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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Multiplayer Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl1mp_player.h"
#include "client.h"
#include "team.h"
class CTEPlayerAnimEvent : public CBaseTempEntity { public: DECLARE_CLASS( CTEPlayerAnimEvent, CBaseTempEntity ); DECLARE_SERVERCLASS();
CTEPlayerAnimEvent( const char *name ) : CBaseTempEntity( name ) { }
CNetworkHandle( CBasePlayer, m_hPlayer ); CNetworkVar( int, m_iEvent ); CNetworkVar( int, m_nData ); };
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEPlayerAnimEvent, DT_TEPlayerAnimEvent ) SendPropEHandle( SENDINFO( m_hPlayer ) ), SendPropInt( SENDINFO( m_iEvent ), Q_log2( PLAYERANIMEVENT_COUNT ) + 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_nData ), 32 ) END_SEND_TABLE()
static CTEPlayerAnimEvent g_TEPlayerAnimEvent( "PlayerAnimEvent" );
void TE_PlayerAnimEvent( CBasePlayer *pPlayer, PlayerAnimEvent_t event, int nData ) { CPVSFilter filter( pPlayer->EyePosition() ); // The player himself doesn't need to be sent his animation events
// unless cs_showanimstate wants to show them.
// if ( !ToolsEnabled() && ( cl_showanimstate.GetInt() == pPlayer->entindex() ) )
{ // filter.RemoveRecipient( pPlayer );
}
g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); }
//////////////////////////////////////////////////////////////////////////////////////////
extern int gEvilImpulse101;
LINK_ENTITY_TO_CLASS( player_mp, CHL1MP_Player ); PRECACHE_REGISTER( player_mp );
IMPLEMENT_SERVERCLASS_ST( CHL1MP_Player, DT_HL1MP_PLAYER ) SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), SendPropExclude( "DT_BaseEntity", "m_angRotation" ), SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ), // cs_playeranimstate and clientside animation takes care of these on the client
// SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11 ), SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11 ),
SendPropEHandle( SENDINFO( m_hRagdoll ) ), SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ), SendPropInt( SENDINFO( m_iRealSequence ), 9 ),
// SendPropDataTable( SENDINFO_DT( m_Shared ), &REFERENCE_SEND_TABLE( DT_TFCPlayerShared ) )
END_SEND_TABLE()
void cc_CreatePredictionError_f() { CBaseEntity *pEnt = CBaseEntity::Instance( 1 ); pEnt->SetAbsOrigin( pEnt->GetAbsOrigin() + Vector( 63, 0, 0 ) ); }
ConCommand cc_CreatePredictionError( "CreatePredictionError", cc_CreatePredictionError_f, "Create a prediction error", FCVAR_CHEAT );
static const char * s_szModelPath = "models/player/mp/";
CHL1MP_Player::CHL1MP_Player() { m_PlayerAnimState = CreatePlayerAnimState( this ); // item_list = 0;
UseClientSideAnimation(); m_angEyeAngles.Init(); // m_pCurStateInfo = NULL;
m_lifeState = LIFE_DEAD; // Start "dead".
m_iSpawnInterpCounter = 0; m_flNextModelChangeTime = 0; m_flNextTeamChangeTime = 0;
// SetViewOffset( TFC_PLAYER_VIEW_OFFSET );
// SetContextThink( &CTFCPlayer::TFCPlayerThink, gpGlobals->curtime, "TFCPlayerThink" );
}
CHL1MP_Player::~CHL1MP_Player() { m_PlayerAnimState->Release(); }
void CHL1MP_Player::PostThink( void ) { BaseClass::PostThink();
QAngle angles = GetLocalAngles(); angles[PITCH] = 0; SetLocalAngles( angles ); // Store the eye angles pitch so the client can compute its animation state correctly.
m_angEyeAngles = EyeAngles();
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] ); }
void CHL1MP_Player::Spawn( void ) { if ( !IsObserver() ) { RemoveEffects( EF_NODRAW ); SetMoveType( MOVETYPE_WALK ); RemoveSolidFlags( FSOLID_NOT_SOLID );
// if no model, force one
if ( !GetModelPtr() ) SetModel( "models/player/mp/gordon/gordon.mdl" ); }
m_flNextModelChangeTime = 0; m_flNextTeamChangeTime = 0;
BaseClass::Spawn();
if ( !IsObserver() ) { GiveDefaultItems(); SetPlayerModel(); }
m_bHasLongJump = false;
m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8; }
void CHL1MP_Player::DoAnimationEvent( PlayerAnimEvent_t event, int nData ) { m_PlayerAnimState->DoAnimationEvent( event, nData ); TE_PlayerAnimEvent( this, event, nData ); // Send to any clients who can see this guy.
