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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Player for HL1.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_player.h"
#include "dod_gamerules.h"
#include "team.h" //GetGlobalTeam
#include "in_buttons.h"
#include "dod_shareddefs.h"
#include "dod_cvars.h"
#include "weapon_dodbase.h"
#include "weapon_dodbasegrenade.h"
#include "weapon_dodbaserpg.h"
#include "weapon_dodbipodgun.h"
#include "dod_basegrenade.h"
#include "dod_ammo_box.h"
#include "effect_dispatch_data.h"
#include "movehelper_server.h"
#include "tier0/vprof.h"
#include "te_effect_dispatch.h"
#include "vphysics/player_controller.h"
#include <KeyValues.h>
#include "engine/IEngineSound.h"
#include "studio.h"
#include "dod_viewmodel.h"
#include "info_camera_link.h"
#include "dod_team.h"
#include "dod_control_point.h"
#include "dod_location.h"
#include "viewport_panel_names.h"
#include "obstacle_pushaway.h"
#include "datacache/imdlcache.h"
#include "bone_setup.h"
#include "dod_baserocket.h"
#include "dod_basegrenade.h"
#include "dod_bombtarget.h"
#include "collisionutils.h"
#include "gamestats.h"
#include "gameinterface.h"
#include "holiday_gift.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#pragma warning( disable: 4355 ) // disables ' 'this' : used in base member initializer list'
ConVar sv_max_usercmd_future_ticks( "sv_max_usercmd_future_ticks", "8", 0, "Prevents clients from running usercmds too far in the future. Prevents speed hacks." ); ConVar sv_motd_unload_on_dismissal( "sv_motd_unload_on_dismissal", "0", 0, "If enabled, the MOTD contents will be unloaded when the player closes the MOTD." );
EHANDLE g_pLastAlliesSpawn; EHANDLE g_pLastAxisSpawn;
int g_iLastAlliesSpawnIndex = 0; int g_iLastAxisSpawnIndex = 0;
ConVar dod_playerstatetransitions( "dod_playerstatetransitions", "-2", FCVAR_CHEAT, "dod_playerstatetransitions <ent index or -1 for all>. Show player state transitions." ); ConVar dod_debugdamage( "dod_debugdamage", "0", FCVAR_CHEAT );
ConVar mp_bandage_heal_amount( "mp_bandage_heal_amount", "40", FCVAR_GAMEDLL, "How much health to give after a successful bandage\n", true, 0, false, 0 );
ConVar dod_freezecam( "dod_freezecam", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE, "show players a freezecam shot of their killer on death" );
extern ConVar spec_freeze_time; extern ConVar spec_freeze_traveltime;
#define DOD_PUSHAWAY_THINK_CONTEXT "DODPushawayThink"
#define DOD_DEAFEN_CONTEXT "DeafenContext"
int g_iCurrentLifeID = 0;
int GetNextLifeID( void ) { return ++g_iCurrentLifeID; }
// -------------------------------------------------------------------------------- //
// Classes
// -------------------------------------------------------------------------------- //
class CPhysicsPlayerCallback : public IPhysicsPlayerControllerEvent { public: int ShouldMoveTo( IPhysicsObject *pObject, const Vector &position ) { CDODPlayer *pPlayer = (CDODPlayer *)pObject->GetGameData(); if ( pPlayer ) { if ( pPlayer->TouchedPhysics() ) { return 0; } } return 1; } };
static CPhysicsPlayerCallback playerCallback;
// -------------------------------------------------------------------------------- //
// Ragdoll entities.
// -------------------------------------------------------------------------------- //
class CDODRagdoll : public CBaseAnimatingOverlay { public: DECLARE_CLASS( CDODRagdoll, 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( dod_ragdoll, CDODRagdoll );
IMPLEMENT_SERVERCLASS_ST_NOBASE( CDODRagdoll, DT_DODRagdoll ) 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()
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
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( (const Vector&)pPlayer->EyePosition() );
g_TEPlayerAnimEvent.m_hPlayer = pPlayer; g_TEPlayerAnimEvent.m_iEvent = event; g_TEPlayerAnimEvent.m_nData = nData; g_TEPlayerAnimEvent.Create( filter, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Filters updates to a variable so that only non-local players see
// the changes. This is so we can send a low-res origin to non-local players
// while sending a hi-res one to the local player.
// Input : *pVarData -
// *pOut -
// objectID -
//-----------------------------------------------------------------------------
void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { pRecipients->SetAllRecipients(); pRecipients->ClearRecipient( objectID - 1 ); return ( void * )pVarData; }
// -------------------------------------------------------------------------------- //
// Tables.
// -------------------------------------------------------------------------------- //
LINK_ENTITY_TO_CLASS( player, CDODPlayer ); PRECACHE_REGISTER(player);
// CDODPlayerShared Data Tables
//=============================
// specific to the local player
BEGIN_SEND_TABLE_NOBASE( CDODPlayerShared, DT_DODSharedLocalPlayerExclusive ) SendPropInt( SENDINFO( m_iPlayerClass), 4 ), SendPropInt( SENDINFO( m_iDesiredPlayerClass ), 4 ), SendPropFloat( SENDINFO( m_flDeployedYawLimitLeft ) ), SendPropFloat( SENDINFO( m_flDeployedYawLimitRight ) ), SendPropInt( SENDINFO( m_iCPIndex ), 4 ), SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominated ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominated ) ) ), SendPropArray3( SENDINFO_ARRAY3( m_bPlayerDominatingMe ), SendPropBool( SENDINFO_ARRAY( m_bPlayerDominatingMe ) ) ), END_SEND_TABLE()
// main table
BEGIN_SEND_TABLE_NOBASE( CDODPlayerShared, DT_DODPlayerShared ) SendPropFloat( SENDINFO( m_flStamina ), 0, SPROP_NOSCALE | SPROP_CHANGES_OFTEN ), SendPropTime( SENDINFO( m_flSlowedUntilTime ) ), SendPropBool( SENDINFO( m_bProne ) ), SendPropBool( SENDINFO( m_bIsSprinting ) ), SendPropTime( SENDINFO( m_flGoProneTime ) ), SendPropTime( SENDINFO( m_flUnProneTime ) ), SendPropTime( SENDINFO( m_flDeployChangeTime ) ), SendPropTime( SENDINFO( m_flDeployedHeight ) ), SendPropBool( SENDINFO( m_bPlanting ) ), SendPropBool( SENDINFO( m_bDefusing ) ), SendPropDataTable( "dodsharedlocaldata", 0, &REFERENCE_SEND_TABLE(DT_DODSharedLocalPlayerExclusive), SendProxy_SendLocalDataTable ), END_SEND_TABLE()
// CDODPlayer Data Tables
//=========================
extern void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
// specific to the local player
BEGIN_SEND_TABLE_NOBASE( CDODPlayer, DT_DODLocalPlayerExclusive ) // send a hi-res origin to the local player for use in prediction
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), SendPropFloat( SENDINFO(m_flStunDuration), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flStunMaxAlpha), 0, SPROP_NOSCALE ), SendPropInt( SENDINFO( m_iProgressBarDuration ), 4, SPROP_UNSIGNED ), SendPropFloat( SENDINFO( m_flProgressBarStartTime ), 0, SPROP_NOSCALE ), END_SEND_TABLE()
// all players except the local player
BEGIN_SEND_TABLE_NOBASE( CDODPlayer, DT_DODNonLocalPlayerExclusive ) // send a lo-res origin to other players
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), END_SEND_TABLE() // main table
IMPLEMENT_SERVERCLASS_ST( CDODPlayer, DT_DODPlayer ) SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ), SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ), SendPropExclude( "DT_BaseEntity", "m_angRotation" ), SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ), // dod_playeranimstate and clientside animation takes care of these on the client
SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
// We need to send a hi-res origin to the local player to avoid prediction errors sliding along walls
SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
// Data that only gets sent to the local player.
SendPropDataTable( SENDINFO_DT( m_Shared ), &REFERENCE_SEND_TABLE( DT_DODPlayerShared ) ),
// Data that only gets sent to the local player.
SendPropDataTable( "dodlocaldata", 0, &REFERENCE_SEND_TABLE(DT_DODLocalPlayerExclusive), SendProxy_SendLocalDataTable ), SendPropDataTable( "dodnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_DODNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ),
SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 13, SPROP_CHANGES_OFTEN ), SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 13, SPROP_CHANGES_OFTEN ), SendPropEHandle( SENDINFO( m_hRagdoll ) ), SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ), SendPropInt( SENDINFO( m_iAchievementAwardsMask ), NUM_ACHIEVEMENT_AWARDS, SPROP_UNSIGNED ), END_SEND_TABLE()
BEGIN_DATADESC( CDODPlayer ) DEFINE_THINKFUNC( PushawayThink ), DEFINE_THINKFUNC( DeafenThink ) END_DATADESC()
// -------------------------------------------------------------------------------- //
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 );
bool PlayerStatLessFunc( const int &lhs, const int &rhs ) { return lhs < rhs; }
// -------------------------------------------------------------------------------- //
// CDODPlayer implementation.
// -------------------------------------------------------------------------------- //
CDODPlayer::CDODPlayer() #if !defined(NO_STEAM)
: m_CallbackGSStatsReceived( this, &CDODPlayer::OnGSStatsReceived ) #endif
{ m_PlayerAnimState = CreatePlayerAnimState( this ); m_Shared.Init( this );
UseClientSideAnimation(); m_angEyeAngles.Init();
SetViewOffset( DOD_PLAYER_VIEW_OFFSET ); m_pCurStateInfo = NULL; // no state yet
m_lifeState = LIFE_DEAD; // Start "dead".
m_Shared.SetPlayerClass( PLAYERCLASS_UNDEFINED );
m_bTeamChanged = false;
// Clear the signals
m_signals.Update(); m_fHandleSignalsTime = 0.0f;
// autokick
m_flLastMovement = gpGlobals->curtime;
m_flNextVoice = gpGlobals->curtime; m_flNextHandSignal = gpGlobals->curtime;
m_flNextTimeCheck = gpGlobals->curtime;
m_bAutoReload = true;
// Init our hint system
Hints()->Init( this, NUM_HINTS, g_pszHintMessages ); Hints()->RegisterHintTimer( HINT_USE_MELEE, 60 ); Hints()->RegisterHintTimer( HINT_USE_ZOOM, 30 ); Hints()->RegisterHintTimer( HINT_USE_IRON_SIGHTS, 60 ); Hints()->RegisterHintTimer( HINT_USE_SEMI_AUTO, 60 ); Hints()->RegisterHintTimer( HINT_USE_SPRINT, 120 ); Hints()->RegisterHintTimer( HINT_USE_DEPLOY, 30 ); Hints()->RegisterHintTimer( HINT_USE_PRIME, 2 ); memset( &m_WeaponStats, 0, sizeof(weaponstat_t) );
m_KilledPlayers.SetLessFunc( PlayerStatLessFunc ); m_KilledByPlayers.SetLessFunc( PlayerStatLessFunc );
m_iNumAreaDefenses = 0; m_iNumAreaCaptures = 0; m_iNumBonusRoundKills = 0;
memset( &m_flTimePlayedPerClass_Allies, 0, sizeof(m_flTimePlayedPerClass_Allies) ); memset( &m_flTimePlayedPerClass_Axis, 0, sizeof(m_flTimePlayedPerClass_Axis) ); m_flLastClassChangeTime = gpGlobals->curtime;
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
m_iAchievementAwardsMask = 0;
m_hLastDroppedWeapon = NULL; m_hLastDroppedAmmoBox = NULL;
m_flTimeAsClassAccumulator = 0; }
CDODPlayer::~CDODPlayer() { m_PlayerAnimState->Release(); }
CDODPlayer *CDODPlayer::CreatePlayer( const char *className, edict_t *ed ) { CDODPlayer::s_PlayerEdict = ed; return (CDODPlayer*)CreateEntityByName( className ); }
void CDODPlayer::PrecachePlayerModel( const char *szPlayerModel ) { PrecacheModel( szPlayerModel );
// Strange numbers, but gotten from the actual max bounds of our
// player models
const static Vector mins( -13.9, -30.1, -12.1 ); const static Vector maxs( 30.9, 30.1, 73.1 );
// Moved to pure_server_minimal.txt
// engine->ForceModelBounds( szPlayerModel, mins, maxs );
}
void CDODPlayer::Precache() { PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_RIFLEMAN ); PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_ASSAULT ); PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_SUPPORT ); PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_SNIPER ); PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_MG ); PrecachePlayerModel( DOD_PLAYERMODEL_AXIS_ROCKET );
PrecachePlayerModel( DOD_PLAYERMODEL_US_RIFLEMAN ); PrecachePlayerModel( DOD_PLAYERMODEL_US_ASSAULT ); PrecachePlayerModel( DOD_PLAYERMODEL_US_SUPPORT ); PrecachePlayerModel( DOD_PLAYERMODEL_US_SNIPER ); PrecachePlayerModel( DOD_PLAYERMODEL_US_MG ); PrecachePlayerModel( DOD_PLAYERMODEL_US_ROCKET );
/// Moved to pure_server_minimal.txt
// engine->ForceSimpleMaterial( "materials/models/player/american/american_body.vmt" );
// engine->ForceSimpleMaterial( "materials/models/player/american/american_gear.vmt" );
// engine->ForceSimpleMaterial( "materials/models/player/german/german_body.vmt" );
// engine->ForceSimpleMaterial( "materials/models/player/german/german_gear.vmt" );
UTIL_PrecacheOther( "dod_ammo_box" );
PrecacheScriptSound( "Player.FlashlightOn" ); PrecacheScriptSound( "Player.FlashlightOff" );
PrecacheScriptSound( "Player.FreezeCam" ); PrecacheScriptSound( "Camera.SnapShot" ); PrecacheScriptSound( "Achievement.Earned" ); PrecacheScriptSound( "Game.Revenge" ); PrecacheScriptSound( "Game.Domination" ); PrecacheScriptSound( "Game.Nemesis" );
PrecacheModel ( "sprites/glow01.vmt" );
BaseClass::Precache(); }
//-----------------------------------------------------------------------------
// Purpose: Allow pre-frame adjustments on the player
//-----------------------------------------------------------------------------
ConVar sv_runcmds( "sv_runcmds", "1" ); void CDODPlayer::PlayerRunCommand( CUserCmd *ucmd, IMoveHelper *moveHelper ) { VPROF( "CDODPlayer::PlayerRunCommand" );
if ( !sv_runcmds.GetInt() ) return;
// don't run commands in the future
if ( !IsEngineThreaded() && ( ucmd->tick_count > (gpGlobals->tickcount + sv_max_usercmd_future_ticks.GetInt()) ) ) { DevMsg( "Client cmd out of sync (delta %i).\n", ucmd->tick_count - gpGlobals->tickcount ); return; }
BaseClass::PlayerRunCommand( ucmd, moveHelper ); }
//-----------------------------------------------------------------------------
// Purpose: Simulates a single frame of movement for a player
//-----------------------------------------------------------------------------
void CDODPlayer::RunPlayerMove( const QAngle& viewangles, float forwardmove, float sidemove, float upmove, unsigned short buttons, byte impulse, float frametime ) { CUserCmd cmd;
// Store off the globals.. they're gonna get whacked
float flOldFrametime = gpGlobals->frametime; float flOldCurtime = gpGlobals->curtime;
float flTimeBase = gpGlobals->curtime + gpGlobals->frametime - frametime; this->SetTimeBase( flTimeBase );
CUserCmd lastUserCmd = *GetLastUserCommand(); Q_memset( &cmd, 0, sizeof( cmd ) ); MoveHelperServer()->SetHost( this ); this->PlayerRunCommand( &cmd, MoveHelperServer() ); this->SetLastUserCommand( cmd );
// Clear out any fixangle that has been set
this->pl.fixangle = FIXANGLE_NONE;
// Restore the globals..
gpGlobals->frametime = flOldFrametime; gpGlobals->curtime = flOldCurtime; }
void CDODPlayer::InitialSpawn( void ) { BaseClass::InitialSpawn();
State_Enter( STATE_WELCOME ); }
void CDODPlayer::Spawn() { // Get rid of the progress bar...
