_flLastRespawnTime = gpGlobals->curtime; }
class C_FadingPhysPropClientside : public C_PhysPropClientside { public: DECLARE_CLASS( C_FadingPhysPropClientside, C_PhysPropClientside );
// if we wake, extend fade time
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ) { // If we haven't started fading
if( GetRenderColor().a >= 255 ) { // delay the fade
StartFadeOut( 10.0 );
// register the impact
BaseClass::ImpactTrace( pTrace, iDamageType, pCustomImpactName ); } } };
void C_DODPlayer::PopHelmet( Vector vecDir, Vector vecForceOrigin, int iModel ) { if ( IsDormant() ) return; // We can't see them anyway, just bail
C_FadingPhysPropClientside *pEntity = new C_FadingPhysPropClientside();
if ( !pEntity ) return;
const model_t *model = modelinfo->GetModel( iModel );
if ( !model ) { DevMsg("CTempEnts::PhysicsProp: model index %i not found\n", iModel ); return; }
Vector vecHead; QAngle angHeadAngles;
{ C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false ); int iAttachment = LookupAttachment( "head" ); GetAttachment( iAttachment, vecHead, angHeadAngles ); //attachment 1 is the head attachment
}
pEntity->SetModelName( modelinfo->GetModelName(model) ); pEntity->SetAbsOrigin( vecHead ); pEntity->SetAbsAngles( angHeadAngles ); pEntity->SetPhysicsMode( PHYSICS_MULTIPLAYER_CLIENTSIDE );
if ( !pEntity->Initialize() ) { pEntity->Release(); return; }
IPhysicsObject *pPhysicsObject = pEntity->VPhysicsGetObject();
if( pPhysicsObject ) { #ifdef DEBUG
if( vecForceOrigin == vec3_origin ) { vecForceOrigin = GetAbsOrigin(); } #endif
Vector vecForce = vecDir; Vector vecOffset = vecForceOrigin - pEntity->GetAbsOrigin(); pPhysicsObject->ApplyForceOffset( vecForce, vecOffset ); } else { // failed to create a physics object
pEntity->Release(); return; }
pEntity->StartFadeOut( 10.0 ); }
void C_DODPlayer::ReceiveMessage( int classID, bf_read &msg ) { if ( classID != GetClientClass()->m_ClassID ) { // message is for subclass
BaseClass::ReceiveMessage( classID, msg ); return; }
int messageType = msg.ReadByte(); switch( messageType ) { case DOD_PLAYER_POP_HELMET: { Vector vecDir, vecForceOffset; msg.ReadBitVec3Coord( vecDir ); msg.ReadBitVec3Coord( vecForceOffset );
int model = msg.ReadShort();
PopHelmet( vecDir, vecForceOffset, model ); } break; case DOD_PLAYER_REMOVE_DECALS: { RemoveAllDecals(); } break; default: break; } }
//-----------------------------------------------------------------------------
// Purpose: Update this client's target entity
//-----------------------------------------------------------------------------
void C_DODPlayer::UpdateIDTarget() { Assert( IsLocalPlayer() );
// Clear old target and find a new one
m_iIDEntIndex = 0;
// don't show IDs in chase spec mode
if ( GetObserverMode() == OBS_MODE_CHASE || GetObserverMode() == OBS_MODE_DEATHCAM ) return;
trace_t tr; Vector vecStart, vecEnd; VectorMA( MainViewOrigin(), 1500, MainViewForward(), vecEnd ); VectorMA( MainViewOrigin(), 10, MainViewForward(), vecStart ); UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr );
C_BaseEntity *pEntity = NULL; if ( !tr.startsolid && tr.DidHitNonWorldEntity() ) { pEntity = tr.m_pEnt;
if ( pEntity && (pEntity != this) ) { m_iIDEntIndex = pEntity->entindex(); } }
// if we haven't done the weapon hint, and this entity is a weapon,
// show the weapon hint
if ( m_Hints.HasPlayedHint( HINT_PICK_UP_WEAPON ) == false && pEntity ) { Vector vecDist = vecStart - tr.endpos;
// if m_iIDEntIndex is a CWeaponDODBase, show pick up hint
CWeaponDODBase *pWpn = dynamic_cast<CWeaponDODBase *>( pEntity ); if ( pWpn && vecDist.Length() < 100 ) { HintMessage( HINT_PICK_UP_WEAPON ); } } }
bool C_DODPlayer::ShouldAutoReload( void ) { return cl_autoreload.GetBool(); }
bool C_DODPlayer::ShouldAutoRezoom( void ) { return cl_autorezoom.GetBool(); }
void C_DODPlayer::CheckGrenadeHint( Vector vecGrenadeOrigin ) { if ( m_Hints.HasPlayedHint( HINT_PICK_UP_GRENADE ) == false ) { // if its within 500 units
float flDist = ( vecGrenadeOrigin - GetAbsOrigin() ).Length2D();
if ( flDist < 500 ) { m_Hints.HintMessage( HINT_PICK_UP_GRENADE ); } } }
void C_DODPlayer::CheckBombTargetPlantHint( void ) { if ( m_Hints.HasPlayedHint( HINT_BOMB_TARGET ) == false ) { m_Hints.HintMessage( HINT_BOMB_TARGET ); } }
void C_DODPlayer::CheckBombTargetDefuseHint( void ) { if ( m_Hints.HasPlayedHint( HINT_DEFUSE_BOMB ) == false ) { m_Hints.HintMessage( HINT_DEFUSE_BOMB ); } }