}
void CHL1MP_Player::GiveDefaultItems( void ) { GiveNamedItem( "weapon_crowbar" ); GiveNamedItem( "weapon_glock" );
CBasePlayer::GiveAmmo( 68, "9mmRound" ); }
void CHL1MP_Player::UpdateOnRemove( void ) { if ( m_hRagdoll ) { UTIL_RemoveImmediate( m_hRagdoll ); m_hRagdoll = NULL; }
BaseClass::UpdateOnRemove(); }
void CHL1MP_Player::DetonateSatchelCharges( void ) { CBaseEntity *pSatchel = NULL;
while ( (pSatchel = gEntList.FindEntityByClassname( pSatchel, "monster_satchel" ) ) != NULL) { if ( pSatchel->GetOwnerEntity() == this ) { pSatchel->Use( this, this, USE_ON, 0 ); } } }
void CHL1MP_Player::Event_Killed( const CTakeDamageInfo &info ) { DoAnimationEvent( PLAYERANIMEVENT_DIE ); // SetNumAnimOverlays( 0 );
// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
// because we still want to transmit to the clients in our PVS.
if ( !IsHLTV() ) CreateRagdollEntity();
DetonateSatchelCharges();
BaseClass::Event_Killed( info );
m_lifeState = LIFE_DEAD; RemoveEffects( EF_NODRAW ); // still draw player body
}
void CHL1MP_Player::SetAnimation( PLAYER_ANIM playerAnim ) { // BaseClass::SetAnimation( playerAnim );
if ( playerAnim == PLAYER_ATTACK1 ) { DoAnimationEvent( PLAYERANIMEVENT_FIRE_GUN ); }
int animDesired; char szAnim[64];
float speed;
speed = GetAbsVelocity().Length2D();
if (GetFlags() & (FL_FROZEN|FL_ATCONTROLS)) { speed = 0; playerAnim = PLAYER_IDLE; }
if ( playerAnim == PLAYER_ATTACK1 ) { if ( speed > 0 ) { playerAnim = PLAYER_WALK; } else { playerAnim = PLAYER_IDLE; } }
Activity idealActivity = ACT_WALK;// TEMP!!!!!
// This could stand to be redone. Why is playerAnim abstracted from activity? (sjb)
if (playerAnim == PLAYER_JUMP) { idealActivity = ACT_HOP; } else if (playerAnim == PLAYER_SUPERJUMP) { idealActivity = ACT_LEAP; } else if (playerAnim == PLAYER_DIE) { if ( m_lifeState == LIFE_ALIVE ) { idealActivity = ACT_DIERAGDOLL; } } else if (playerAnim == PLAYER_ATTACK1) { if ( GetActivity() == ACT_HOVER || GetActivity() == ACT_SWIM || GetActivity() == ACT_HOP || GetActivity() == ACT_LEAP || GetActivity() == ACT_DIESIMPLE ) { idealActivity = GetActivity(); } else { idealActivity = ACT_RANGE_ATTACK1; } } else if (playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK) { if ( !( GetFlags() & FL_ONGROUND ) && (GetActivity() == ACT_HOP || GetActivity() == ACT_LEAP) ) // Still jumping
{ idealActivity = GetActivity(); } else if ( GetWaterLevel() > 1 ) { if ( speed == 0 ) idealActivity = ACT_HOVER; else idealActivity = ACT_SWIM; } else if ( speed > 0 ) { idealActivity = ACT_WALK; } else { idealActivity = ACT_IDLE; } }
if (idealActivity == ACT_RANGE_ATTACK1) { if ( GetFlags() & FL_DUCKING ) // crouching
{ Q_strncpy( szAnim, "crouch_shoot_" ,sizeof(szAnim)); } else { Q_strncpy( szAnim, "ref_shoot_" ,sizeof(szAnim)); } Q_strncat( szAnim, m_szAnimExtension ,sizeof(szAnim), COPY_ALL_CHARACTERS ); animDesired = LookupSequence( szAnim ); if (animDesired == -1) animDesired = 0;
if ( GetSequence() != animDesired || !SequenceLoops() ) { SetCycle( 0 ); }
// Tracker 24588: In single player when firing own weapon this causes eye and punchangle to jitter
//if (!SequenceLoops())
//{
// IncrementInterpolationFrame();
//}
SetActivity( idealActivity ); ResetSequence( animDesired ); } else if (idealActivity == ACT_IDLE) { if ( GetFlags() & FL_DUCKING ) { animDesired = LookupSequence( "crouch_idle" ); } else { animDesired = LookupSequence( "look_idle" ); } if (animDesired == -1) animDesired = 0;
SetActivity( ACT_IDLE ); } else if ( idealActivity == ACT_WALK ) { if ( GetFlags() & FL_DUCKING ) { animDesired = SelectWeightedSequence( ACT_CROUCH ); SetActivity( ACT_CROUCH ); } else { animDesired = SelectWeightedSequence( ACT_RUN ); SetActivity( ACT_RUN ); } } else { if ( GetActivity() == idealActivity) return;
SetActivity( idealActivity );
animDesired = SelectWeightedSequence( GetActivity() );
// Already using the desired animation?