SetProgressBarTime( 0 );
SetModel( DOD_PLAYERMODEL_US_RIFLEMAN ); //temporarily
BaseClass::Spawn(); AddFlag( FL_ONGROUND ); // set the player on the ground at the start of the round.
m_Shared.SetStamina( 100 ); m_bTeamChanged = false;
ClearCapAreaIndex();
m_bHasGenericAmmo = true;
m_bSlowedByHit = false;
m_flIdleTime = gpGlobals->curtime + random->RandomFloat( 20, 30 );
InitProne(); InitSprinting();
// update this counter, used to not interp players when they spawn
m_bSpawnInterpCounter = !m_bSpawnInterpCounter;
EmitSound( "Player.Spawn" );
SetContextThink( &CDODPlayer::PushawayThink, gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, DOD_PUSHAWAY_THINK_CONTEXT );
m_Shared.SetCPIndex( -1 );
ResetBleeding();
// Our own version of remove decals, as we can't pass entity messages to
// the target's base class.
EntityMessageBegin( this ); WRITE_BYTE( DOD_PLAYER_REMOVE_DECALS ); MessageEnd();
if ( m_Shared.PlayerClass() != PLAYERCLASS_UNDEFINED ) { Hints()->StartHintTimer( HINT_USE_SPRINT ); }
// Get a unique "life id" used for tracking stats
m_iLifeID = GetNextLifeID();
SetDefusing( NULL ); SetPlanting( NULL );
m_iLastBlockAreaIndex = -1; m_iLastBlockCapAttempt = -1;
if ( DODGameRules()->IsBombingTeam( GetTeamNumber() ) ) { Hints()->HintMessage( HINT_BOMB_PLANT_MAP ); }
//CollisionProp()->SetSurroundingBoundsType( USE_GAME_CODE );
// Reset per-life achievement counts
HandleHeadshotAchievement( 0 ); HandleDeployedMGKillCount( 0 ); HandleEnemyWeaponsAchievement( 0 ); ResetComboWeaponKill();
RecalculateAchievementAwardsMask();
// If we're spawning as a non-player team, flush the stats
int iTeam = GetTeamNumber(); if ( iTeam != TEAM_ALLIES && iTeam != TEAM_AXIS ) { StatEvent_UploadStats(); }
m_StatProperty.SetClassAndTeamForThisLife( m_Shared.PlayerClass(), GetTeamNumber() ); }
void CDODPlayer::PlayerDeathThink() { //overridden, do nothing
}
void CDODPlayer::CreateRagdollEntity() { // If we already have a ragdoll, don't make another one.
CDODRagdoll *pRagdoll = dynamic_cast< CDODRagdoll* >( m_hRagdoll.Get() ); if( pRagdoll ) { // MATTTODO: put ragdolls in a queue to disappear
// for now remove the old one ..
UTIL_Remove( pRagdoll ); pRagdoll = NULL; }
if ( !pRagdoll ) { // and create a new one
pRagdoll = dynamic_cast< CDODRagdoll* >( CreateEntityByName( "dod_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; }
// ragdolls will be removed on round restart automatically
m_hRagdoll = pRagdoll; }
// Called when a player is disconnecting
void CDODPlayer::DestroyRagdoll( void ) { CDODRagdoll *pRagdoll = dynamic_cast< CDODRagdoll* >( m_hRagdoll.Get() ); if( pRagdoll ) { UTIL_Remove( pRagdoll ); } }
void CDODPlayer::Event_Killed( const CTakeDamageInfo &info ) { // allow bots to react
// TheBots->OnEvent( EVENT_PLAYER_DIED, this, info.GetAttacker() );
CBaseEntity *pInflictor = info.GetInflictor(); CBaseEntity *pKiller = info.GetAttacker(); CDODPlayer *pScorer = ToDODPlayer( DODGameRules()->GetDeathScorer( pKiller, pInflictor ) );
// Do this before we drop the victim's weapons to check the streak
if ( GetDeployedKillStreak() >= ACHIEVEMENT_MG_STREAK_IS_DOMINATING ) { if ( pScorer && pScorer->GetTeamNumber() != GetTeamNumber() && DODGameRules()->State_Get() == STATE_RND_RUNNING ) { pScorer->AwardAchievement( ACHIEVEMENT_DOD_KILL_DOMINATING_MG ); } }
// see if this was a long range kill
// distance from scorer to inflictor > 1200
if ( pScorer && GetTeamNumber() != pScorer->GetTeamNumber() && pInflictor != pScorer ) { const char *killer_weapon_name = STRING( pInflictor->m_iClassname );
if ( strncmp( killer_weapon_name, "rocket_", 7 ) == 0 ) { float flDist = ( pScorer->GetAbsOrigin() - pInflictor->GetAbsOrigin() ).Length();
if ( flDist > ACHIEVEMENT_LONG_RANGE_ROCKET_DIST && DODGameRules()->State_Get() == STATE_RND_RUNNING ) { bool bIsSniperZoomed = false;
CWeaponDODBase *pWeapon = GetActiveDODWeapon(); if( pWeapon && ( pWeapon->GetDODWpnData().m_WeaponType == WPN_TYPE_SNIPER ) ) { CWeaponDODBaseGun *pGun = static_cast<CWeaponDODBaseGun *>( pWeapon ); bIsSniperZoomed = pGun->IsSniperZoomed(); }
// victim must be deployed sniper or deployed mg
if ( bIsSniperZoomed || m_Shared.IsInMGDeploy() ) { pScorer->AwardAchievement( ACHIEVEMENT_DOD_LONG_RANGE_ROCKET ); } } } }
DropPrimaryWeapon();
if ( DODGameRules()->GetPresentDropChance() >= RandomFloat() ) { Vector vForward, vRight, vUp; AngleVectors( EyeAngles(), &vForward, &vRight, &vUp );
CHolidayGift::Create( WorldSpaceCenter(), GetAbsAngles(), EyeAngles(), GetAbsVelocity(), this ); }
FlashlightTurnOff();
// Just in case the progress bar is on screen, kill it.
SetProgressBarTime( 0 );
// turn off our cap area index
HandleSignals();
//if we have a primed grenade, drop it
CWeaponDODBase *pWpn = GetActiveDODWeapon();
if( pWpn && pWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_GRENADE ) { CWeaponDODBaseGrenade *pGrenade = dynamic_cast<CWeaponDODBaseGrenade *>(pWpn);
if( pGrenade && pGrenade->IsArmed() ) { pGrenade->DropGrenade(); } }
if ( pScorer && pScorer != this && pScorer->GetTeamNumber() != GetTeamNumber() ) { if ( m_bIsPlanting && m_pPlantTarget ) { CDODBombTarget *pTarget = m_pPlantTarget;
Assert( pTarget );
if ( pTarget ) pTarget->PlantBlocked( pScorer );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_kill_planter" ); if ( event ) { event->SetInt( "userid", pScorer->GetUserID() ); event->SetInt( "victimid", GetUserID() );
gameeventmanager->FireEvent( event ); } }
if ( m_bIsDefusing && m_pDefuseTarget && pScorer->GetTeamNumber() != GetTeamNumber() ) { // Re-enable if we want to give a defend point to someone who kills a defuser
//CDODBombTarget *pTarget = m_pDefuseTarget;
//pTarget->DefuseBlocked( pScorer );
IGameEvent *event = gameeventmanager->CreateEvent( "dod_kill_defuser" ); if ( event ) { event->SetInt( "userid", pScorer->GetUserID() ); event->SetInt( "victimid", GetUserID() );
gameeventmanager->FireEvent( event ); } } }
SetDefusing( NULL ); SetPlanting( NULL );
// show killer in death cam mode
// chopped down version of SetObserverTarget without the team check
if( info.GetAttacker() && info.GetAttacker()->IsPlayer() ) { // set new target
m_hObserverTarget.Set( info.GetAttacker() );
// reset fov to default
SetFOV( this, 0 ); } else m_hObserverTarget.Set( NULL );
//update damage info with our accumulated physics force
CTakeDamageInfo subinfo = info; subinfo.SetDamageForce( m_vecTotalBulletForce ); // 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.
CreateRagdollEntity();
State_Transition( STATE_DEATH_ANIM ); // Transition into the dying state.
BaseClass::Event_Killed( subinfo );
OutputDamageGiven(); OutputDamageTaken(); ResetDamageCounters();
// stop any voice command or pain sounds that we may be making
CPASFilter filter( WorldSpaceCenter() ); EmitSound( filter, entindex(), "Voice.StopSounds" );
ResetBleeding();
m_flStunDuration = 0.0f; m_flStunMaxAlpha = 0;
// cancel deafen think
SetContextThink( NULL, 0.0, DOD_DEAFEN_CONTEXT );
// cancel deafen dsp
CSingleUserRecipientFilter user( this ); enginesound->SetPlayerDSP( user, 0, false );
CDODPlayer *pAttacker = ToDODPlayer( info.GetAttacker() );
if( pAttacker && pAttacker->IsPlayer() ) { // find the weapon id of the weapon
DODWeaponID weaponID = WEAPON_NONE;
CBaseEntity *pInflictor = info.GetInflictor();
if ( pInflictor == pAttacker ) { CWeaponDODBase *pWpn = pAttacker->GetActiveDODWeapon();
if ( pWpn ) { if ( info.GetDamageCustom() & MELEE_DMG_SECONDARYATTACK ) weaponID = pWpn->GetAltWeaponID(); else weaponID = pWpn->GetStatsWeaponID(); } } else { Assert( pInflictor );
const char *weaponName = STRING( pInflictor->m_iClassname );
if ( Q_strncmp( weaponName, "rocket_", 7 ) == 0 ) { CDODBaseRocket *pRocket = dynamic_cast< CDODBaseRocket *>( pInflictor ); if ( pRocket ) { weaponID = pRocket->GetEmitterWeaponID(); } } else if ( Q_strncmp( weaponName, "grenade_", 8 ) == 0 ) { CDODBaseGrenade *pGren = dynamic_cast< CDODBaseGrenade *>( pInflictor ); if ( pGren ) { weaponID = pGren->GetEmitterWeaponID(); } } }
IGameEvent * event = gameeventmanager->CreateEvent( "dod_stats_player_killed" ); if ( event ) { event->SetInt( "attacker", pAttacker->GetUserID() ); event->SetInt( "victim", GetUserID() ); event->SetInt( "weapon", weaponID );
gameeventmanager->FireEvent( event ); }
if ( DODGameRules()->IsInBonusRound() ) { pAttacker->Stats_BonusRoundKill(); } }
m_bIsDefusing = false; m_bIsPlanting = false;
if ( pScorer != this ) { StatEvent_WasKilled(); }
StatEvent_UploadStats(); }
bool CDODPlayer::ShouldInstantRespawn( void ) { CUtlVector<EHANDLE> *pSpawnPoints = DODGameRules()->GetSpawnPointListForTeam( GetTeamNumber() );
if ( !pSpawnPoints ) return false;
const float flMaxDistSqr = ( 500*500 ); Vector vecOrigin = GetAbsOrigin(); int i; int count = pSpawnPoints->Count(); for ( i=0;i<count;i++ ) { EHANDLE handle = pSpawnPoints->Element(i); if ( handle ) { CSpawnPoint *point = dynamic_cast<CSpawnPoint *>( handle.Get() ); if ( point && !point->IsDisabled() ) { // range
Vector vecDist = point->GetAbsOrigin() - vecOrigin; if ( vecDist.LengthSqr() > flMaxDistSqr ) { continue; }
// los
if ( FVisible( point ) ) { return true; } } } }
return false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayer::InitVCollision( const Vector &vecAbsOrigin, const Vector &vecAbsVelocity ) { if ( 0 ) //if ( !sv_turbophysics.GetBool() )
{ BaseClass::InitVCollision( vecAbsOrigin, vecAbsVelocity );
// Setup the HL2 specific callback.
GetPhysicsController()->SetEventHandler( &playerCallback ); } }
void CDODPlayer::VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) { if ( 0 ) //if ( !sv_turbophysics.GetBool() )
{ if ( !CanMove() ) return;
BaseClass::VPhysicsShadowUpdate( pPhysics ); } }
void CDODPlayer::PushawayThink() { // Push physics props out of our way.