void C_DODPlayer::LowerWeapon( void ) { m_bWeaponLowered = true; }
void C_DODPlayer::RaiseWeapon( void ) { m_bWeaponLowered = false; }
bool C_DODPlayer::IsWeaponLowered( void ) { if ( GetMoveType() == MOVETYPE_LADDER ) return true;
CWeaponDODBase *pWeapon = GetActiveDODWeapon();
if ( !pWeapon ) return false;
// Lower when underwater ( except if its melee )
if ( GetWaterLevel() > 2 && pWeapon->GetDODWpnData().m_WeaponType != WPN_TYPE_MELEE ) return true;
if ( m_Shared.IsProne() && GetAbsVelocity().LengthSqr() > 1 ) return true;
if ( m_Shared.IsGoingProne() || m_Shared.IsGettingUpFromProne() ) return true;
if ( m_Shared.IsJumping() ) return true;
if ( m_Shared.IsDefusing() ) return true;
// Lower losing team's weapons in bonus round
int state = DODGameRules()->State_Get();
if ( state == STATE_ALLIES_WIN && GetTeamNumber() == TEAM_AXIS ) return true;
if ( state == STATE_AXIS_WIN && GetTeamNumber() == TEAM_ALLIES ) return true;
if ( m_Shared.IsBazookaDeployed() ) return false;
Vector vel = GetAbsVelocity(); if ( vel.Length2D() < 50 ) return false;
if ( m_nButtons & IN_SPEED && ( m_nButtons & IN_FORWARD ) && m_Shared.GetStamina() >= 5 && !m_Shared.IsDucking() ) return true;
return m_bWeaponLowered; }
// Shadows
ConVar cl_blobbyshadows( "cl_blobbyshadows", "0", FCVAR_CLIENTDLL ); ShadowType_t C_DODPlayer::ShadowCastType( void ) { if ( !IsVisible() ) return SHADOWS_NONE;
C_DODPlayer *pLocalPlayer = C_DODPlayer::GetLocalDODPlayer();
// if we're first person spectating this player
if ( pLocalPlayer && pLocalPlayer->GetObserverTarget() == this && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) { return SHADOWS_NONE; }
if( cl_blobbyshadows.GetBool() ) return SHADOWS_SIMPLE;
return SHADOWS_RENDER_TO_TEXTURE_DYNAMIC; }
float g_flFattenAmt = 4; void C_DODPlayer::GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType ) { if ( shadowType == SHADOWS_SIMPLE ) { // Don't let the render bounds change when we're using blobby shadows, or else the shadow
// will pop and stretch.
mins = CollisionProp()->OBBMins(); maxs = CollisionProp()->OBBMaxs(); } else { GetRenderBounds( mins, maxs );
// We do this because the normal bbox calculations don't take pose params into account, and
// the rotation of the guy's upper torso can place his gun a ways out of his bbox, and
// the shadow will get cut off as he rotates.
//
// Thus, we give it some padding here.
mins -= Vector( g_flFattenAmt, g_flFattenAmt, 0 ); maxs += Vector( g_flFattenAmt, g_flFattenAmt, 0 ); } }
void C_DODPlayer::GetRenderBounds( Vector& theMins, Vector& theMaxs ) { // TODO POSTSHIP - this hack/fix goes hand-in-hand with a fix in CalcSequenceBoundingBoxes in utils/studiomdl/simplify.cpp.
// When we enable the fix in CalcSequenceBoundingBoxes, we can get rid of this.
//
// What we're doing right here is making sure it only uses the bbox for our lower-body sequences since,
// with the current animations and the bug in CalcSequenceBoundingBoxes, are WAY bigger than they need to be.
C_BaseAnimating::GetRenderBounds( theMins, theMaxs ); }
bool C_DODPlayer::GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { if ( shadowType == SHADOWS_SIMPLE ) { // Blobby shadows should sit directly underneath us.
pDirection->Init( 0, 0, -1 ); return true; } else { return BaseClass::GetShadowCastDirection( pDirection, shadowType ); } }
ConVar cl_muzzleflash_dlight_3rd( "cl_muzzleflash_dlight_3rd", "1" );
void C_DODPlayer::ProcessMuzzleFlashEvent() { CBasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
bool bInToolRecordingMode = ToolsEnabled() && clienttools->IsInRecordingMode();
// Reenable when the weapons have muzzle flash attachments in the right spot.
if ( this == pLocalPlayer && !bInToolRecordingMode ) return; // don't show own world muzzle flashs in for localplayer
if ( pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) { // also don't show in 1st person spec mode
if ( pLocalPlayer->GetObserverTarget() == this ) return; }
CWeaponDODBase *pWeapon = GetActiveDODWeapon(); if ( !pWeapon ) return;
int nModelIndex = pWeapon->GetModelIndex(); int nWorldModelIndex = pWeapon->GetWorldModelIndex(); if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex ) { pWeapon->SetModelIndex( nWorldModelIndex ); }
Vector vecOrigin; QAngle angAngles;
//MATTTODO - use string names of the weapon
const static int iMuzzleFlashAttachment = 1; const static int iEjectBrassAttachment = 2;
// If we have an attachment, then stick a light on it.