if (GetSequence() == animDesired) return;
m_iRealSequence = animDesired; ResetSequence( animDesired ); SetCycle( 0 ); return; }
// Already using the desired animation?
if (GetSequence() == animDesired) return;
m_iRealSequence = animDesired;
//Msg( "Set animation to %d\n", animDesired );
// Reset to first frame of desired animation
ResetSequence( animDesired ); SetCycle( 0 ); }
static ConVar sv_debugweaponpickup( "sv_debugweaponpickup", "0", FCVAR_CHEAT, "Prints descriptive reasons as to why pickup did not work." );
// correct respawning of weapons
bool CHL1MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon ) { CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
// Can I have this weapon type?
if ( !IsAllowedToPickupWeapons() ) { if ( sv_debugweaponpickup.GetBool() ) Msg("sv_debugweaponpickup: IsAllowedToPickupWeapons() returned false\n"); return false; }
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) ) { if ( sv_debugweaponpickup.GetBool() && pOwner ) Msg("sv_debugweaponpickup: pOwner\n");
if ( sv_debugweaponpickup.GetBool() && !Weapon_CanUse( pWeapon ) ) Msg("sv_debugweaponpickup: Can't use weapon\n");
if ( sv_debugweaponpickup.GetBool() && !g_pGameRules->CanHavePlayerItem( this, pWeapon ) ) Msg("sv_debugweaponpickup: Gamerules says player can't have item\n"); if ( gEvilImpulse101 ) { UTIL_Remove( pWeapon ); } return false; }
// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) ) { if ( sv_debugweaponpickup.GetBool() && !FVisible( this, MASK_SOLID ) ) Msg("sv_debugweaponpickup: Can't fetch weapon through a wall\n");
if ( sv_debugweaponpickup.GetBool() && !(GetFlags() & FL_NOTARGET) ) Msg("sv_debugweaponpickup: NoTarget\n"); return false; } bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());
if ( bOwnsWeaponAlready == true ) { //If we have room for the ammo, then "take" the weapon too.
if ( Weapon_EquipAmmoOnly( pWeapon ) ) { pWeapon->CheckRespawn();
UTIL_Remove( pWeapon );
if ( sv_debugweaponpickup.GetBool() ) Msg("sv_debugweaponpickup: Picking up weapon\n"); return true; } else { if ( sv_debugweaponpickup.GetBool() ) Msg("sv_debugweaponpickup: Owns weapon already\n"); return false; } }
pWeapon->CheckRespawn(); Weapon_Equip( pWeapon );
if ( sv_debugweaponpickup.GetBool() ) Msg("sv_debugweaponpickup: Picking up weapon\n"); return true; }
void CHL1MP_Player::ChangeTeam( int iTeamNum ) { bool bKill = false;
if ( g_pGameRules->IsTeamplay() == true ) { if ( iTeamNum != GetTeamNumber() && GetTeamNumber() != TEAM_UNASSIGNED ) { bKill = true; } }
BaseClass::ChangeTeam( iTeamNum );
m_flNextTeamChangeTime = gpGlobals->curtime + 5;
if ( g_pGameRules->IsTeamplay() == true ) { SetPlayerTeamModel(); } else { SetPlayerModel(); }
if ( bKill == true ) { CommitSuicide(); } }
void CHL1MP_Player::SetPlayerTeamModel( void ) { int iTeamNum = GetTeamNumber();
if ( iTeamNum <= TEAM_SPECTATOR ) return;
CTeam * pTeam = GetGlobalTeam( iTeamNum );
char szModelName[256]; Q_snprintf( szModelName, 256, "%s%s/%s.mdl", s_szModelPath, pTeam->GetName(), pTeam->GetName() );
// Check to see if the model was properly precached, do not error out if not.