PerformObstaclePushaway( this ); SetNextThink( gpGlobals->curtime + PUSHAWAY_THINK_INTERVAL, DOD_PUSHAWAY_THINK_CONTEXT ); }
void CDODPlayer::CheatImpulseCommands( int iImpulse ) { switch( iImpulse ) { case 101: { if( sv_cheats->GetBool() ) { extern int gEvilImpulse101; gEvilImpulse101 = true;
GiveAmmo( 1000, DOD_AMMO_COLT ); GiveAmmo( 1000, DOD_AMMO_P38 ); GiveAmmo( 1000, DOD_AMMO_C96 ); GiveAmmo( 1000, DOD_AMMO_GARAND ); GiveAmmo( 1000, DOD_AMMO_K98 ); GiveAmmo( 1000, DOD_AMMO_M1CARBINE ); GiveAmmo( 1000, DOD_AMMO_SPRING ); GiveAmmo( 1000, DOD_AMMO_SUBMG ); GiveAmmo( 1000, DOD_AMMO_BAR ); GiveAmmo( 1000, DOD_AMMO_30CAL ); GiveAmmo( 1000, DOD_AMMO_MG42 ); GiveAmmo( 1000, DOD_AMMO_ROCKET );
gEvilImpulse101 = false; } } break;
default: { BaseClass::CheatImpulseCommands( iImpulse ); } } }
void CDODPlayer::SetupVisibility( CBaseEntity *pViewEntity, unsigned char *pvs, int pvssize ) { BaseClass::SetupVisibility( pViewEntity, pvs, pvssize );
int area = pViewEntity ? pViewEntity->NetworkProp()->AreaNum() : NetworkProp()->AreaNum(); PointCameraSetupVisibility( this, area, pvs, pvssize ); }
void CDODPlayer::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.
}
CBaseEntity *CDODPlayer::GiveNamedItem( const char *pszName, int iSubType ) { EHANDLE pent;
pent = CreateEntityByName(pszName); if ( pent == NULL ) { Msg( "NULL Ent in GiveNamedItem!\n" ); return NULL; }
pent->SetLocalOrigin( GetLocalOrigin() ); pent->AddSpawnFlags( SF_NORESPAWN );
if ( iSubType ) { CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon*>( (CBaseEntity*)pent ); if ( pWeapon ) { pWeapon->SetSubType( iSubType ); } }
DispatchSpawn( pent );
if ( pent != NULL && !(pent->IsMarkedForDeletion()) ) { pent->Touch( this ); }
return pent; }
extern ConVar flashlight;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CDODPlayer::FlashlightIsOn( void ) { return IsEffectActive( EF_DIMLIGHT ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CDODPlayer::FlashlightTurnOn( void ) { if( flashlight.GetInt() > 0 && IsAlive() ) { AddEffects( EF_DIMLIGHT ); EmitSound( "Player.FlashlightOn" ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CDODPlayer::FlashlightTurnOff( void ) { if( IsEffectActive(EF_DIMLIGHT) ) { RemoveEffects( EF_DIMLIGHT );
if( m_iHealth > 0 ) { EmitSound( "Player.FlashlightOff" ); } } }
void CDODPlayer::PostThink() { BaseClass::PostThink();
if( m_Shared.IsProne() ) { SetCollisionBounds( VEC_PRONE_HULL_MIN, VEC_PRONE_HULL_MAX ); }
if ( gpGlobals->curtime > m_fHandleSignalsTime ) { m_fHandleSignalsTime = gpGlobals->curtime + 0.1; HandleSignals(); } 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 CDODPlayer::HandleCommand_Voice( const char *pcmd ) { // string should be formatted as "voice_gogogo"
// go through our list of voice commands and if we find it,
// emit a voice command
int i = 0; while( g_VoiceCommands[i].pszCommandName != NULL ) { if( Q_strcmp( pcmd, g_VoiceCommands[i].pszCommandName ) == 0 ) { VoiceCommand( i ); break; } i++; } }
void CDODPlayer::VoiceCommand( int iVoiceCommand ) { //no voices in observer or when dead
if ( !IsAlive() || IsObserver() ) return;
//no voices when game is over
if (g_fGameOver) return;
if (m_flNextVoice > gpGlobals->curtime ) return;
// Emit the voice sound
CPASFilter filter( WorldSpaceCenter() );
// Get the country text to fill into the sound name
char *pszCountry = "US"; if( GetTeamNumber() == TEAM_AXIS ) { pszCountry = "German"; }
char szSound[128]; Q_snprintf( szSound, sizeof(szSound), "Voice.%s_%s", pszCountry, g_VoiceCommands[iVoiceCommand].pszSoundName );
EmitSound( filter, entindex(), szSound );
// Don't show the subtitle to the other team
int oppositeTeam = ( GetTeamNumber() == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES; filter.RemoveRecipientsByTeam( GetGlobalDODTeam(oppositeTeam) ); // further reduce the voice command subtitle radius
float flDist; float flMaxDist = 1900; Vector vecEmitOrigin = GetAbsOrigin();
int i; for ( i=1; i<= MAX_PLAYERS; i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByIndex( i );
if ( !pPlayer ) continue;
flDist = ( pPlayer->GetAbsOrigin() - vecEmitOrigin ).Length2D();
if ( flDist > flMaxDist ) filter.RemoveRecipient( pPlayer ); }
// Send a subtitle to anyone in the PAS
UserMessageBegin( filter, "VoiceSubtitle" ); WRITE_BYTE( entindex() ); WRITE_BYTE( GetTeamNumber() ); WRITE_BYTE( iVoiceCommand ); MessageEnd();
PlayerAnimEvent_t iHandSignal = g_VoiceCommands[iVoiceCommand].iHandSignal;
if( iHandSignal != PLAYERANIMEVENT_HS_NONE ) DoAnimationEvent( iHandSignal );
m_flNextVoice = gpGlobals->curtime + 1.0; }
void CDODPlayer::HandleCommand_HandSignal( const char *pcmd ) { // string should be formatted as "signal_yes"
int i = 0; while( g_HandSignals[i].pszCommandName != NULL ) { if( Q_strcmp( pcmd, g_HandSignals[i].pszCommandName ) == 0 ) { HandSignal( i ); break; } i++; } }
void CDODPlayer::HandSignal( int iSignal ) { //no hand signals in observer or when dead
if ( !IsAlive() || IsObserver() ) return;
//or when game is over
if (g_fGameOver) return;
if (m_flNextHandSignal > gpGlobals->curtime ) return;
int oppositeTeam = ( GetTeamNumber() == TEAM_ALLIES ) ? TEAM_AXIS : TEAM_ALLIES;
// Emit the voice sound
CRecipientFilter filter; filter.AddRecipientsByPVS( WorldSpaceCenter() ); filter.RemoveRecipientsByTeam( GetGlobalTeam(oppositeTeam) );
// Send a subtitle to anyone in the PAS
UserMessageBegin( filter, "HandSignalSubtitle" ); WRITE_BYTE( entindex() ); WRITE_BYTE( iSignal ); MessageEnd();
DoAnimationEvent( g_HandSignals[iSignal].iHandSignal );
m_flNextHandSignal = gpGlobals->curtime + 1.0; }
void CDODPlayer::DropGenericAmmo( void ) { if ( !IsAlive() ) return;
if( m_bHasGenericAmmo == false ) return;
Vector vForward, vRight, vUp; AngleVectors( EyeAngles(), &vForward, &vRight, &vUp );
CAmmoBox *pAmmo = CAmmoBox::Create( WorldSpaceCenter(), vec3_angle, this, GetTeamNumber() );
pAmmo->ApplyAbsVelocityImpulse( vForward * 300 + vUp * 100 );
m_hLastDroppedAmmoBox = pAmmo;
m_bHasGenericAmmo = false; }
void CDODPlayer::ReturnGenericAmmo( void ) { //play pickup sound
CPASFilter filter( WorldSpaceCenter() ); EmitSound( filter, entindex(), "BaseCombatCharacter.AmmoPickup" );
//allow them to drop generic ammo again
m_bHasGenericAmmo = true; }
bool CDODPlayer::GiveGenericAmmo( void ) { //give primary weapon ammo
CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
if( pWpn ) { int nAmmoType = pWpn->GetPrimaryAmmoType();
int iClipSize = pWpn->GetDODWpnData().iMaxClip1;
int iAmmoPickupClips = pWpn->GetDODWpnData().m_iAmmoPickupClips;
if( GiveAmmo( iAmmoPickupClips * iClipSize, nAmmoType, false ) > 0 ) { //some ammo was picked up, consume the ammo box
//play pickup sound
CPASFilter filter( WorldSpaceCenter() ); EmitSound( filter, entindex(), "BaseCombatCharacter.AmmoPickup" );
return true; } }
return false; }
ConVar dod_friendlyfiresafezone( "dod_friendlyfiresafezone", "100", FCVAR_ARCHIVE, "Units around a player where they will not damage teammates, even if FF is on", true, 0, false, 0 );
void CDODPlayer::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) { bool bTakeDamage = true;
CBasePlayer *pAttacker = (CBasePlayer*)ToBasePlayer( info.GetAttacker() );
bool bFriendlyFire = DODGameRules()->IsFriendlyFireOn();
if ( pAttacker && ( GetTeamNumber() == pAttacker->GetTeamNumber() ) ) { bTakeDamage = bFriendlyFire;
// Create a FF-free zone around players for melee and bullets
if ( bFriendlyFire && ( info.GetDamageType() & (DMG_SLASH | DMG_BULLET | DMG_CLUB) ) ) { float flDist = dod_friendlyfiresafezone.GetFloat();
Vector vecDist = pAttacker->WorldSpaceCenter() - WorldSpaceCenter();
if ( vecDist.LengthSqr() < ( flDist*flDist ) ) { bTakeDamage = false; } } } if ( m_takedamage != DAMAGE_YES ) return;
m_LastHitGroup = ptr->hitgroup; m_LastDamageType = info.GetDamageType();
Assert( ptr->hitgroup != HITGROUP_GENERIC );
m_nForceBone = ptr->physicsbone; //Save this bone for ragdoll
float flDamage = info.GetDamage(); float flOriginalDmg = flDamage;
bool bHeadShot = false;
//if its an enemy OR ff is on.
if( bTakeDamage ) { m_Shared.SetSlowedTime( 0.5f ); }
char *szHitbox = NULL;
if( info.GetDamageType() & DMG_BLAST ) { // don't do hitgroup specific grenade damage
flDamage *= 1.0; szHitbox = "dmg_blast"; } else { switch ( ptr->hitgroup ) { case HITGROUP_HEAD: { flDamage *= 2.5; //regular head shot multiplier
if( bTakeDamage ) { Vector dir = vecDir; VectorNormalize(dir);
if ( info.GetDamageType() & DMG_CLUB ) dir *= 800; else dir *= 400;
dir.z += 100; // add some lift so it pops better.
PopHelmet( dir, ptr->endpos ); }
szHitbox = "head"; bHeadShot = true; } break;
case HITGROUP_CHEST: szHitbox = "chest"; break;
case HITGROUP_STOMACH: szHitbox = "stomach"; break;
case HITGROUP_LEFTARM: flDamage *= 0.75; szHitbox = "left arm"; break; case HITGROUP_RIGHTARM: flDamage *= 0.75; szHitbox = "right arm"; break;
case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: { //we are slowed for 2 full seconds if we get a leg hit
if( bTakeDamage ) { //m_bSlowedByHit = true;
//m_flUnslowTime = gpGlobals->curtime + 2;
m_Shared.SetSlowedTime( 2.0f ); }
flDamage *= 0.75; szHitbox = "leg"; } break; case HITGROUP_GENERIC: szHitbox = "(error - hit generic)"; break;
default: szHitbox = "(error - hit default)"; break; } } if ( bTakeDamage ) { if( dod_debugdamage.GetInt() ) { char buf[256];
Q_snprintf( buf, sizeof(buf), "%s hit %s in the %s hitgroup for %f damage ( %f base damage ) ( %s now has %d health )\n", pAttacker->GetPlayerName(), GetPlayerName(), szHitbox, flDamage, flOriginalDmg, GetPlayerName(), GetHealth() - (int)flDamage );
// print to server
UTIL_LogPrintf( "%s", buf );
// print to injured
ClientPrint( this, HUD_PRINTCONSOLE, buf );
// print to shooter
if ( pAttacker ) ClientPrint( pAttacker, HUD_PRINTCONSOLE, buf ); }
// Since this code only runs on the server, make sure it shows the tempents it creates.
CDisablePredictionFiltering disabler;
// This does smaller splotches on the guy and splats blood on the world.
TraceBleed( flDamage, vecDir, ptr, info.GetDamageType() );
CEffectData data; data.m_vOrigin = ptr->endpos; data.m_vNormal = vecDir * -1; data.m_flScale = 4; data.m_fFlags = FX_BLOODSPRAY_ALL; data.m_nEntIndex = ptr->m_pEnt ? ptr->m_pEnt->entindex() : 0; data.m_flMagnitude = flDamage;
DispatchEffect( "dodblood", data );
CTakeDamageInfo subInfo = info;
subInfo.SetDamage( flDamage );
AddMultiDamage( subInfo, this ); } }
bool CDODPlayer::DropActiveWeapon( void ) { CWeaponDODBase *pWeapon = GetActiveDODWeapon();
if( pWeapon ) { if( pWeapon->CanDrop() ) { DODWeaponDrop( pWeapon, true ); return true; } else { int iWeaponType = pWeapon->GetDODWpnData().m_WeaponType; if( iWeaponType == WPN_TYPE_BAZOOKA || iWeaponType == WPN_TYPE_MG ) { // they are deployed, cannot drop
Hints()->HintMessage( "#game_cannot_drop_while" ); } else { // must be a weapon type that cannot be dropped
Hints()->HintMessage( "#game_cannot_drop" ); }
return false; } }
return false; }
CWeaponDODBase* CDODPlayer::GetActiveDODWeapon() const { return dynamic_cast< CWeaponDODBase* >( GetActiveWeapon() ); }
void CDODPlayer::PreThink() { BaseClass::PreThink();
if ( m_afButtonLast != m_nButtons ) m_flLastMovement = gpGlobals->curtime;
if ( g_fGameOver ) return;
State_PreThink();
//Reset bullet force accumulator, only lasts one frame, for ragdoll forces from multiple shots
m_vecTotalBulletForce = vec3_origin;
if ( mp_autokick.GetInt() && !IsBot() && !IsHLTV() ) { if ( m_flLastMovement + mp_autokick.GetInt()*60 < gpGlobals->curtime ) { UTIL_ClientPrintAll( HUD_PRINTCONSOLE, "#Game_idle_kick", GetPlayerName() ); engine->ServerCommand( UTIL_VarArgs( "kickid %d\n", GetUserID() ) ); m_flLastMovement = gpGlobals->curtime; } } }
bool CDODPlayer::DropPrimaryWeapon( void ) { CWeaponDODBase *pWeapon = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
if( pWeapon ) { DODWeaponDrop( pWeapon, false ); return true; }
return false; }
bool CDODPlayer::DODWeaponDrop( CBaseCombatWeapon *pWeapon, bool bThrowForward ) { bool bSuccess = false;
if ( pWeapon ) { Vector vForward;
AngleVectors( EyeAngles(), &vForward, NULL, NULL ); Vector vTossPos = WorldSpaceCenter();
if( bThrowForward ) vTossPos = vTossPos + vForward * 64;
Weapon_Drop( pWeapon, &vTossPos, NULL ); pWeapon->SetSolidFlags( FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS ); pWeapon->SetMoveCollide( MOVECOLLIDE_FLY_BOUNCE );
CWeaponDODBase *pDODWeapon = dynamic_cast< CWeaponDODBase* >( pWeapon );
if( pDODWeapon ) { pDODWeapon->SetDieThink(true);
pDODWeapon->SetWeaponModelIndex( pDODWeapon->GetDODWpnData().szWorldModel );
//Find out the index of the ammo type
int iAmmoIndex = pDODWeapon->GetPrimaryAmmoType();
//If it has an ammo type, find out how much the player has
if( iAmmoIndex != -1 ) { int iAmmoToDrop = GetAmmoCount( iAmmoIndex );
//Add this much to the dropped weapon
pDODWeapon->SetExtraAmmoCount( iAmmoToDrop );
//Remove all ammo of this type from the player
SetAmmoCount( 0, iAmmoIndex ); } }
//=========================================
// Teleport the weapon to the player's hand
//=========================================
int iBIndex = -1; int iWeaponBoneIndex = -1;
CStudioHdr *hdr = pWeapon->GetModelPtr(); // If I have a hand, set the weapon position to my hand bone position.