if ( cl_muzzleflash_dlight_3rd.GetBool() && pWeapon->GetAttachment( iMuzzleFlashAttachment, vecOrigin, angAngles ) ) { // Muzzleflash light
dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH ); el->origin = vecOrigin; el->radius = 70;
if ( pWeapon->GetDODWpnData().m_WeaponType == WPN_TYPE_SNIPER ) el->radius = 150;
el->decay = el->radius / 0.05f; el->die = gpGlobals->curtime + 0.05f; el->color.r = 255; el->color.g = 192; el->color.b = 64; el->color.exponent = 5;
if ( bInToolRecordingMode ) { Color clr( el->color.r, el->color.g, el->color.b );
KeyValues *msg = new KeyValues( "TempEntity" );
msg->SetInt( "te", TE_DYNAMIC_LIGHT ); msg->SetString( "name", "TE_DynamicLight" ); msg->SetFloat( "time", gpGlobals->curtime ); msg->SetFloat( "duration", el->die ); msg->SetFloat( "originx", el->origin.x ); msg->SetFloat( "originy", el->origin.y ); msg->SetFloat( "originz", el->origin.z ); msg->SetFloat( "radius", el->radius ); msg->SetFloat( "decay", el->decay ); msg->SetColor( "color", clr ); msg->SetInt( "exponent", el->color.exponent ); msg->SetInt( "lightindex", LIGHT_INDEX_MUZZLEFLASH );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); msg->deleteThis(); } }
const char *pszMuzzleFlashEffect = NULL;
switch( pWeapon->GetDODWpnData().m_iMuzzleFlashType ) { case DOD_MUZZLEFLASH_PISTOL: pszMuzzleFlashEffect = "muzzle_pistols"; break; case DOD_MUZZLEFLASH_AUTO: pszMuzzleFlashEffect = "muzzle_fullyautomatic"; break; case DOD_MUZZLEFLASH_RIFLE: pszMuzzleFlashEffect = "muzzle_rifles"; break; case DOD_MUZZLEFLASH_ROCKET: pszMuzzleFlashEffect = "muzzle_rockets"; break; case DOD_MUZZLEFLASH_MG42: pszMuzzleFlashEffect = "muzzle_mg42"; break; default: break; }
if ( pszMuzzleFlashEffect ) { DispatchParticleEffect( pszMuzzleFlashEffect, PATTACH_POINT_FOLLOW, pWeapon, 1 ); }
if( pWeapon->ShouldAutoEjectBrass() ) { // shell eject
if( pWeapon->GetAttachment( iEjectBrassAttachment, vecOrigin, angAngles ) ) { int shellType = pWeapon->GetEjectBrassShellType();
CEffectData data; data.m_nHitBox = shellType; data.m_vOrigin = vecOrigin; data.m_vAngles = angAngles; DispatchEffect( "DOD_EjectBrass", data ); } }
if ( bInToolRecordingMode && nModelIndex != nWorldModelIndex ) { pWeapon->SetModelIndex( nModelIndex ); } }
void C_DODPlayer::NotifyShouldTransmit( ShouldTransmitState_t state ) { // Remove all effects if we go out of the PVS.
if ( state == SHOULDTRANSMIT_END ) { if( m_pFlashlightBeam != NULL ) { ReleaseFlashlight(); } }
BaseClass::NotifyShouldTransmit( state ); }
void C_DODPlayer::Simulate( void ) { if( this != C_BasePlayer::GetLocalPlayer() ) { if ( IsEffectActive( EF_DIMLIGHT ) ) { QAngle eyeAngles = m_angEyeAngles; Vector vForward; AngleVectors( eyeAngles, &vForward );
int iAttachment = LookupAttachment( "anim_attachment_RH" );
Vector vecOrigin; QAngle dummy; GetAttachment( iAttachment, vecOrigin, dummy );
trace_t tr; UTIL_TraceLine( vecOrigin, vecOrigin + (vForward * 200), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
if( !m_pFlashlightBeam ) { BeamInfo_t beamInfo; beamInfo.m_nType = TE_BEAMPOINTS; beamInfo.m_vecStart = tr.startpos; beamInfo.m_vecEnd = tr.endpos; beamInfo.m_pszModelName = "sprites/glow01.vmt"; beamInfo.m_pszHaloName = "sprites/glow01.vmt"; beamInfo.m_flHaloScale = 3.0; beamInfo.m_flWidth = 8.0f; beamInfo.m_flEndWidth = 35.0f; beamInfo.m_flFadeLength = 300.0f; beamInfo.m_flAmplitude = 0; beamInfo.m_flBrightness = 60.0; beamInfo.m_flSpeed = 0.0f; beamInfo.m_nStartFrame = 0.0; beamInfo.m_flFrameRate = 0.0; beamInfo.m_flRed = 255.0; beamInfo.m_flGreen = 255.0; beamInfo.m_flBlue = 255.0; beamInfo.m_nSegments = 8; beamInfo.m_bRenderable = true; beamInfo.m_flLife = 0.5; beamInfo.m_nFlags = FBEAM_FOREVER | FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
m_pFlashlightBeam = beams->CreateBeamPoints( beamInfo ); }
if( m_pFlashlightBeam ) { BeamInfo_t beamInfo; beamInfo.m_vecStart = tr.startpos; beamInfo.m_vecEnd = tr.endpos; beamInfo.m_flRed = 255.0; beamInfo.m_flGreen = 255.0; beamInfo.m_flBlue = 255.0;
beams->UpdateBeamInfo( m_pFlashlightBeam, beamInfo );
dlight_t *el = effects->CL_AllocDlight( 0 ); el->origin = tr.endpos; el->radius = 50; el->color.r = 200; el->color.g = 200; el->color.b = 200; el->die = gpGlobals->curtime + 0.1; } } else if ( m_pFlashlightBeam ) { ReleaseFlashlight(); } }
BaseClass::Simulate(); }
void C_DODPlayer::ReleaseFlashlight( void ) { if( m_pFlashlightBeam ) { m_pFlashlightBeam->flags = 0; m_pFlashlightBeam->die = gpGlobals->curtime - 1;
m_pFlashlightBeam = NULL; } }
bool C_DODPlayer::SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate /* = 0.0f */ ) { /*
if( FOV < 30 ) { // fade in
ScreenFade_t sf; memset( &sf, 0, sizeof( sf ) ); sf.a = 255; sf.r = 0; sf.g = 0; sf.b = 0; sf.duration = (unsigned short)((float)(1<<SCREENFADE_FRACBITS) * 2.5f ); sf.fadeFlags = FFADE_IN; vieweffects->Fade( sf ); } else { //cancel the fade if its active
ScreenFade_t sf; memset( &sf, 0, sizeof( sf ) ); sf.fadeFlags = FFADE_IN | FFADE_PURGE; vieweffects->Fade( sf ); } */
return true; }
void C_DODPlayer::CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ) { if( GetObserverMode() == OBS_MODE_DEATHCAM ) { CalcDODDeathCamView( eyeOrigin, eyeAngles, fov ); } else BaseClass::CalcObserverView( eyeOrigin, eyeAngles, fov ); }
static Vector WALL_MIN(-WALL_OFFSET,-WALL_OFFSET,-WALL_OFFSET); static Vector WALL_MAX(WALL_OFFSET,WALL_OFFSET,WALL_OFFSET);
void C_DODPlayer::CalcDODDeathCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov) { CBaseEntity * killer = GetObserverTarget();
//float interpolation = ( gpGlobals->curtime - m_flDeathTime ) / DEATH_ANIMATION_TIME;