int i = modelinfo->GetModelIndex( szModelName ); if ( i == -1 ) { Warning("Model %s does not exist.\n", szModelName ); return; } SetModel( szModelName ); m_flNextModelChangeTime = gpGlobals->curtime + 5; }
void CHL1MP_Player::SetPlayerModel( void ) { char szBaseName[128]; Q_FileBase( engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" ), szBaseName, 128 );
// Don't let it be 'none'; default to Barney
if ( Q_stricmp( "none", szBaseName ) == 0 ) { Q_strcpy( szBaseName, "gordon" ); }
char szModelName[256]; Q_snprintf( szModelName, 256, "%s%s/%s.mdl", s_szModelPath, szBaseName, szBaseName );
// Check to see if the model was properly precached, do not error out if not.
int i = modelinfo->GetModelIndex( szModelName ); if ( i == -1 ) { SetModel( "models/player/mp/gordon/gordon.mdl" ); engine->ClientCommand ( edict(), "cl_playermodel models/gordon.mdl\n" ); return; }
SetModel( szModelName );
m_flNextModelChangeTime = gpGlobals->curtime + 5; }
// -------------------------------------------------------------------------------- //
// Ragdoll entities.
// -------------------------------------------------------------------------------- //
class CHL1MPRagdoll : public CBaseAnimatingOverlay { public: DECLARE_CLASS( CHL1MPRagdoll, CBaseAnimatingOverlay ); DECLARE_SERVERCLASS();
// Transmit ragdolls to everyone.
virtual int UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
public: // In case the client has the player entity, we transmit the player index.
// In case the client doesn't have it, we transmit the player's model index, origin, and angles
// so they can create a ragdoll in the right place.
CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
CNetworkVector( m_vecRagdollVelocity ); CNetworkVector( m_vecRagdollOrigin ); };
LINK_ENTITY_TO_CLASS( hl1mp_ragdoll, CHL1MPRagdoll );
IMPLEMENT_SERVERCLASS_ST_NOBASE( CHL1MPRagdoll, DT_HL1MPRagdoll ) SendPropVector ( SENDINFO( m_vecRagdollOrigin), -1, SPROP_COORD ), SendPropEHandle ( SENDINFO( m_hPlayer ) ), SendPropModelIndex( SENDINFO( m_nModelIndex ) ), SendPropInt ( SENDINFO( m_nForceBone), 8, 0 ), SendPropVector ( SENDINFO( m_vecForce), -1, SPROP_NOSCALE ), SendPropVector ( SENDINFO( m_vecRagdollVelocity ) ) END_SEND_TABLE()
void CHL1MP_Player::CreateRagdollEntity( void ) { if ( m_hRagdoll ) { UTIL_RemoveImmediate( m_hRagdoll ); m_hRagdoll = NULL; }
// If we already have a ragdoll, don't make another one.
CHL1MPRagdoll *pRagdoll = dynamic_cast< CHL1MPRagdoll* >(m_hRagdoll.Get() );
if ( !pRagdoll ) { // Create a new one
pRagdoll = dynamic_cast< CHL1MPRagdoll* >( CreateEntityByName( "hl1mp_ragdoll" ) ); }
if ( pRagdoll ) { pRagdoll->m_hPlayer = this; pRagdoll->m_vecRagdollOrigin = GetAbsOrigin(); pRagdoll->m_vecRagdollVelocity = GetAbsVelocity(); pRagdoll->m_nModelIndex = m_nModelIndex; pRagdoll->m_nForceBone = m_nForceBone; //pRagdoll->m_vecForce = m_vecTotalBulletForce;
pRagdoll->SetAbsOrigin( GetAbsOrigin() ); }
m_hRagdoll = pRagdoll; }
void CHL1MP_Player::CreateCorpse( void ) {
}
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