if ( hdr && hdr->numbones() > 0 ) { // Assume bone zero is the root
for ( iWeaponBoneIndex = 0; iWeaponBoneIndex < hdr->numbones(); ++iWeaponBoneIndex ) { iBIndex = LookupBone( hdr->pBone( iWeaponBoneIndex )->pszName() ); // Found one!
if ( iBIndex != -1 ) { break; } } if ( iWeaponBoneIndex == hdr->numbones() ) return true;
if ( iBIndex == -1 ) { iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" ); } } else { iBIndex = LookupBone( "ValveBiped.Bip01_R_Hand" ); }
if ( iBIndex != -1) { Vector origin; QAngle angles; matrix3x4_t transform;
// Get the transform for the weapon bonetoworldspace in the NPC
GetBoneTransform( iBIndex, transform );
// find offset of root bone from origin in local space
// Make sure we're detached from hierarchy before doing this!!!
pWeapon->StopFollowingEntity(); pWeapon->SetAbsOrigin( Vector( 0, 0, 0 ) ); pWeapon->SetAbsAngles( QAngle( 0, 0, 0 ) ); pWeapon->InvalidateBoneCache(); matrix3x4_t rootLocal; pWeapon->GetBoneTransform( iWeaponBoneIndex, rootLocal );
// invert it
matrix3x4_t rootInvLocal; MatrixInvert( rootLocal, rootInvLocal );
matrix3x4_t weaponMatrix; ConcatTransforms( transform, rootInvLocal, weaponMatrix ); MatrixAngles( weaponMatrix, angles, origin );
// trace the bounding box of the weapon in the desired position
trace_t tr; Vector mins, maxs;
// not exactly correct bounds, we haven't rotated them to match the attachment
pWeapon->CollisionProp()->WorldSpaceSurroundingBounds( &mins, &maxs );
UTIL_TraceHull( WorldSpaceCenter(), origin, mins, maxs, MASK_SOLID, this, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0 ) origin = WorldSpaceCenter(); pWeapon->Teleport( &origin, &angles, NULL ); //Have to teleport the physics object as well
IPhysicsObject *pWeaponPhys = pWeapon->VPhysicsGetObject();
if( pWeaponPhys ) { Vector vPos; QAngle vAngles; pWeaponPhys->GetPosition( &vPos, &vAngles ); pWeaponPhys->SetPosition( vPos, angles, true );
AngularImpulse angImp(0,0,0); Vector vecAdd = GetAbsVelocity(); pWeaponPhys->AddVelocity( &vecAdd, &angImp ); }
m_hLastDroppedWeapon = pWeapon; }
if ( !GetActiveWeapon() ) { // we haven't auto-switched to anything usable
// switch to the first weapon we find, even if its empty
CBaseCombatWeapon *pCheck;
for ( int i = 0 ; i < WeaponCount(); ++i ) { pCheck = GetWeapon( i ); if ( !pCheck || !pCheck->CanDeploy() ) { continue; }
Weapon_Switch( pCheck ); break; } } bSuccess = true; }
return bSuccess; }
extern int g_iHelmetModels[NUM_HELMETS];
void CDODPlayer::PopHelmet( Vector vecDir, Vector vecForceOrigin ) { int iPlayerClass = m_Shared.PlayerClass();
CDODTeam *pTeam = GetGlobalDODTeam( GetTeamNumber() ); const CDODPlayerClassInfo &pClassInfo = pTeam->GetPlayerClassInfo( iPlayerClass );
// See if they already lost their helmet
if( GetBodygroup( BODYGROUP_HELMET ) == pClassInfo.m_iHairGroup ) return; // Nope.. take it off
SetBodygroup( BODYGROUP_HELMET, pClassInfo.m_iHairGroup );
// Add the velocity of the player
vecDir += GetAbsVelocity();
//CDisablePredictionFiltering disabler;
EntityMessageBegin( this, true ); WRITE_BYTE( DOD_PLAYER_POP_HELMET ); WRITE_VEC3COORD( vecDir ); WRITE_VEC3COORD( vecForceOrigin ); WRITE_SHORT( g_iHelmetModels[pClassInfo.m_iDropHelmet] ); MessageEnd(); }
bool CDODPlayer::BumpWeapon( CBaseCombatWeapon *pBaseWeapon ) { CWeaponDODBase *pWeapon = dynamic_cast< CWeaponDODBase* >( pBaseWeapon ); if ( !pWeapon ) { Assert( false ); return false; } CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
// Can I have this weapon type?
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) ) { extern int gEvilImpulse101; if ( gEvilImpulse101 ) { UTIL_Remove( pWeapon ); } return false; }
// Don't let the player fetch weapons through walls
if( !pWeapon->FVisible( this ) && !(GetFlags() & FL_NOTARGET) ) { return false; }
/*
CBaseCombatWeapon *pOwnedWeapon = Weapon_OwnsThisType( pWeapon->GetClassname() );
if( pOwnedWeapon != NULL && ( pWeapon->GetWpnData().iFlags & ITEM_FLAG_EXHAUSTIBLE ) ) { // its an item that we can hold several of, and use up
// Just give one ammo
if( GiveAmmo( 1, pOwnedWeapon->GetPrimaryAmmoType(), true ) > 0 ) return true; else return false; } */
// ----------------------------------------
// If I already have it just take the ammo
// ----------------------------------------
if (Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType())) { if( Weapon_EquipAmmoOnly( pWeapon ) ) { // Only remove me if I have no ammo left
if ( pWeapon->HasPrimaryAmmo() ) return false;
UTIL_Remove( pWeapon ); return true; } else { return false; } }
pWeapon->CheckRespawn();
pWeapon->AddSolidFlags( FSOLID_NOT_SOLID ); pWeapon->AddEffects( EF_NODRAW );
Weapon_Equip( pWeapon );
int iExtraAmmo = pWeapon->GetExtraAmmoCount(); if( iExtraAmmo ) { //Find out the index of the ammo
int iAmmoIndex = pWeapon->GetPrimaryAmmoType();
if( iAmmoIndex != -1 ) { //Remove the extra ammo from the weapon
pWeapon->SetExtraAmmoCount(0);
//Give it to the player
SetAmmoCount( iExtraAmmo, iAmmoIndex ); } }
return true; }
bool CDODPlayer::HandleCommand_JoinClass( int iClass ) { Assert( GetTeamNumber() != TEAM_SPECTATOR ); Assert( GetTeamNumber() != TEAM_UNASSIGNED );
if( GetTeamNumber() == TEAM_SPECTATOR ) return false;
if( iClass == PLAYERCLASS_UNDEFINED ) return false; //they typed in something weird
int iOldPlayerClass = m_Shared.DesiredPlayerClass();
// See if we're joining the class we already are
if( iClass == iOldPlayerClass ) return true;
if( !DODGameRules()->IsPlayerClassOnTeam( iClass, GetTeamNumber() ) ) return false;
const char *classname = DODGameRules()->GetPlayerClassName( iClass, GetTeamNumber() );
if( DODGameRules()->CanPlayerJoinClass( this, iClass ) ) { m_Shared.SetDesiredPlayerClass( iClass ); //real class value is set when the player spawns
if( State_Get() == STATE_PICKINGCLASS ) State_Transition( STATE_OBSERVER_MODE );
if( iClass == PLAYERCLASS_RANDOM ) { if( IsAlive() ) { ClientPrint(this, HUD_PRINTTALK, "#game_respawn_asrandom" ); } else { ClientPrint(this, HUD_PRINTTALK, "#game_spawn_asrandom" ); } } else { if( IsAlive() ) { ClientPrint(this, HUD_PRINTTALK, "#game_respawn_as", classname ); } else { ClientPrint(this, HUD_PRINTTALK, "#game_spawn_as", classname ); } }
IGameEvent * event = gameeventmanager->CreateEvent( "player_changeclass" ); if ( event ) { event->SetInt( "userid", GetUserID() ); event->SetInt( "class", iClass );
gameeventmanager->FireEvent( event ); }
TallyLatestTimePlayedPerClass( GetTeamNumber(), iOldPlayerClass );
// if we're near a respawn point and can see it, just spawn us right away
if ( ShouldInstantRespawn() ) { DODRespawn(); m_fNextSuicideTime = gpGlobals->curtime + 1.0;
// if we dropped our primary weapon, and noone else picked it up, destroy it
CBaseCombatWeapon *pWeapon = dynamic_cast<CBaseCombatWeapon *>( m_hLastDroppedWeapon.Get() ); if ( pWeapon ) { if ( !pWeapon->GetOwner() ) { UTIL_Remove( m_hLastDroppedWeapon.Get() ); } }
// if we dropped our primary weapon, and noone else picked it up, destroy it
CAmmoBox *pAmmo = dynamic_cast<CAmmoBox *>( m_hLastDroppedAmmoBox.Get() ); if ( pAmmo ) { UTIL_Remove( pAmmo ); } } } else { ClientPrint(this, HUD_PRINTTALK, "#game_class_limit", classname ); ShowClassSelectMenu(); }
// if they missed the last wave while choosing class
// then restart it now
DODGameRules()->CreateOrJoinRespawnWave( this );
return true; }
void CDODPlayer::ShowClassSelectMenu() { if ( GetTeamNumber() == TEAM_ALLIES ) { ShowViewPortPanel( PANEL_CLASS_ALLIES ); } else if ( GetTeamNumber() == TEAM_AXIS ) { ShowViewPortPanel( PANEL_CLASS_AXIS ); } }
void CDODPlayer::CheckRotateIntroCam( void ) { // Update whatever intro camera it's at.