// Interpolate very quickly to the killer and follow
float interpolation = ( gpGlobals->curtime - m_flDeathTime ) / 0.2f; interpolation = clamp( interpolation, 0.0f, 1.0f );
m_flObserverChaseDistance += gpGlobals->frametime*48.0f; m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, CHASE_CAM_DISTANCE_MIN, CHASE_CAM_DISTANCE_MAX );
QAngle aForward = eyeAngles = EyeAngles(); Vector origin = EyePosition();
IRagdoll *pRagdoll = GetRepresentativeRagdoll(); if ( pRagdoll ) { origin = pRagdoll->GetRagdollOrigin(); origin.z += VEC_DEAD_VIEWHEIGHT_SCALED( this ).z; // look over ragdoll, not through
}
if ( killer && (killer != this) ) { Vector vecKiller = killer->GetAbsOrigin(); C_DODPlayer *player = ToDODPlayer( killer ); if ( player && player->IsAlive() ) { if ( player->m_Shared.IsProne() ) { VectorAdd( vecKiller, VEC_PRONE_VIEW_SCALED( this ), vecKiller ); } else if( player->GetFlags() & FL_DUCKING ) { VectorAdd( vecKiller, VEC_DUCK_VIEW_SCALED( this ), vecKiller ); } else { VectorAdd( vecKiller, VEC_VIEW_SCALED( this ), vecKiller ); } }
Vector vecToKiller = vecKiller - origin; QAngle aKiller; VectorAngles( vecToKiller, aKiller ); InterpolateAngles( aForward, aKiller, eyeAngles, interpolation ); }
Vector vForward; AngleVectors( eyeAngles, &vForward );
VectorNormalize( vForward );
VectorMA( origin, -m_flObserverChaseDistance, vForward, eyeOrigin );
trace_t trace; // clip against world
C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID, this, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0) { eyeOrigin = trace.endpos; m_flObserverChaseDistance = VectorLength(origin - eyeOrigin); }
fov = GetFOV(); }
void C_DODPlayer::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov) { C_BaseEntity *target = GetObserverTarget();
if ( !target ) { // just copy a save in-map position
VectorCopy( EyePosition(), eyeOrigin ); VectorCopy( EyeAngles(), eyeAngles ); return; };
Vector forward, viewpoint;
// GetRenderOrigin() returns ragdoll pos if player is ragdolled
Vector origin = target->GetRenderOrigin();
C_DODPlayer *player = ToDODPlayer( target );
if ( player && player->IsAlive() ) { if ( player->m_Shared.IsProne() ) { VectorAdd( origin, VEC_PRONE_VIEW_SCALED( this ), origin ); } else if( player->GetFlags() & FL_DUCKING ) { VectorAdd( origin, VEC_DUCK_VIEW_SCALED( this ), origin ); } else { VectorAdd( origin, VEC_VIEW_SCALED( this ), origin ); } } else { // assume it's the players ragdoll
VectorAdd( origin, VEC_DEAD_VIEWHEIGHT_SCALED( this ), origin ); }
QAngle viewangles;
if ( IsLocalPlayer() ) { engine->GetViewAngles( viewangles ); } else { viewangles = EyeAngles(); }
m_flObserverChaseDistance += gpGlobals->frametime*48.0f; m_flObserverChaseDistance = clamp( m_flObserverChaseDistance, CHASE_CAM_DISTANCE_MIN, CHASE_CAM_DISTANCE_MAX );
AngleVectors( viewangles, &forward );
VectorNormalize( forward );
VectorMA(origin, -m_flObserverChaseDistance, forward, viewpoint );
trace_t trace; C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceHull( origin, viewpoint, WALL_MIN, WALL_MAX, MASK_SOLID, target, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations();
if (trace.fraction < 1.0) { viewpoint = trace.endpos; m_flObserverChaseDistance = VectorLength(origin - eyeOrigin); }
VectorCopy( viewangles, eyeAngles ); VectorCopy( viewpoint, eyeOrigin );
fov = GetFOV(); }
extern ConVar spec_freeze_traveltime; extern ConVar spec_freeze_time; extern ConVar cl_dod_freezecam;
//-----------------------------------------------------------------------------
// Purpose: Calculate the view for the player while he's in freeze frame observer mode
//-----------------------------------------------------------------------------
void C_DODPlayer::CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov ) { C_BaseEntity *pTarget = GetObserverTarget(); if ( !pTarget || !cl_dod_freezecam.GetBool() ) { CalcDeathCamView( eyeOrigin, eyeAngles, fov ); return; }
// Zoom towards our target
float flCurTime = (gpGlobals->curtime - m_flFreezeFrameStartTime); float flBlendPerc = clamp( flCurTime / spec_freeze_traveltime.GetFloat(), 0, 1 ); flBlendPerc = SimpleSpline( flBlendPerc );
// Find the position we would like to be lookin at
Vector vecCamDesired = pTarget->GetObserverCamOrigin(); // Returns ragdoll origin if they're ragdolled
VectorAdd( vecCamDesired, GetChaseCamViewOffset( pTarget ), vecCamDesired ); Vector vecCamTarget = vecCamDesired; if ( !pTarget->IsAlive() ) { vecCamTarget.z += pTarget->GetBaseAnimating() ? VEC_DEAD_VIEWHEIGHT_SCALED( pTarget->GetBaseAnimating() ).z : VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
}
// Figure out a view position in front of the target
Vector vecEyeOnPlane = eyeOrigin; vecEyeOnPlane.z = vecCamTarget.z; Vector vecTargetPos = vecCamTarget; Vector vecToTarget = vecTargetPos - vecEyeOnPlane; VectorNormalize( vecToTarget );
// Stop a few units away from the target, and shift up to be at the same height
vecTargetPos = vecCamTarget - (vecToTarget * m_flFreezeFrameDistance); float flEyePosZ = pTarget->EyePosition().z; vecTargetPos.z = flEyePosZ + m_flFreezeZOffset;
// Now trace out from the target, so that we're put in front of any walls
trace_t trace; C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceLine( vecCamTarget, vecTargetPos, MASK_SOLID, pTarget, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations(); if (trace.fraction < 1.0 ) { // The camera's going to be really close to the target. So we don't end up
// looking at someone's chest, aim close freezecams at the target's eyes.