if( m_pIntroCamera && (gpGlobals->curtime >= m_fIntroCamTime) ) { MoveToNextIntroCamera(); } }
int CDODPlayer::GetHealthAsString( char *pDest, int iDestSize ) { Q_snprintf( pDest, iDestSize, "%d", GetHealth() ); return Q_strlen(pDest); }
int CDODPlayer::GetLastPlayerIDAsString( char *pDest, int iDestSize ) { Q_snprintf( pDest, iDestSize, "last player id'd" ); return Q_strlen(pDest); }
int CDODPlayer::GetClosestPlayerHealthAsString( char *pDest, int iDestSize ) { Q_snprintf( pDest, iDestSize, "some guy's health" ); return Q_strlen(pDest); }
int CDODPlayer::GetPlayerClassAsString( char *pDest, int iDestSize ) { int team = GetTeamNumber();
if( team == TEAM_ALLIES || team == TEAM_AXIS ) { const char *pszClassName = DODGameRules()->GetPlayerClassName( m_Shared.PlayerClass(), GetTeamNumber() );
Q_snprintf( pDest, iDestSize, "%s", pszClassName ); return Q_strlen(pDest); } else { pDest[0] = '\0'; return 0; } }
int CDODPlayer::GetNearestLocationAsString( char *pDest, int iDestSize ) { float flMinDist = FLT_MAX; float flDist;
const char *pLocationName = "";
CBaseEntity *pEnt = gEntList.FindEntityByClassname( NULL, "dod_control_point" );
while( pEnt ) { Vector vecDelta = GetAbsOrigin() - pEnt->GetAbsOrigin(); flDist = vecDelta.Length();
if( flDist < flMinDist ) { CControlPoint *pPoint = static_cast< CControlPoint* >( pEnt ); pLocationName = pPoint->GetName(); flMinDist = flDist; }
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_control_point" ); }
pEnt = gEntList.FindEntityByClassname( NULL, "dod_location" );
while( pEnt ) { Vector vecDelta = GetAbsOrigin() - pEnt->GetAbsOrigin(); flDist = vecDelta.Length();
if( flDist < flMinDist ) { CDODLocation *pPoint = static_cast< CDODLocation* >( pEnt ); pLocationName = pPoint->GetName(); flMinDist = flDist; }
pEnt = gEntList.FindEntityByClassname( pEnt, "dod_location" ); }
Q_snprintf( pDest, iDestSize, "%s", pLocationName ); return Q_strlen(pDest); }
int CDODPlayer::GetTimeleftAsString( char *pDest, int iDestSize ) { if( !DODGameRules()->IsGameUnderTimeLimit() ) { Q_snprintf( pDest, iDestSize, "-:--" ); return 4; } else {
int iTimeLeft = DODGameRules()->GetTimeLeft();
if ( iTimeLeft < 0 ) { Q_snprintf( pDest, iDestSize, "0:00" ); return 4; }
int iMinutes = iTimeLeft / 60; int iSeconds = iTimeLeft % 60;
Q_snprintf( pDest, iDestSize, "%d:%.02d", iMinutes, iSeconds ); return Q_strlen(pDest); } }
// Copy the result into pDest
// return value is number of chars copied
int CDODPlayer::GetStringForEscapeSequence( char c, char *pDest, int iDestSize ) { int iCharsCopied = 0;
switch( c ) { case 't': iCharsCopied = GetTimeleftAsString( pDest, iDestSize ); break; case 'h': iCharsCopied = GetHealthAsString( pDest, iDestSize ); break; case 'l': iCharsCopied = GetNearestLocationAsString( pDest, iDestSize ); break; case 'c': iCharsCopied = GetPlayerClassAsString( pDest, iDestSize ); break; /*case 'i':
iCharsCopied = GetLastPlayerIDAsString( pDest, iDestSize ); break; case 'r': iCharsCopied = GetClosestPlayerHealthAsString( pDest, iDestSize ); break; */ default: iCharsCopied = 0; break; }
return iCharsCopied; }
void CDODPlayer::CheckChatText( char *p, int bufsize ) { //Look for escape sequences and replace
char *buf = new char[bufsize]; int pos = 0;
// Parse say text for escape sequences
for ( char *pSrc = p; pSrc != NULL && *pSrc != 0 && pos < bufsize-1; pSrc++ ) { if ( *pSrc == '%' ) { char szSubst[32];
int iResult = GetStringForEscapeSequence( *(pSrc+1), szSubst, sizeof(szSubst) );
if( iResult ) { buf[pos] = '\0'; Q_strncat( buf, szSubst, bufsize, COPY_ALL_CHARACTERS );
pos = MIN( pos + Q_strlen(szSubst), bufsize-1 );
pSrc++; } else { //just copy in the '%'
buf[pos] = *pSrc; pos++; } } else { // copy each char across
buf[pos] = *pSrc; pos++; } }
buf[pos] = '\0';
// copy buf back into p
Q_strncpy( p, buf, bufsize );
delete[] buf;
const char *pReadyCheck = p;
DODGameRules()->CheckChatForReadySignal( this, pReadyCheck ); }
bool CDODPlayer::ClientCommand( const CCommand &args ) { const char *pcmd = args[0]; if ( FStrEq( pcmd, "jointeam" ) ) { if ( args.ArgC() < 2 ) { Warning( "Player sent bad jointeam syntax\n" ); }
int iTeam = atoi( args[1] ); HandleCommand_JoinTeam( iTeam ); return true; } else if( !Q_strncmp( pcmd, "cls_", 4 ) ) { CDODTeam *pTeam = GetGlobalDODTeam( GetTeamNumber() );
Assert( pTeam );
int iClassIndex = PLAYERCLASS_UNDEFINED;
if( pTeam->IsClassOnTeam( pcmd, iClassIndex ) ) { HandleCommand_JoinClass( iClassIndex ); } else { DevMsg( "player tried to join a class that isn't on this team ( %s )\n", pcmd ); ShowClassSelectMenu(); } return true; } else if ( FStrEq( pcmd, "spectate" ) ) { // instantly join spectators
HandleCommand_JoinTeam( TEAM_SPECTATOR ); return true; } else if ( FStrEq( pcmd, "joingame" ) ) { // player just closed MOTD dialog
if ( m_iPlayerState == STATE_WELCOME ) { State_Transition( STATE_PICKINGTEAM ); } return true; } else if ( FStrEq( pcmd, "joinclass" ) ) { if ( args.ArgC() < 2 ) { Warning( "Player sent bad joinclass syntax\n" ); }
int iClass = atoi( args[1] ); HandleCommand_JoinClass( iClass ); return true; } else if ( FStrEq( pcmd, "dropammo" ) ) { DropGenericAmmo(); return true; } else if ( FStrEq( pcmd, "drop" ) ) { DropActiveWeapon(); return true; } else if( !Q_strncmp( pcmd, "voice_", 6 ) ) { HandleCommand_Voice( pcmd ); return true; } else if( !Q_strncmp( pcmd, "signal_", 7 ) ) { HandleCommand_HandSignal( pcmd ); return true; } else if ( FStrEq( pcmd, "extendfreeze" ) ) { m_flDeathTime += 2.0f; return true; }
#if defined ( DEBUG )
else if ( FStrEq( pcmd, "debug" ) ) { DODGameRules()->WriteStatsFile( "1.xml" ); return true; } else if ( FStrEq( pcmd, "test_stun" ) ) { Vector vecForward; AngleVectors( EyeAngles(), &vecForward );
trace_t tr; UTIL_TraceLine( EyePosition(), EyePosition() + vecForward * 1000, MASK_SOLID, NULL, &tr );
float flStunAmount = 100; float flStunRadius = 100;
if ( args.ArgC() > 1 ) { flStunAmount = atof( args[1] ); }
if ( args.ArgC() > 2 ) { flStunRadius = atof( args[2] ); }
if ( tr.fraction < 1.0 ) { CTakeDamageInfo info( this, this, vec3_origin, tr.endpos, flStunAmount, DMG_STUN ); DODGameRules()->RadiusStun( info, tr.endpos, flStunRadius ); }
return true; } else if ( FStrEq( pcmd, "switch_prim" ) ) { CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
Weapon_Switch( pWpn ); return true; } else if ( FStrEq( pcmd, "switch_sec" ) ) { CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_SECONDARY );
Weapon_Switch( pWpn ); return true; } else if ( FStrEq( pcmd, "switch_melee" ) ) { CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_MELEE );
Weapon_Switch( pWpn ); return true; } else if ( FStrEq( pcmd, "switch_gren" ) ) { CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_GRENADES );
Weapon_Switch( pWpn ); return true; } else if ( FStrEq( pcmd, "switch_tnt" ) ) { CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_BOMB );
Weapon_Switch( pWpn ); return true; } else if ( FStrEq( pcmd, "nextwpn" ) ) { CBaseCombatWeapon *pWpn = GetActiveWeapon();
SwitchToNextBestWeapon( pWpn ); return true; } else if ( FStrEq( pcmd, "smoke" ) ) { CWeaponDODBase *pWpn = (CWeaponDODBase *)Weapon_GetSlot( 3 );
Weapon_Switch( pWpn ); return true; } else if ( FStrEq( pcmd, "resetents" ) ) { DODGameRules()->CleanUpMap(); return true; } else if( FStrEq( pcmd, "pop" ) ) { Vector vecDir(0,0,200);
if ( args.ArgC() > 1 ) { vecDir.z = atof( args[1] ); }
PopHelmet( vecDir, vec3_origin ); return true; } else if ( FStrEq( pcmd, "bandage" ) ) { if ( sv_cheats->GetBool() ) { Bandage(); } return true; } else if ( FStrEq( pcmd, "printstats" ) ) { PrintLifetimeStats(); return true; }
#endif //_DEBUG
return BaseClass::ClientCommand( args ); }
// returns true if the selection has been handled and the player's menu
// can be closed...false if the menu should be displayed again
bool CDODPlayer::HandleCommand_JoinTeam( int team ) { CDODGameRules *mp = DODGameRules(); int iOldTeam = GetTeamNumber(); int iOldPlayerClass = m_Shared.DesiredPlayerClass();
if ( !GetGlobalTeam( team ) ) { Warning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team ); return false; }
// If we already died and changed teams once, deny
if( m_bTeamChanged && team != TEAM_SPECTATOR && iOldTeam != TEAM_SPECTATOR ) { ClientPrint( this, HUD_PRINTCENTER, "game_switch_teams_once" ); return true; }
if ( team == TEAM_UNASSIGNED ) { // Attempt to auto-select a team, may set team to T, CT or SPEC
team = mp->SelectDefaultTeam();
if ( team == TEAM_UNASSIGNED ) { // still team unassigned, try to kick a bot if possible
ClientPrint( this, HUD_PRINTTALK, "#All_Teams_Full" );
team = TEAM_SPECTATOR; } }
if ( team == iOldTeam ) return true; // we wouldn't change the team
if ( mp->TeamFull( team ) ) { if ( team == TEAM_ALLIES ) { ClientPrint( this, HUD_PRINTTALK, "#Allies_Full" ); } else if ( team == TEAM_AXIS ) { ClientPrint( this, HUD_PRINTTALK, "#Axis_Full" ); }
ShowViewPortPanel( PANEL_TEAM ); return false; }
if ( team == TEAM_SPECTATOR ) { // Prevent this if the cvar is set
if ( !mp_allowspectators.GetInt() && !IsHLTV() ) { ClientPrint( this, HUD_PRINTTALK, "#Cannot_Be_Spectator" ); ShowViewPortPanel( PANEL_TEAM ); return false; }
ChangeTeam( TEAM_SPECTATOR );
return true; } // If the code gets this far, the team is not TEAM_UNASSIGNED
// Player is switching to a new team (It is possible to switch to the
// same team just to choose a new appearance)
if (mp->TeamStacked( team, GetTeamNumber() ))//players are allowed to change to their own team so they can just change their model
{ // The specified team is full
ClientPrint( this, HUD_PRINTCENTER, ( team == TEAM_ALLIES ) ? "#Allies_full" : "#Axis_full" );
ShowViewPortPanel( PANEL_TEAM ); return false; }
// Show the appropriate Choose Appearance menu
// This must come before ClientKill() for CheckWinConditions() to function properly
// Switch their actual team...
ChangeTeam( team );
DODGameRules()->CreateOrJoinRespawnWave( this );
// Force them to choose a new class
m_Shared.SetDesiredPlayerClass( PLAYERCLASS_UNDEFINED ); m_Shared.SetPlayerClass( PLAYERCLASS_UNDEFINED );
TallyLatestTimePlayedPerClass( iOldTeam, iOldPlayerClass );
return true; }
void CDODPlayer::State_Transition( DODPlayerState newState ) { State_Leave(); State_Enter( newState ); }
void CDODPlayer::State_Enter( DODPlayerState newState ) { m_iPlayerState = newState; m_pCurStateInfo = State_LookupInfo( newState );
if ( dod_playerstatetransitions.GetInt() == -1 || dod_playerstatetransitions.GetInt() == entindex() ) { if ( m_pCurStateInfo ) Msg( "ShowStateTransitions: entering '%s'\n", m_pCurStateInfo->m_pStateName ); else Msg( "ShowStateTransitions: entering #%d\n", newState ); } // Initialize the new state.
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState ) (this->*m_pCurStateInfo->pfnEnterState)(); }
void CDODPlayer::State_Leave() { if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState ) { (this->*m_pCurStateInfo->pfnLeaveState)(); } }
void CDODPlayer::State_PreThink() { if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink ) { (this->*m_pCurStateInfo->pfnPreThink)(); } }
CDODPlayerStateInfo* CDODPlayer::State_LookupInfo( DODPlayerState state ) { // This table MUST match the
static CDODPlayerStateInfo playerStateInfos[] = { { STATE_ACTIVE, "STATE_ACTIVE", &CDODPlayer::State_Enter_ACTIVE, NULL, &CDODPlayer::State_PreThink_ACTIVE }, { STATE_WELCOME, "STATE_WELCOME", &CDODPlayer::State_Enter_WELCOME, NULL, &CDODPlayer::State_PreThink_WELCOME }, { STATE_PICKINGTEAM, "STATE_PICKINGTEAM", &CDODPlayer::State_Enter_PICKINGTEAM, NULL, &CDODPlayer::State_PreThink_PICKING }, { STATE_PICKINGCLASS, "STATE_PICKINGCLASS", &CDODPlayer::State_Enter_PICKINGCLASS, NULL, &CDODPlayer::State_PreThink_PICKING }, { STATE_DEATH_ANIM, "STATE_DEATH_ANIM", &CDODPlayer::State_Enter_DEATH_ANIM, NULL, &CDODPlayer::State_PreThink_DEATH_ANIM }, { STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CDODPlayer::State_Enter_OBSERVER_MODE, NULL, &CDODPlayer::State_PreThink_OBSERVER_MODE } };
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ ) { if ( playerStateInfos[i].m_iPlayerState == state ) return &playerStateInfos[i]; }
return NULL; }
void CDODPlayer::PhysObjectSleep() { IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj ) pObj->Sleep(); }
void CDODPlayer::PhysObjectWake() { IPhysicsObject *pObj = VPhysicsGetObject(); if ( pObj ) pObj->Wake(); }
void CDODPlayer::State_Enter_WELCOME() { SetMoveType( MOVETYPE_NONE ); AddSolidFlags( FSOLID_NOT_SOLID );
PhysObjectSleep(); // Show info panel
if ( IsBot() ) { // If they want to auto join a team for debugging, pretend they clicked the button.
CCommand args; args.Tokenize( "joingame" ); ClientCommand( args ); } else { const ConVar *hostname = cvar->FindVar( "hostname" ); const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY"; KeyValues *data = new KeyValues("data"); data->SetString( "title", title ); // info panel title
data->SetString( "type", "1" ); // show userdata from stringtable entry
data->SetString( "msg", "motd" ); // use this stringtable entry
data->SetInt( "cmd", TEXTWINDOW_CMD_CHANGETEAM ); // exec this command if panel closed
data->SetBool( "unload", sv_motd_unload_on_dismissal.GetBool() );
ShowViewPortPanel( PANEL_INFO, true, data );
data->deleteThis(); } }
void CDODPlayer::State_PreThink_WELCOME() { // Verify some state.
Assert( GetMoveType() == MOVETYPE_NONE ); Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) ); Assert( GetAbsVelocity().Length() == 0 );
CheckRotateIntroCam(); }
void CDODPlayer::State_Enter_PICKINGTEAM() { ShowViewPortPanel( PANEL_TEAM ); }
void CDODPlayer::State_PreThink_PICKING() { }
void CDODPlayer::State_Enter_DEATH_ANIM() { if ( HasWeapons() ) { // we drop the guns here because weapons that have an area effect and can kill their user
// will sometimes crash coming back from CBasePlayer::Killed() if they kill their owner because the
// player class sometimes is freed. It's safer to manipulate the weapons once we know
// we aren't calling into any of their code anymore through the player pointer.