vecTargetPos = trace.endpos; vecCamTarget = vecCamDesired;
// To stop all close in views looking up at character's chins, move the view up.
vecTargetPos.z += fabs(vecCamTarget.z - vecTargetPos.z) * 0.85; C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
UTIL_TraceLine( vecCamTarget, vecTargetPos, MASK_SOLID, pTarget, COLLISION_GROUP_NONE, &trace ); C_BaseEntity::PopEnableAbsRecomputations(); vecTargetPos = trace.endpos; }
// Look directly at the target
vecToTarget = vecCamTarget - vecTargetPos; VectorNormalize( vecToTarget ); VectorAngles( vecToTarget, eyeAngles );
VectorLerp( m_vecFreezeFrameStart, vecTargetPos, flBlendPerc, eyeOrigin );
if ( flCurTime >= spec_freeze_traveltime.GetFloat() && !m_bSentFreezeFrame ) { IGameEvent *pEvent = gameeventmanager->CreateEvent( "freezecam_started" ); if ( pEvent ) { gameeventmanager->FireEventClientSide( pEvent ); }
m_bSentFreezeFrame = true; view->FreezeFrame( spec_freeze_time.GetFloat() ); } }
const Vector& C_DODPlayer::GetRenderOrigin( void ) { if ( !IsAlive() && m_hRagdoll.Get() ) return m_hRagdoll.Get()->GetRenderOrigin();
return BaseClass::GetRenderOrigin(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Vector C_DODPlayer::GetChaseCamViewOffset( CBaseEntity *target ) { C_DODPlayer *pPlayer = ToDODPlayer( target );
if ( pPlayer && pPlayer->IsAlive() ) { if ( pPlayer->m_Shared.IsProne() ) { return VEC_PRONE_VIEW; } }
return BaseClass::GetChaseCamViewOffset( target ); }
const QAngle& C_DODPlayer::EyeAngles() { if ( IsLocalPlayer() && g_nKillCamMode == OBS_MODE_NONE ) { return BaseClass::EyeAngles(); } else { return m_angEyeAngles; } }
// Cold breath defines.
#define COLDBREATH_EMIT_MIN 2.0f
#define COLDBREATH_EMIT_MAX 3.0f
#define COLDBREATH_EMIT_SCALE 0.35f
#define COLDBREATH_PARTICLE_LIFE_MIN 0.25f
#define COLDBREATH_PARTICLE_LIFE_MAX 1.0f
#define COLDBREATH_PARTICLE_LIFE_SCALE 0.75
#define COLDBREATH_PARTICLE_SIZE_MIN 1.0f
#define COLDBREATH_PARTICLE_SIZE_MAX 4.0f
#define COLDBREATH_PARTICLE_SIZE_SCALE 1.1f
#define COLDBREATH_PARTICLE_COUNT 1
#define COLDBREATH_DURATION_MIN 0.0f
#define COLDBREATH_DURATION_MAX 1.0f
#define COLDBREATH_ALPHA_MIN 0.0f
#define COLDBREATH_ALPHA_MAX 0.3f
#define COLDBREATH_ENDSCALE_MIN 0.1f
#define COLDBREATH_ENDSCALE_MAX 0.4f
static ConVar cl_coldbreath_forcestamina( "cl_coldbreath_forcestamina", "0", FCVAR_CHEAT ); static ConVar cl_coldbreath_enable( "cl_coldbreath_enable", "1" );
//-----------------------------------------------------------------------------
// Purpose: Create the emitter of cold breath particles
//-----------------------------------------------------------------------------
bool C_DODPlayer::CreateColdBreathEmitter( void ) { // Check to see if we are in a cold breath scenario.
if ( !GetClientWorldEntity()->m_bColdWorld ) return false;
// Set cold breath to true.
m_bColdBreathOn = true;
// Create a cold breath emitter if one doesn't already exist.
if ( !m_hColdBreathEmitter ) { m_hColdBreathEmitter = ColdBreathEmitter::Create( "ColdBreath" ); if ( !m_hColdBreathEmitter ) return false;
// Get the particle material.
m_hColdBreathMaterial = m_hColdBreathEmitter->GetPMaterial( "sprites/frostbreath" ); Assert( m_hColdBreathMaterial != INVALID_MATERIAL_HANDLE );
// Cache off the head attachment for setting up cold breath.
m_iHeadAttach = LookupAttachment( "head" ); }
return true; }
//-----------------------------------------------------------------------------
// Purpose: Destroy the cold breath emitter
//-----------------------------------------------------------------------------
void C_DODPlayer::DestroyColdBreathEmitter( void ) { #if 0
if ( m_hColdBreathEmitter.IsValid() ) { UTIL_Remove( m_hColdBreathEmitter ); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODPlayer::UpdateColdBreath( void ) { if ( !cl_coldbreath_enable.GetBool() ) return;
// Check to see if the cold breath emitter has been created.
if ( !m_hColdBreathEmitter.IsValid() ) { if ( !CreateColdBreathEmitter() ) return; }
// Cold breath updates.
if ( !m_bColdBreathOn ) return;
// Don't emit breath if we are dead.
if ( !IsAlive() || IsDormant() ) return;
// Check player speed, do emit cold breath when moving quickly.
float flSpeed = GetAbsVelocity().Length(); if ( flSpeed > 60.0f ) return;
if ( m_flColdBreathTimeStart < gpGlobals->curtime ) { // Spawn cold breath particles.