PackDeadPlayerItems(); }
// Used for a timer.
m_flDeathTime = gpGlobals->curtime;
StartObserverMode( OBS_MODE_DEATHCAM ); // go to observer mode
RemoveEffects( EF_NODRAW ); // still draw player body
DODGameRules()->CreateOrJoinRespawnWave( this );
m_bAbortFreezeCam = false;
m_bPlayedFreezeCamSound = false; }
#define DOD_DEATH_ANIMATION_TIME 1.6f
#define DOD_FREEZECAM_LENGTH 3.4f
void CDODPlayer::State_PreThink_DEATH_ANIM() { // If the anim is done playing, go to the next state (waiting for a keypress to
// either respawn the guy or put him into observer mode).
if ( GetFlags() & FL_ONGROUND ) { float flForward = GetAbsVelocity().Length() - 20; if (flForward <= 0) { SetAbsVelocity( vec3_origin ); } else { Vector vAbsVel = GetAbsVelocity(); VectorNormalize( vAbsVel ); vAbsVel *= flForward; SetAbsVelocity( vAbsVel ); } }
if ( dod_freezecam.GetBool() ) { // important! freeze end time must match DEATH_CAM_TIME
// or else players will start missing respawn waves.
float flFreezeEnd = (m_flDeathTime + DOD_DEATH_ANIMATION_TIME + DOD_FREEZECAM_LENGTH );
if ( !m_bPlayedFreezeCamSound && GetObserverTarget() && GetObserverTarget() != this ) { // Start the sound so that it ends at the freezecam lock on time
float flFreezeSoundLength = 0.3; float flFreezeSoundTime = m_flDeathTime + DOD_DEATH_ANIMATION_TIME - flFreezeSoundLength + 0.4f /* travel time */; if ( gpGlobals->curtime >= flFreezeSoundTime ) { CSingleUserRecipientFilter filter( this ); EmitSound_t params; params.m_flSoundTime = 0; params.m_pSoundName = "Player.FreezeCam"; EmitSound( filter, entindex(), params );
m_bPlayedFreezeCamSound = true; } }
if ( gpGlobals->curtime >= (m_flDeathTime + DOD_DEATH_ANIMATION_TIME ) ) // allow 2 seconds death animation / death cam
{ if ( GetObserverTarget() && GetObserverTarget() != this ) { if ( !m_bAbortFreezeCam && gpGlobals->curtime < flFreezeEnd ) { if ( GetObserverMode() != OBS_MODE_FREEZECAM ) { StartObserverMode( OBS_MODE_FREEZECAM ); PhysObjectSleep(); } return; } }
if ( GetObserverMode() == OBS_MODE_FREEZECAM ) { // If we're in freezecam, and we want out, abort.
if ( m_bAbortFreezeCam ) { m_lifeState = LIFE_DEAD;
StopAnimation();
IncrementInterpolationFrame();
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) ) SetMoveType( MOVETYPE_NONE );
State_Transition( STATE_OBSERVER_MODE ); } }
// Don't allow anyone to respawn until freeze time is over, even if they're not
// in freezecam. This prevents players skipping freezecam to spawn faster.
if ( gpGlobals->curtime >= flFreezeEnd ) { m_lifeState = LIFE_DEAD;
StopAnimation();
IncrementInterpolationFrame();
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) ) SetMoveType( MOVETYPE_NONE );
State_Transition( STATE_OBSERVER_MODE ); } } } else { if ( gpGlobals->curtime >= (m_flDeathTime + DEATH_CAM_TIME ) ) // allow x seconds death animation / death cam
{ m_lifeState = LIFE_DEAD;
StopAnimation();
IncrementInterpolationFrame();
if ( GetMoveType() != MOVETYPE_NONE && (GetFlags() & FL_ONGROUND) ) SetMoveType( MOVETYPE_NONE );
// Disabled death cam!
//StartReplayMode( 8, 8, entindex() );
State_Transition( STATE_OBSERVER_MODE ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDODPlayer::AttemptToExitFreezeCam( void ) { float flFreezeTravelTime = (m_flDeathTime + DOD_DEATH_ANIMATION_TIME ) + 0.4 /*spec_freeze_traveltime.GetFloat()*/ + 0.5; if ( gpGlobals->curtime < flFreezeTravelTime ) return;
m_bAbortFreezeCam = true; }
void CDODPlayer::State_Enter_OBSERVER_MODE() { // Always start a spectator session in chase mode
m_iObserverLastMode = OBS_MODE_CHASE;
if( m_hObserverTarget == NULL ) { // find a new observer target
CheckObserverSettings(); }
// Change our observer target to the player nearest us
CTeam *pTeam = GetGlobalTeam( TEAM_ALLIES );
CBasePlayer *pPlayer; Vector localOrigin = GetAbsOrigin(); Vector targetOrigin; float flMinDist = FLT_MAX; float flDist;
for ( int i=0;i<pTeam->GetNumPlayers();i++ ) { pPlayer = pTeam->GetPlayer(i);
if ( !pPlayer ) continue;
if ( !IsValidObserverTarget(pPlayer) ) continue;
targetOrigin = pPlayer->GetAbsOrigin();
flDist = ( targetOrigin - localOrigin ).Length();
if ( flDist < flMinDist ) { m_hObserverTarget.Set( pPlayer ); flMinDist = flDist; } }
if ( GetTeamNumber() == TEAM_ALLIES || GetTeamNumber() == TEAM_AXIS ) { // we are entering spec while playing ( not on TEAM_SPECTATOR )
Hints()->HintMessage( HINT_CLASSMENU, true ); } StartObserverMode( m_iObserverLastMode ); PhysObjectSleep(); }
void CDODPlayer::State_PreThink_OBSERVER_MODE() { // Make sure nobody has changed any of our state.
Assert( m_takedamage == DAMAGE_NO ); Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) ); // Must be dead.
Assert( m_lifeState == LIFE_DEAD ); Assert( pl.deadflag ); }
void CDODPlayer::State_Enter_PICKINGCLASS() { // go to spec mode, if dying keep deathcam
if ( GetObserverMode() == OBS_MODE_DEATHCAM ) { StartObserverMode( OBS_MODE_DEATHCAM ); } else { StartObserverMode( OBS_MODE_ROAMING ); }
PhysObjectSleep();
ShowClassSelectMenu(); }
void CDODPlayer::State_Enter_ACTIVE() { SetMoveType( MOVETYPE_WALK ); RemoveSolidFlags( FSOLID_NOT_SOLID ); m_Local.m_iHideHUD = 0; PhysObjectWake(); }
void CDODPlayer::State_PreThink_ACTIVE() { return; }
//-----------------------------------------------------------------------------
// Purpose: Initialize prone at spawn.
//-----------------------------------------------------------------------------
void CDODPlayer::InitProne( void ) { m_Shared.SetProne( false, true ); }
void CDODPlayer::InitSprinting( void ) { m_Shared.SetSprinting( false ); }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we are allowed to sprint now.
//-----------------------------------------------------------------------------
bool CDODPlayer::CanSprint() { return ( //!IsWalking() && // Not if we're walking
!( m_Local.m_bDucked && !m_Local.m_bDucking ) && // Nor if we're ducking
(GetWaterLevel() != 3) ); // Certainly not underwater
}
void CDODPlayer::MoveToNextIntroCamera() { m_pIntroCamera = gEntList.FindEntityByClassname( m_pIntroCamera, "point_viewcontrol" );
// if m_pIntroCamera is NULL we just were at end of list, start searching from start again
if(!m_pIntroCamera) m_pIntroCamera = gEntList.FindEntityByClassname(m_pIntroCamera, "point_viewcontrol");
if( !m_pIntroCamera ) //if there are no cameras find a spawn point and black out the screen
{ DODGameRules()->GetPlayerSpawnSpot( this ); SetAbsAngles( QAngle( 0, 0, 0 ) ); m_pIntroCamera = NULL; // never update again
} else { Vector vIntroCamera = m_pIntroCamera->GetAbsOrigin(); QAngle CamAngles = m_pIntroCamera->GetAbsAngles();
UTIL_SetSize( this, vec3_origin, vec3_origin ); SetAbsOrigin( vIntroCamera ); SetAbsAngles( CamAngles ); SnapEyeAngles( CamAngles ); SetViewOffset( vec3_origin ); m_fIntroCamTime = gpGlobals->curtime + 6; } }
CBaseEntity *CDODPlayer::SelectSpawnSpot( CUtlVector<EHANDLE> *pSpawnPoints, int &iLastSpawnIndex ) { Assert( pSpawnPoints );
int iNumSpawns = pSpawnPoints->Count();
CBaseEntity *pSpot = NULL;
for ( int i=0;i<iNumSpawns;i++ ) { int testIndex = ( iLastSpawnIndex + i ) % iNumSpawns;
EHANDLE handle = pSpawnPoints->Element(testIndex);
if ( !handle ) continue;
pSpot = handle.Get();
if ( !pSpot ) continue;
if( g_pGameRules->IsSpawnPointValid( pSpot, this ) ) { if ( pSpot->GetAbsOrigin() == Vector( 0, 0, 0 ) ) { continue; }
// if so, go to pSpot
iLastSpawnIndex = testIndex; return pSpot; } }
DevMsg("CDODPlayer::SelectSpawnSpot: couldn't find valid spawn point.\n");
// If we get here, all spawn points are blocked.
// Try the 4 locations around each spawn point
Assert( pSpot );
Vector vecForward, vecRight, vecUp;
Vector mins = VEC_HULL_MIN; Vector maxs = VEC_HULL_MAX; float flHalfWidth = maxs.x; float flTestDist = 3 * flHalfWidth;
for ( int i=0;i<iNumSpawns;i++ ) { int testIndex = ( iLastSpawnIndex + i ) % iNumSpawns;
EHANDLE handle = pSpawnPoints->Element(testIndex);
if ( !handle ) continue;
pSpot = handle.Get();
if ( !pSpot ) continue;
// we know this spot is blocked, but check to the N, E, S, W of it.
// if we find a clear spot, create a new spawn point there, copied from pSpot
AngleVectors( pSpot->GetAbsAngles(), &vecForward, &vecRight, &vecUp );
for( int i=0;i<4;i++ ) { Vector origin = pSpot->GetAbsOrigin();
switch( i ) { case 0: origin += vecForward * flTestDist; break; case 1: origin += vecRight * flTestDist; break; case 2: origin -= vecForward * flTestDist; break; case 3: origin -= vecRight * flTestDist; break; }
Vector vTestMins = origin + mins; Vector vTestMaxs = origin + maxs;
if ( UTIL_IsSpaceEmpty( this, vTestMins, vTestMaxs ) ) { QAngle spotAngles = pSpot->GetAbsAngles();
// make a new spawnpoint so we don't have to do this a bunch of times
pSpot = CreateEntityByName( pSpot->GetClassname() ); pSpot->SetAbsOrigin( origin ); pSpot->SetAbsAngles( spotAngles );
// delete it in a while so we don't accumulate entities
pSpot->SetThink( &CBaseEntity::SUB_Remove ); pSpot->SetNextThink( gpGlobals->curtime + 0.5 );
Assert( pSpot ); iLastSpawnIndex = 0;
return pSpot; } } }
// if we get here, we're really screwed. Spawning the person is going to stick them
// into someone or something, but we really tried hard, I swear.
Assert( !"We should never be here" );
return NULL; }
CBaseEntity* CDODPlayer::EntSelectSpawnPoint() { CBaseEntity *pSpot = NULL;
switch( GetTeamNumber() ) { case TEAM_ALLIES: { CUtlVector<EHANDLE> *pSpawnList = DODGameRules()->GetSpawnPointListForTeam( TEAM_ALLIES ); pSpot = SelectSpawnSpot( pSpawnList, g_iLastAlliesSpawnIndex ); } break; case TEAM_AXIS: { CUtlVector<EHANDLE> *pSpawnList = DODGameRules()->GetSpawnPointListForTeam( TEAM_AXIS ); pSpot = SelectSpawnSpot( pSpawnList, g_iLastAxisSpawnIndex ); } break; case TEAM_SPECTATOR: case TEAM_UNASSIGNED: default: { pSpot = CBaseEntity::Instance( INDEXENT(0) ); } break; }
if ( !pSpot ) { Warning( "PutClientInServer: no valid spawns on level\n" ); return CBaseEntity::Instance( INDEXENT(0) ); }
return pSpot; }
//-----------------------------------------------------------------------------
// Purpose: Put the player in the specified team
//-----------------------------------------------------------------------------
void CDODPlayer::ChangeTeam( int iTeamNum ) { if ( !GetGlobalTeam( iTeamNum ) ) { Warning( "CDODPlayer::ChangeTeam( %d ) - invalid team index.\n", iTeamNum ); return; }
int iOldTeam = GetTeamNumber();
// if this is our current team, just abort
if ( iTeamNum == iOldTeam ) return; m_bTeamChanged = true;
// do the team change:
BaseClass::ChangeTeam( iTeamNum );
// update client state
if ( iTeamNum == TEAM_UNASSIGNED ) { State_Transition( STATE_OBSERVER_MODE ); } else if ( iTeamNum == TEAM_SPECTATOR ) { RemoveAllItems( true ); State_Transition( STATE_OBSERVER_MODE );
StatEvent_UploadStats(); m_StatProperty.SetClassAndTeamForThisLife( -1, TEAM_SPECTATOR ); } else // active player
{ if ( !IsDead() ) { // Kill player if switching teams while alive
CommitSuicide();
// add 1 to frags to balance out the 1 subtracted for killing yourself
// IncrementFragCount( 1 );
}
if( iOldTeam == TEAM_SPECTATOR ) SetMoveType( MOVETYPE_NONE );
// Put up the class selection menu.
State_Transition( STATE_PICKINGCLASS ); }
RemoveNemesisRelationships(); }
void CDODPlayer::DODRespawn( void ) { // if it's a forced respawn, accumulate the stats now
if ( IsAlive() ) { StatEvent_UploadStats(); }
RemoveAllItems(true);
StopObserverMode();
State_Transition( STATE_ACTIVE ); Spawn(); m_nButtons = 0; SetNextThink( TICK_NEVER_THINK );
OutputDamageGiven(); OutputDamageTaken(); ResetDamageCounters(); }
bool CDODPlayer::IsReadyToPlay( void ) { bool bResult = ( ( GetTeamNumber() == TEAM_ALLIES || GetTeamNumber() == TEAM_AXIS ) && m_Shared.DesiredPlayerClass() != PLAYERCLASS_UNDEFINED );
return bResult; }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not we can switch to the given weapon.
// Input : pWeapon -
//-----------------------------------------------------------------------------
bool CDODPlayer::Weapon_CanSwitchTo( CBaseCombatWeapon *pWeapon ) { #if !defined( CLIENT_DLL )
IServerVehicle *pVehicle = GetVehicle(); #else
IClientVehicle *pVehicle = GetVehicle(); #endif
if (pVehicle && !UsingStandardWeaponsInVehicle()) return false;
if ( !pWeapon->CanDeploy() ) return false; if ( GetActiveWeapon() ) { if ( !GetActiveWeapon()->CanHolster() ) return false; }
return true; }
void CDODPlayer::SetScore( int score ) { m_iScore = score; }
void CDODPlayer::AddScore( int num ) { int n = MAX( 0, num ); m_iScore += n; }
void CDODPlayer::HandleSignals( void ) { int changed = m_signals.Update(); int state = m_signals.GetState();
if ( changed & SIGNAL_CAPTUREAREA ) { if ( state & SIGNAL_CAPTUREAREA ) { //do nothing
} else { SetCapAreaIndex(-1); SetCPIndex(-1); m_iCapAreaIconIndex = -1; } } }
void CDODPlayer::SetCapAreaIndex( int index ) { m_iCapAreaIndex = index; }
int CDODPlayer::GetCapAreaIndex( void ) { return m_iCapAreaIndex; }
void CDODPlayer::SetCPIndex( int index ) { m_Shared.SetCPIndex( index ); }
int CDODPlayer::OnTakeDamage_Alive( const CTakeDamageInfo &info ) { // set damage type sustained
m_bitsDamageType |= info.GetDamageType();
int iInitialHealth = m_iHealth;
if ( !CBaseCombatCharacter::OnTakeDamage_Alive( info ) ) return 0;
IGameEvent * event = gameeventmanager->CreateEvent( "player_hurt" );
if ( event ) { event->SetInt("userid", GetUserID() ); event->SetInt("health", MAX(0, m_iHealth) ); event->SetInt("damage", info.GetDamage() ); event->SetInt("hitgroup", m_LastHitGroup );
CBaseEntity *attacker = info.GetAttacker(); const char *weaponName = ""; DODWeaponID weaponID = WEAPON_NONE;
if ( attacker->IsPlayer() ) { CBasePlayer *player = ToBasePlayer( attacker ); event->SetInt("attacker", player->GetUserID() ); // hurt by other player
// ff damage
// no hint for bomb explosions, it was their own fault!
CDODPlayer *pDODPlayer = ToDODPlayer( player ); if( pDODPlayer->GetTeamNumber() == GetTeamNumber() && pDODPlayer != this && !FBitSet( info.GetDamageType(), DMG_BOMB ) ) { pDODPlayer->Hints()->HintMessage( HINT_FRIEND_INJURED ); }
CBaseEntity *pInflictor = info.GetInflictor(); if ( pInflictor ) { if ( pInflictor == pDODPlayer ) { // If the inflictor is the killer, then it must be their current weapon doing the damage
if ( pDODPlayer->GetActiveWeapon() ) { CWeaponDODBase *pWeapon = pDODPlayer->GetActiveDODWeapon(); weaponName = pWeapon->GetClassname();
if ( info.GetDamageCustom() & MELEE_DMG_SECONDARYATTACK ) weaponID = pWeapon->GetAltWeaponID(); else weaponID = pWeapon->GetStatsWeaponID(); } } else { weaponName = STRING( pInflictor->m_iClassname ); // it's just that easy
} } } else { event->SetInt("attacker", 0 ); // hurt by "world"
}
if ( strncmp( weaponName, "weapon_", 7 ) == 0 ) { weaponName += 7; } else if ( strncmp( weaponName, "rocket_", 7 ) == 0 ) { weaponName += 7;
CDODBaseRocket *pRocket = dynamic_cast< CDODBaseRocket *>( info.GetInflictor() ); if ( pRocket ) { weaponID = pRocket->GetEmitterWeaponID(); } } else if ( strncmp( weaponName, "grenade_", 8 ) == 0 ) { weaponName += 8;
CDODBaseGrenade *pGren = dynamic_cast< CDODBaseGrenade *>( info.GetInflictor() ); if ( pGren ) { weaponID = pGren->GetEmitterWeaponID(); } } else if ( Q_stricmp( weaponName, "dod_bomb_target" ) == 0 ) { weaponID = WEAPON_NONE; }
event->SetString( "weapon", weaponName ); event->SetInt( "priority", 5 );
gameeventmanager->FireEvent( event );
#ifndef CLIENT_DLL
IGameEvent * stats_event = gameeventmanager->CreateEvent( "dod_stats_player_damage" ); if ( stats_event && attacker->IsPlayer() && weaponID != WEAPON_NONE ) { CBasePlayer *pAttacker = ToBasePlayer( attacker );
int iDamage = ( info.GetDamage() + 0.5f ); // round to nearest integer
stats_event->SetInt( "attacker", pAttacker->GetUserID() ); stats_event->SetInt( "victim", GetUserID() ); stats_event->SetInt( "weapon", weaponID ); stats_event->SetInt( "damage", iDamage );
// damage_given is the amount of damage applied, not to exceed how much life we have
stats_event->SetInt( "damage_given", MIN( iDamage, iInitialHealth ) );
CBaseEntity *pInflictor = info.GetInflictor(); float flDist = ( pInflictor->GetAbsOrigin() - GetAbsOrigin() ).Length(); stats_event->SetFloat( "distance", flDist );
stats_event->SetInt("hitgroup", m_LastHitGroup );
gameeventmanager->FireEvent( stats_event ); } #endif //CLIENT_DLL
} return 1; }
ConVar dod_explosionforcescale( "dod_explosionforcescale", "1.0", FCVAR_CHEAT ); ConVar dod_bulletforcescale( "dod_bulletforcescale", "1.0", FCVAR_CHEAT );
int CDODPlayer::OnTakeDamage( const CTakeDamageInfo &inputInfo ) { CTakeDamageInfo info = inputInfo;
CBaseEntity *pInflictor = info.GetInflictor();
if ( !pInflictor ) return 0;
if ( GetMoveType() == MOVETYPE_NOCLIP ) return 0;
// if the player's team does not match the inflictor's team
// the player has changed teams between when they started the attack
if( pInflictor->GetTeamNumber() != TEAM_UNASSIGNED && info.GetAttacker() != NULL && pInflictor->GetTeamNumber() != info.GetAttacker()->GetTeamNumber() ) { info.SetDamage( 0 ); info.SetDamageType( 0 ); }
bool bFriendlyFire = DODGameRules()->IsFriendlyFireOn();
if ( bFriendlyFire || info.GetAttacker()->GetTeamNumber() != GetTeamNumber() || pInflictor == this || info.GetAttacker() == this || info.GetDamageType() & DMG_BOMB ) { // Do special stun damage effect
if ( info.GetDamageType() & DMG_STUN ) { OnDamageByStun( info ); return 0; }
CDODPlayer *pPlayer = ToDODPlayer( info.GetAttacker() );
// keep track of amount of damage last sustained
m_lastDamageAmount = info.GetDamage(); m_LastDamageType = info.GetDamageType();
if( !FBitSet( info.GetDamageType(), DMG_FALL ) ) Pain();
float flForceScale = 1.0;
// Do special explosion damage effect
if ( info.GetDamageType() & DMG_BLAST ) { OnDamagedByExplosion( info ); flForceScale = dod_explosionforcescale.GetFloat(); }
if( info.GetDamageType() & DMG_BULLET ) { flForceScale = dod_bulletforcescale.GetFloat(); }
// round up!
int iDamage = (int)( info.GetDamage() + 0.5 );
if ( pPlayer ) { // Record for the shooter
pPlayer->RecordDamageGiven( this, iDamage );
// And for the victim
RecordDamageTaken( pPlayer, iDamage ); } else { RecordWorldDamageTaken( iDamage ); }
m_vecTotalBulletForce += info.GetDamageForce() * flForceScale;
CSingleUserRecipientFilter user( this ); user.MakeReliable(); UserMessageBegin( user, "Damage" ); WRITE_BYTE( (int)info.GetDamage() ); WRITE_LONG( info.GetDamageType() ); WRITE_VEC3COORD( info.GetInflictor()->WorldSpaceCenter() ); MessageEnd(); gamestats->Event_PlayerDamage( this, info );
return CBaseCombatCharacter::OnTakeDamage( info ); } else { return 0; } }
void CDODPlayer::Pain( void ) { if ( m_LastDamageType & DMG_CLUB) { EmitSound( "Player.MajorPain" ); } else if ( m_LastDamageType & DMG_BLAST ) { EmitSound( "Player.MajorPain" ); } else { EmitSound( "Player.MinorPain" ); } }
void CDODPlayer::DeathSound( const CTakeDamageInfo &info ) { if ( m_LastDamageType & DMG_CLUB ) { EmitSound( "Player.MegaPain" ); } else if ( m_LastDamageType & DMG_BLAST ) { EmitSound( "Player.MegaPain" ); } else if ( m_LastHitGroup == HITGROUP_HEAD ) { EmitSound( "Player.DeathHeadShot" ); } else { EmitSound( "Player.MinorPain" ); } }
void CDODPlayer::OnDamagedByExplosion( const CTakeDamageInfo &info ) { if ( info.GetDamage() >= 30.0f ) { SetContextThink( &CDODPlayer::DeafenThink, gpGlobals->curtime + 0.3, DOD_DEAFEN_CONTEXT );
// The blast will naturally blow the temp ent helmet away
PopHelmet( info.GetDamagePosition(), info.GetDamageForce() ); } }
ConVar dod_stun_min_pitch( "dod_stun_min_pitch", "30", FCVAR_CHEAT ); ConVar dod_stun_max_pitch( "dod_stun_max_pitch", "50", FCVAR_CHEAT ); ConVar dod_stun_min_yaw( "dod_stun_min_yaw", "120", FCVAR_CHEAT ); ConVar dod_stun_max_yaw( "dod_stun_max_yaw", "150", FCVAR_CHEAT ); ConVar dod_stun_min_roll( "dod_stun_min_roll", "15", FCVAR_CHEAT ); ConVar dod_stun_max_roll( "dod_stun_max_roll", "30", FCVAR_CHEAT );
void CDODPlayer::OnDamageByStun( const CTakeDamageInfo &info ) { DevMsg( 2, "took %.1f stun damage\n", info.GetDamage() );
float flPercent = ( info.GetDamage() / 100.0f );
m_flStunDuration = 0.0; // mark it as dirty so it transmits, incase we get the same value twice
m_flStunDuration = 4.0f * flPercent; m_flStunMaxAlpha = 255;
float flPitch = flPercent * RandomFloat( dod_stun_min_pitch.GetFloat(), dod_stun_max_pitch.GetFloat() ) * ( (RandomInt( 0, 1 )) ? 1 : -1 );
float flYaw = flPercent * RandomFloat( dod_stun_min_yaw.GetFloat(), dod_stun_max_yaw.GetFloat() ) * ( (RandomInt( 0, 1 )) ? 1 : -1 );
float flRoll = flPercent * RandomFloat( dod_stun_min_roll.GetFloat(), dod_stun_max_roll.GetFloat() ) * ( (RandomInt( 0, 1 )) ? 1 : -1 );
DevMsg( 2, "punch: pitch %.1f yaw %.1f roll %.1f\n", flPitch, flYaw, flRoll );
SetPunchAngle( QAngle( flPitch, flYaw, flRoll ) ); }
void CDODPlayer::DeafenThink( void ) { int effect = random->RandomInt( 32, 34 );
CSingleUserRecipientFilter user( this ); enginesound->SetPlayerDSP( user, effect, false ); }
//=======================================================
// Remember this amount of damage that we dealt for stats
//=======================================================
void CDODPlayer::RecordDamageGiven( CDODPlayer *pVictim, int iDamageGiven ) { if ( iDamageGiven <= 0 ) return;
FOR_EACH_LL( m_DamageGivenList, i ) { if ( pVictim->GetLifeID() == m_DamageGivenList[i]->GetLifeID() ) { m_DamageGivenList[i]->AddDamage( iDamageGiven ); return; } }
CDamageRecord *record = new CDamageRecord( pVictim->GetPlayerName(), pVictim->GetLifeID(), iDamageGiven ); int tail = m_DamageGivenList.AddToTail(); m_DamageGivenList[tail] = record; }
//=======================================================
// Remember this amount of damage that we took for stats
//=======================================================
void CDODPlayer::RecordDamageTaken( CDODPlayer *pAttacker, int iDamageTaken ) { if ( iDamageTaken <= 0 ) return;
FOR_EACH_LL( m_DamageTakenList, i ) { if ( pAttacker->GetLifeID() == m_DamageTakenList[i]->GetLifeID() ) { m_DamageTakenList[i]->AddDamage( iDamageTaken ); return; } }
CDamageRecord *record = new CDamageRecord( pAttacker->GetPlayerName(), pAttacker->GetLifeID(), iDamageTaken ); int tail = m_DamageTakenList.AddToTail(); m_DamageTakenList[tail] = record; }
void CDODPlayer::RecordWorldDamageTaken( int iDamageTaken ) { if ( iDamageTaken <= 0 ) return;
FOR_EACH_LL( m_DamageTakenList, i ) { if ( m_DamageTakenList[i]->GetLifeID() == 0 ) { m_DamageTakenList[i]->AddDamage( iDamageTaken ); return; } }
CDamageRecord *record = new CDamageRecord( "world", 0, iDamageTaken ); int tail = m_DamageTakenList.AddToTail(); m_DamageTakenList[tail] = record; }
//=======================================================
// Reset our damage given and taken counters
//=======================================================
void CDODPlayer::ResetDamageCounters() { m_DamageGivenList.PurgeAndDeleteElements(); m_DamageTakenList.PurgeAndDeleteElements(); }
//=======================================================
// Output the damage that we dealt to other players
//=======================================================
void CDODPlayer::OutputDamageTaken( void ) { bool bPrintHeader = true; CDamageRecord *pRecord; char buf[64]; int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageTakenList, i ) { if( bPrintHeader ) { ClientPrint( this, msg_dest, "Player: %s1 - Damage Taken\n", GetPlayerName() ); ClientPrint( this, msg_dest, "-------------------------\n" ); bPrintHeader = false; } pRecord = m_DamageTakenList[i];
if( pRecord ) { Q_snprintf( buf, sizeof(buf), "( life ID %i ) - %d in %d %s", pRecord->GetLifeID(), pRecord->GetDamage(), pRecord->GetNumHits(), ( pRecord->GetNumHits() == 1 ) ? "hit" : "hits" );
ClientPrint( this, msg_dest, "Damage Taken from \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf ); } } }
//=======================================================
// Output the damage that we took from other players
//=======================================================
void CDODPlayer::OutputDamageGiven( void ) { bool bPrintHeader = true; CDamageRecord *pRecord; char buf[64]; int msg_dest = HUD_PRINTCONSOLE;
FOR_EACH_LL( m_DamageGivenList, i ) { if( bPrintHeader ) { ClientPrint( this, msg_dest, "Player: %s1 - Damage Given\n", GetPlayerName() ); ClientPrint( this, msg_dest, "-------------------------\n" ); bPrintHeader = false; }
pRecord = m_DamageGivenList[i];
if( pRecord ) { Q_snprintf( buf, sizeof(buf), "( life ID %i ) - %d in %d %s", pRecord->GetLifeID(), pRecord->GetDamage(), pRecord->GetNumHits(), ( pRecord->GetNumHits() == 1 ) ? "hit" : "hits" );
ClientPrint( this, msg_dest, "Damage Given to \"%s1\" - %s2\n", pRecord->GetPlayerName(), buf ); } } }
// Sets the player's speed - returns true if successful
bool CDODPlayer::SetSpeed( int speed ) { DevMsg( 2, "Changing max speed to %d\n", speed );
SetMaxSpeed( (float)speed );
return true; } void CDODPlayer::CreateViewModel( int index /*=0*/ ) { Assert( index >= 0 && index < MAX_VIEWMODELS );
if ( GetViewModel( index ) ) return;
CDODViewModel *vm = ( CDODViewModel * )CreateEntityByName( "dod_viewmodel" ); if ( vm ) { vm->SetAbsOrigin( GetAbsOrigin() ); vm->SetOwner( this ); vm->SetIndex( index ); DispatchSpawn( vm ); vm->FollowEntity( this, false ); m_hViewModel.Set( index, vm ); } }
void CDODPlayer::ResetScores( void ) { ResetFragCount(); ResetDeathCount(); SetScore(0);
Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) ); }
bool CDODPlayer::SetObserverMode(int mode) { // DoD forces mp_forcecamera to be team only
mp_forcecamera.SetValue( OBS_ALLOW_TEAM );
if ( mode < OBS_MODE_NONE || mode > OBS_MODE_ROAMING ) return false;