EmitColdBreathParticles();
// Update the timer.
if ( m_flColdBreathTimeEnd < gpGlobals->curtime ) { // Check stamina and modify the time accordingly.
if ( m_Shared.m_flStamina < LOW_STAMINA_THRESHOLD || cl_coldbreath_forcestamina.GetBool() ) { m_flColdBreathTimeStart = gpGlobals->curtime + RandomFloat( COLDBREATH_EMIT_MIN * COLDBREATH_EMIT_SCALE, COLDBREATH_EMIT_MAX * COLDBREATH_EMIT_SCALE ); float flDuration = RandomFloat( COLDBREATH_DURATION_MIN, COLDBREATH_DURATION_MAX ); m_flColdBreathTimeEnd = m_flColdBreathTimeStart + flDuration; } else { m_flColdBreathTimeStart = gpGlobals->curtime + RandomFloat( COLDBREATH_EMIT_MIN, COLDBREATH_EMIT_MAX ); float flDuration = RandomFloat( COLDBREATH_DURATION_MIN, COLDBREATH_DURATION_MAX ); m_flColdBreathTimeEnd = m_flColdBreathTimeStart + flDuration; } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODPlayer::CalculateIKLocks( float currentTime ) { if (!m_pIk) return;
int targetCount = m_pIk->m_target.Count(); if ( targetCount == 0 ) return;
// In TF, we might be attaching a player's view to a walking model that's using IK. If we are, it can
// get in here during the view setup code, and it's not normally supposed to be able to access the spatial
// partition that early in the rendering loop. So we allow access right here for that special case.
SpatialPartitionListMask_t curSuppressed = partition->GetSuppressedLists(); partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false ); CBaseEntity::PushEnableAbsRecomputations( false );
for (int i = 0; i < targetCount; i++) { trace_t trace; CIKTarget *pTarget = &m_pIk->m_target[i];
if (!pTarget->IsActive()) continue;
switch( pTarget->type) { case IK_GROUND: { pTarget->SetPos( Vector( pTarget->est.pos.x, pTarget->est.pos.y, GetRenderOrigin().z )); pTarget->SetAngles( GetRenderAngles() ); } break;
case IK_ATTACHMENT: { C_BaseEntity *pEntity = NULL; float flDist = pTarget->est.radius;
// FIXME: make entity finding sticky!
// FIXME: what should the radius check be?
for ( CEntitySphereQuery sphere( pTarget->est.pos, 64 ); ( pEntity = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() ) { C_BaseAnimating *pAnim = pEntity->GetBaseAnimating( ); if (!pAnim) continue;
int iAttachment = pAnim->LookupAttachment( pTarget->offset.pAttachmentName ); if (iAttachment <= 0) continue;
Vector origin; QAngle angles; pAnim->GetAttachment( iAttachment, origin, angles );
// debugoverlay->AddBoxOverlay( origin, Vector( -1, -1, -1 ), Vector( 1, 1, 1 ), QAngle( 0, 0, 0 ), 255, 0, 0, 0, 0 );
float d = (pTarget->est.pos - origin).Length();
if ( d >= flDist) continue;
flDist = d; pTarget->SetPos( origin ); pTarget->SetAngles( angles ); // debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -pTarget->est.radius, -pTarget->est.radius, -pTarget->est.radius ), Vector( pTarget->est.radius, pTarget->est.radius, pTarget->est.radius), QAngle( 0, 0, 0 ), 0, 255, 0, 0, 0 );
}
if (flDist >= pTarget->est.radius) { // debugoverlay->AddBoxOverlay( pTarget->est.pos, Vector( -pTarget->est.radius, -pTarget->est.radius, -pTarget->est.radius ), Vector( pTarget->est.radius, pTarget->est.radius, pTarget->est.radius), QAngle( 0, 0, 0 ), 0, 0, 255, 0, 0 );
// no solution, disable ik rule
pTarget->IKFailed( ); } } break; } }
CBaseEntity::PopEnableAbsRecomputations(); partition->SuppressLists( curSuppressed, true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODPlayer::EmitColdBreathParticles( void ) { // Get the position to emit from - look into caching this off we are doing redundant work in the case
// of allies (see dod_headiconmanager.cpp).
Vector vecOrigin; QAngle vecAngle; GetAttachment( m_iHeadAttach, vecOrigin, vecAngle ); Vector vecForward, vecRight, vecUp; AngleVectors( vecAngle, &vecUp, &vecForward, &vecRight );
vecOrigin += ( vecForward * 8.0f );
SimpleParticle *pParticle = static_cast<SimpleParticle*>( m_hColdBreathEmitter->AddParticle( sizeof( SimpleParticle ),m_hColdBreathMaterial, vecOrigin ) ); if ( pParticle ) { pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = RandomFloat( COLDBREATH_PARTICLE_LIFE_MIN, COLDBREATH_PARTICLE_LIFE_MAX ); if ( m_Shared.m_flStamina < LOW_STAMINA_THRESHOLD || cl_coldbreath_forcestamina.GetBool() ) { pParticle->m_flDieTime *= COLDBREATH_PARTICLE_LIFE_SCALE; }
// Add just a little movement.
if ( m_Shared.m_flStamina < LOW_STAMINA_THRESHOLD || cl_coldbreath_forcestamina.GetBool() ) { pParticle->m_vecVelocity = ( vecForward * RandomFloat( 10.0f, 30.0f ) ) + ( vecRight * RandomFloat( -2.0f, 2.0f ) ) + ( vecUp * RandomFloat( 0.0f, 0.5f ) ); } else { pParticle->m_vecVelocity = ( vecForward * RandomFloat( 10.0f, 20.0f ) ) + ( vecRight * RandomFloat( -2.0f, 2.0f ) ) + ( vecUp * RandomFloat( 0.0f, 1.5f ) ); } pParticle->m_uchColor[0] = 200; pParticle->m_uchColor[1] = 200; pParticle->m_uchColor[2] = 210; float flParticleSize = RandomFloat( COLDBREATH_PARTICLE_SIZE_MIN, COLDBREATH_PARTICLE_SIZE_MAX ); float flParticleScale = RandomFloat( COLDBREATH_ENDSCALE_MIN, COLDBREATH_ENDSCALE_MAX ); if ( m_Shared.m_flStamina < LOW_STAMINA_THRESHOLD || cl_coldbreath_forcestamina.GetBool() ) { pParticle->m_uchEndSize = flParticleSize * COLDBREATH_PARTICLE_SIZE_SCALE; flParticleScale *= COLDBREATH_PARTICLE_SIZE_SCALE; } else { pParticle->m_uchEndSize = flParticleSize; } pParticle->m_uchStartSize = ( flParticleSize * flParticleScale ); float flAlpha = RandomFloat( COLDBREATH_ALPHA_MIN, COLDBREATH_ALPHA_MAX ); pParticle->m_uchStartAlpha = flAlpha * 255; pParticle->m_uchEndAlpha = 0; pParticle->m_flRoll = RandomInt( 0, 360 ); pParticle->m_flRollDelta = RandomFloat( 0.0f, 1.25f ); } }
void C_DODPlayer::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) { m_Shared.ComputeWorldSpaceSurroundingBox( pVecWorldMins, pVecWorldMaxs ); }
//-----------------------------------------------------------------------------
// Purpose: Try to steer away from any players and objects we might interpenetrate
//-----------------------------------------------------------------------------
#define DOD_AVOID_MAX_RADIUS_SQR 5184.0f // Based on player extents and max buildable extents.
#define DOD_OO_AVOID_MAX_RADIUS_SQR 0.00019f
#define DOD_MAX_SEPARATION_FORCE 256
extern ConVar cl_forwardspeed; extern ConVar cl_backspeed; extern ConVar cl_sidespeed;
void C_DODPlayer::AvoidPlayers( CUserCmd *pCmd ) { // Don't test if the player is dead.
if ( IsAlive() == false ) return;
C_Team *pTeam = ( C_Team * )GetTeam(); if ( !pTeam ) return;
// Up vector.
static Vector vecUp( 0.0f, 0.0f, 1.0f );
Vector vecDODPlayerCenter = GetAbsOrigin(); Vector vecDODPlayerMin = GetPlayerMins(); Vector vecDODPlayerMax = GetPlayerMaxs(); float flZHeight = vecDODPlayerMax.z - vecDODPlayerMin.z; vecDODPlayerCenter.z += 0.5f * flZHeight; VectorAdd( vecDODPlayerMin, vecDODPlayerCenter, vecDODPlayerMin ); VectorAdd( vecDODPlayerMax, vecDODPlayerCenter, vecDODPlayerMax );
// Find an intersecting player or object.
int nAvoidPlayerCount = 0; C_DODPlayer *pAvoidPlayerList[MAX_PLAYERS];
C_DODPlayer *pIntersectPlayer = NULL; float flAvoidRadius = 0.0f;
Vector vecAvoidCenter, vecAvoidMin, vecAvoidMax; for ( int i = 0; i < pTeam->GetNumPlayers(); ++i ) { C_DODPlayer *pAvoidPlayer = static_cast< C_DODPlayer * >( pTeam->GetPlayer( i ) ); if ( pAvoidPlayer == NULL ) continue; // Is the avoid player me?
if ( pAvoidPlayer == this ) continue;
// Save as list to check against for objects.
pAvoidPlayerList[nAvoidPlayerCount] = pAvoidPlayer; ++nAvoidPlayerCount;
// Check to see if the avoid player is dormant.
if ( pAvoidPlayer->IsDormant() ) continue;
// Is the avoid player solid?
if ( pAvoidPlayer->IsSolidFlagSet( FSOLID_NOT_SOLID ) ) continue;
Vector t1, t2;
vecAvoidCenter = pAvoidPlayer->GetAbsOrigin(); vecAvoidMin = pAvoidPlayer->GetPlayerMins(); vecAvoidMax = pAvoidPlayer->GetPlayerMaxs(); flZHeight = vecAvoidMax.z - vecAvoidMin.z; vecAvoidCenter.z += 0.5f * flZHeight; VectorAdd( vecAvoidMin, vecAvoidCenter, vecAvoidMin ); VectorAdd( vecAvoidMax, vecAvoidCenter, vecAvoidMax );
if ( IsBoxIntersectingBox( vecDODPlayerMin, vecDODPlayerMax, vecAvoidMin, vecAvoidMax ) ) { // Need to avoid this player.
if ( !pIntersectPlayer ) { pIntersectPlayer = pAvoidPlayer; break; } } }
// Anything to avoid?
if ( !pIntersectPlayer ) { return; }
// Calculate the push strength and direction.
Vector vecDelta;
// Avoid a player - they have precedence.
if ( pIntersectPlayer ) { VectorSubtract( pIntersectPlayer->WorldSpaceCenter(), vecDODPlayerCenter, vecDelta );
Vector vRad = pIntersectPlayer->WorldAlignMaxs() - pIntersectPlayer->WorldAlignMins(); vRad.z = 0;
flAvoidRadius = vRad.Length(); }
float flPushStrength = RemapValClamped( vecDelta.Length(), flAvoidRadius, 0, 0, DOD_MAX_SEPARATION_FORCE ); //flPushScale;
//Msg( "PushScale = %f\n", flPushStrength );
// Check to see if we have enough push strength to make a difference.
if ( flPushStrength < 0.01f ) return;
Vector vecPush; if ( GetAbsVelocity().Length2DSqr() > 0.1f ) { Vector vecVelocity = GetAbsVelocity(); vecVelocity.z = 0.0f; CrossProduct( vecUp, vecVelocity, vecPush ); VectorNormalize( vecPush ); } else { // We are not moving, but we're still intersecting.
QAngle angView = pCmd->viewangles; angView.x = 0.0f; AngleVectors( angView, NULL, &vecPush, NULL ); }
// Move away from the other player/object.
Vector vecSeparationVelocity; if ( vecDelta.Dot( vecPush ) < 0 ) { vecSeparationVelocity = vecPush * flPushStrength; } else { vecSeparationVelocity = vecPush * -flPushStrength; }
// Don't allow the max push speed to be greater than the max player speed.
float flMaxPlayerSpeed = MaxSpeed(); float flCropFraction = 1.33333333f;
if ( ( GetFlags() & FL_DUCKING ) && ( GetGroundEntity() != NULL ) ) { flMaxPlayerSpeed *= flCropFraction; }
float flMaxPlayerSpeedSqr = flMaxPlayerSpeed * flMaxPlayerSpeed;
if ( vecSeparationVelocity.LengthSqr() > flMaxPlayerSpeedSqr ) { vecSeparationVelocity.NormalizeInPlace(); VectorScale( vecSeparationVelocity, flMaxPlayerSpeed, vecSeparationVelocity ); }
QAngle vAngles = pCmd->viewangles; vAngles.x = 0; Vector currentdir; Vector rightdir;
AngleVectors( vAngles, ¤tdir, &rightdir, NULL );
Vector vDirection = vecSeparationVelocity;
VectorNormalize( vDirection );
float fwd = currentdir.Dot( vDirection ); float rt = rightdir.Dot( vDirection );
float forward = fwd * flPushStrength; float side = rt * flPushStrength;
//Msg( "fwd: %f - rt: %f - forward: %f - side: %f\n", fwd, rt, forward, side );
pCmd->forwardmove += forward; pCmd->sidemove += side;
// Clamp the move to within legal limits, preserving direction. This is a little
// complicated because we have different limits for forward, back, and side
//Msg( "PRECLAMP: forwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );
float flForwardScale = 1.0f; if ( pCmd->forwardmove > fabs( cl_forwardspeed.GetFloat() ) ) { flForwardScale = fabs( cl_forwardspeed.GetFloat() ) / pCmd->forwardmove; } else if ( pCmd->forwardmove < -fabs( cl_backspeed.GetFloat() ) ) { flForwardScale = fabs( cl_backspeed.GetFloat() ) / fabs( pCmd->forwardmove ); }
float flSideScale = 1.0f; if ( fabs( pCmd->sidemove ) > fabs( cl_sidespeed.GetFloat() ) ) { flSideScale = fabs( cl_sidespeed.GetFloat() ) / fabs( pCmd->sidemove ); }
float flScale = MIN( flForwardScale, flSideScale ); pCmd->forwardmove *= flScale; pCmd->sidemove *= flScale;
//Msg( "Pforwardmove=%f, sidemove=%f\n", pCmd->forwardmove, pCmd->sidemove );
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether this player is the nemesis of the local player
//-----------------------------------------------------------------------------
bool C_DODPlayer::IsNemesisOfLocalPlayer() { C_DODPlayer *pLocalPlayer = C_DODPlayer::GetLocalDODPlayer(); if ( pLocalPlayer ) { // return whether this player is dominating the local player
return m_Shared.IsPlayerDominated( pLocalPlayer->entindex() ); } return false; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether we should show the nemesis icon for this player
//-----------------------------------------------------------------------------
bool C_DODPlayer::ShouldShowNemesisIcon() { /*
// we should show the nemesis effect on this player if he is the nemesis of the local player,
// and is not dead, cloaked or disguised
if ( IsNemesisOfLocalPlayer() && g_DODPR && g_PR->IsConnected( entindex() ) ) { if ( IsAlive() ) return true; } */ return false; }
int C_DODPlayer::GetActiveAchievementAward( void ) { int iAward = ACHIEVEMENT_AWARDS_NONE;
int iClassBit = m_Shared.PlayerClass() + 1;
if ( m_iAchievementAwardsMask & (1<<ACHIEVEMENT_AWARDS_ALL_PACK_1) ) { iAward = ACHIEVEMENT_AWARDS_ALL_PACK_1; } else if ( m_iAchievementAwardsMask & ( 1<<iClassBit ) ) { iAward = iClassBit; }
return iAward; }
IMaterial *C_DODPlayer::GetHeadIconMaterial( void ) { const char *pszMaterial = "";
int iAchievementAward = GetActiveAchievementAward();
if ( iAchievementAward >= 0 && iAchievementAward < NUM_ACHIEVEMENT_AWARDS ) { switch ( GetTeamNumber() ) { case TEAM_ALLIES: pszMaterial = g_pszAchievementAwardMaterials_Allies[iAchievementAward]; break; case TEAM_AXIS: pszMaterial = g_pszAchievementAwardMaterials_Axis[iAchievementAward]; break; default: break; } }
IMaterial *pMaterial = NULL; if ( pszMaterial ) { pMaterial = materials->FindMaterial( pszMaterial, TEXTURE_GROUP_VGUI ); }
// clear the old one if its different
if ( m_pHeadIconMaterial != pMaterial ) { if ( m_pHeadIconMaterial ) { m_pHeadIconMaterial->DecrementReferenceCount(); }
m_pHeadIconMaterial = pMaterial; m_pHeadIconMaterial->IncrementReferenceCount(); }
return m_pHeadIconMaterial; }
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