// Skip over OBS_MODE_ROAMING for dead players
if( GetTeamNumber() > TEAM_SPECTATOR ) { if( mode == OBS_MODE_ROAMING ) mode = OBS_MODE_IN_EYE; }
if ( m_iObserverMode > OBS_MODE_DEATHCAM ) { // remember mode if we were really spectating before
m_iObserverLastMode = m_iObserverMode; }
m_iObserverMode = mode;
switch ( mode ) { case OBS_MODE_NONE: case OBS_MODE_FIXED : case OBS_MODE_DEATHCAM : SetFOV( this, 0 ); // Reset FOV
SetViewOffset( vec3_origin ); SetMoveType( MOVETYPE_NONE ); break;
case OBS_MODE_CHASE : case OBS_MODE_IN_EYE : // udpate FOV and viewmodels
SetObserverTarget( m_hObserverTarget ); SetMoveType( MOVETYPE_OBSERVER ); break;
case OBS_MODE_ROAMING : SetFOV( this, 0 ); // Reset FOV
SetObserverTarget( m_hObserverTarget ); SetViewOffset( vec3_origin ); SetMoveType( MOVETYPE_OBSERVER ); break;
}
CheckObserverSettings();
return true; }
extern ConVar sv_alltalk; bool CDODPlayer::CanHearChatFrom( CBasePlayer *pPlayer ) { // can always hear the console
if ( !pPlayer ) return true;
// teammates can always hear each other if alltalk is on
if ( sv_alltalk.GetBool() == true ) return true;
// can hear dead people in bonus round and at round end
if ( DODGameRules()->IsInBonusRound() || DODGameRules()->State_Get() == STATE_GAME_OVER ) return true;
// alive players cannot hear dead players
if ( IsAlive() && !pPlayer->IsAlive() && !( pPlayer->GetTeamNumber() == TEAM_SPECTATOR ) ) { return false; }
return true; }
void CDODPlayer::ResetBleeding( void ) { SetBandager( NULL ); }
void CDODPlayer::Bandage( void ) { ResetBleeding();
TakeHealth( mp_bandage_heal_amount.GetFloat(), 0 );
// change helmet to bandages
}
void CDODPlayer::SetBandager( CDODPlayer *pPlayer ) { m_hBandager = pPlayer; }
bool CDODPlayer::IsBeingBandaged( void ) { return ( m_hBandager.Get() != NULL ); }
void CDODPlayer::CommitSuicide( bool bExplode /*= false*/, bool bForce /*= false*/ ) { CommitSuicide( vec3_origin, false, bForce ); }
void CDODPlayer::CommitSuicide( const Vector &vecForce, bool bExplode /*= false*/, bool bForce /*= false*/ ) { // If they're suiciding in the spawn, its most likely they're changing class
// ( or possible suiciding to avoid being killed in the endround )
// On linux the suicide option sometimes arrives before the joinclass so just
// reject it here
if ( ShouldInstantRespawn() ) return;
if( !IsAlive() ) return;
// prevent suiciding too often
if ( m_fNextSuicideTime > gpGlobals->curtime ) return;
// don't let them suicide for 5 seconds after suiciding
m_fNextSuicideTime = gpGlobals->curtime + 5;
// have the player kill themselves
CTakeDamageInfo info( this, this, 0, DMG_NEVERGIB ); Event_Killed( info ); Event_Dying( info ); }
bool CDODPlayer::StartReplayMode( float fDelay, float fDuration, int iEntity ) { if ( !BaseClass::StartReplayMode( fDelay, fDuration, iEntity ) ) return false;
CSingleUserRecipientFilter filter( this ); filter.MakeReliable();
UserMessageBegin( filter, "KillCam" ); WRITE_BYTE( OBS_MODE_IN_EYE );
if ( m_hObserverTarget.Get() ) { WRITE_BYTE( m_hObserverTarget.Get()->entindex() ); // first target
WRITE_BYTE( entindex() ); //second target
} else { WRITE_BYTE( entindex() ); // first target
WRITE_BYTE( 0 ); //second target
} MessageEnd();
ClientPrint( this, HUD_PRINTCENTER, "Kill Cam Replay" );
return true; }
void CDODPlayer::StopReplayMode() { BaseClass::StopReplayMode();
CSingleUserRecipientFilter filter( this ); filter.MakeReliable();
UserMessageBegin( filter, "KillCam" ); WRITE_BYTE( OBS_MODE_NONE ); WRITE_BYTE( 0 ); WRITE_BYTE( 0 ); MessageEnd(); }
void CDODPlayer::PickUpWeapon( CWeaponDODBase *pWeapon ) { // if we have a primary weapon and we are allowed to drop it, drop it and
// pick up the one we +used
CWeaponDODBase *pCurrentPrimaryWpn = (CWeaponDODBase *)Weapon_GetSlot( WPN_SLOT_PRIMARY );
// drop primary if we can
if( pCurrentPrimaryWpn ) { if ( pCurrentPrimaryWpn->CanDrop() == false ) { return; }
DODWeaponDrop( pCurrentPrimaryWpn, true ); }
// pick up the new one
if ( BumpWeapon( pWeapon ) ) { pWeapon->OnPickedUp( this ); } }
//-----------------------------------------------------------------------------
// Purpose: Override setup bones so that is uses the render angles from
// the DOD animation state to setup the hitboxes.
//-----------------------------------------------------------------------------
void CDODPlayer::SetupBones( matrix3x4_t *pBoneToWorld, int boneMask ) { VPROF_BUDGET( "CBaseAnimating::SetupBones", VPROF_BUDGETGROUP_SERVER_ANIM );
// Set the mdl cache semaphore.
MDLCACHE_CRITICAL_SECTION();
// Get the studio header.
Assert( GetModelPtr() ); CStudioHdr *pStudioHdr = GetModelPtr( );
Vector pos[MAXSTUDIOBONES]; Quaternion q[MAXSTUDIOBONES];
// Adjust hit boxes based on IK driven offset.
Vector adjOrigin = GetAbsOrigin() + Vector( 0, 0, m_flEstIkOffset );
// FIXME: pass this into Studio_BuildMatrices to skip transforms
CBoneBitList boneComputed; if ( m_pIk ) { m_iIKCounter++; m_pIk->Init( pStudioHdr, GetAbsAngles(), adjOrigin, gpGlobals->curtime, m_iIKCounter, boneMask ); GetSkeleton( pStudioHdr, pos, q, boneMask );
m_pIk->UpdateTargets( pos, q, pBoneToWorld, boneComputed ); CalculateIKLocks( gpGlobals->curtime ); m_pIk->SolveDependencies( pos, q, pBoneToWorld, boneComputed ); } else { GetSkeleton( pStudioHdr, pos, q, boneMask ); }
CBaseAnimating *pParent = dynamic_cast< CBaseAnimating* >( GetMoveParent() ); if ( pParent ) { // We're doing bone merging, so do special stuff here.
CBoneCache *pParentCache = pParent->GetBoneCache(); if ( pParentCache ) { BuildMatricesWithBoneMerge( pStudioHdr, m_PlayerAnimState->GetRenderAngles(), adjOrigin, pos, q, pBoneToWorld, pParent, pParentCache );
return; } }
Studio_BuildMatrices( pStudioHdr, m_PlayerAnimState->GetRenderAngles(), adjOrigin, pos, q, -1, GetModelScale(), // Scaling
pBoneToWorld, boneMask ); }
extern ConVar sv_debug_player_use; extern float IntervalDistance( float x, float x0, float x1 );
//-----------------------------------------------------------------------------
// Purpose: Find which ents are higher priority for receiving our +use
//-----------------------------------------------------------------------------
int CDODPlayer::GetPriorityForPickUpEnt( CBaseEntity *pEnt ) { CDODBombTarget *pBombTarget = dynamic_cast< CDODBombTarget *>( pEnt );
if ( pBombTarget ) { // its a bomb target for planting or defusing, most important
return 20; }
CDODBaseGrenade *pGren = dynamic_cast< CDODBaseGrenade *>( pEnt );
if ( pGren ) { // its a grenade, high priority
return 10; }
CWeaponDODBase *pWeapon = dynamic_cast< CWeaponDODBase *>( pEnt );
if ( pWeapon ) { // weapons are medium priority
return 5; }
return 0; }
//-----------------------------------------------------------------------------
// Purpose: like regular FindUseEntity, but picks up grenades before other things
//-----------------------------------------------------------------------------
CBaseEntity *CDODPlayer::FindUseEntity() { 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();
// 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;
UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *pNearest = NULL; CBaseEntity *pObject = tr.m_pEnt; // UNDONE: Might be faster to just fold this range into the sphere query
int count = 0; const int NUM_TANGENTS = 7; while ( !IsUseableEntity(pObject, 0) && count < NUM_TANGENTS) { // trace a box at successive angles down
// 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents[NUM_TANGENTS] = { 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f }; Vector down = forward - tangents[count]*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; count++; } float nearestDot = CONE_90_DEGREES; if ( IsUseableEntity(pObject, 0) ) { 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 ( dist < PLAYER_USE_RADIUS ) { 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 ); }
pNearest = pObject; nearestDot = 0; } }
// 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(); nearestDot = CONE_45_DEGREES; }
int iHighestPriority = GetPriorityForPickUpEnt( pObject );
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 );
Vector dir = point - searchCenter; VectorNormalize(dir); float dot = DotProduct( dir, forward );
// Need to be looking at the object more or less
if ( dot < 0.8 ) continue;
//NEW FOR DOD
// if this entity is higher priority than previous ent, use this one
int iPriority = GetPriorityForPickUpEnt( pObject );
// if higher priority, always use
// within the same priority, use the closer one
if ( ( iPriority > iHighestPriority ) || ( iPriority == iHighestPriority && dot > nearestDot ) ) { // 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; nearestDot = dot; iHighestPriority = iPriority; } } }
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 { NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 ); } }
// Special check for bomb targets, whose radius for +use is larger than other entities
if ( pNearest == NULL ) { CBaseEntity *pEnt = NULL; float flBestDist = FLT_MAX;
// If we didn't find anything, check to see if the bomb target is close enough to use.
// This is done separately since there might be something blocking our LOS to it
// but we might want to use it anyway if it's close enough.
while( ( pEnt = gEntList.FindEntityByClassname( pEnt, "dod_bomb_target" ) ) != NULL ) { CDODBombTarget *pTarget = static_cast<CDODBombTarget *>( pEnt );
if ( !pTarget->CanPlantHere( this ) ) continue;
Vector pos = WorldSpaceCenter();
float flDist = ( pos - pTarget->GetAbsOrigin() ).Length();
Vector toBomb = pTarget->GetAbsOrigin() - EyePosition(); toBomb.NormalizeInPlace();
if ( DotProduct( forward, toBomb ) < 0.8 ) { continue; }
// if we are looking directly at a bomb target and it is within our radius, that automatically wins
if ( flDist < flBestDist && flDist < DOD_BOMB_PLANT_RADIUS ) { flBestDist = flDist; pNearest = pTarget; } } }
return pNearest; }
void CDODPlayer::PrintLifetimeStats( void ) { unsigned int i;
Msg( "\nWeapon Stats\n================\n" );
Msg( " (shots) (hits) (damage) (avg.dist) (kills) (hits taken) (dmg taken) (times killed) (accuracy)\n" ); // ( "* thompson 4 3 110 89.8 1 1 0 0 75.0
//Msg( "*%9s %2i %2i %3i %5.1f %2i %2i %3i %2i %3.1f\n",
for ( i=0;i<WEAPON_MAX;i++ ) { if ( m_WeaponStats[i].m_iNumShotsTaken > 0 ) { Msg( "* %10s (%2i) %6i %6i %8i %9.1f %7i %9i %9i %9i %9.1f\n", WeaponIDToAlias( i ), i, m_WeaponStats[i].m_iNumShotsTaken, m_WeaponStats[i].m_iNumShotsHit, m_WeaponStats[i].m_iTotalDamageGiven, m_WeaponStats[i].m_flAverageHitDistance, m_WeaponStats[i].m_iNumKills, m_WeaponStats[i].m_iNumHitsTaken, m_WeaponStats[i].m_iTotalDamageTaken, m_WeaponStats[i].m_iTimesKilled, 100.0 * ( (float)m_WeaponStats[i].m_iNumShotsHit / (float)m_WeaponStats[i].m_iNumShotsTaken ) ); } }
Msg( "\nPlayer Stats\n================\n" );
for( i=0;i<m_KilledPlayers.Count();i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByUserId( m_KilledPlayers[i].m_iUserID );
const char *pName = pPlayer ? pPlayer->GetPlayerName() : m_KilledByPlayers[i].m_szPlayerName;
Msg( "* Killed Player '%s' %i times ( %i damage )\n", pName, m_KilledPlayers[i].m_iKills, m_KilledPlayers[i].m_iTotalDamage ); }
Msg( "\n" );
for( i=0;i<m_KilledByPlayers.Count();i++ ) { CBasePlayer *pPlayer = UTIL_PlayerByUserId( m_KilledByPlayers[i].m_iUserID );
Assert( pPlayer && "If this fails, the player has disconnected. Fix this!" );
const char *pName = pPlayer ? pPlayer->GetPlayerName() : m_KilledByPlayers[i].m_szPlayerName;
Msg( "* Player '%s' killed you %i times ( %i damage )\n", pName, m_KilledByPlayers[i].m_iKills, m_KilledByPlayers[i].m_iTotalDamage ); }
Msg( "\n" );
Msg( "* Areas Captured: %i\n", m_iNumAreaCaptures ); Msg( "* Areas Defended: %i\n", m_iNumAreaDefenses ); Msg( "* Num Bonus Round Kills: %i\n", m_iNumBonusRoundKills );
Msg( "\n" );
// time spent as each class
Msg( "Time spent as each class:\n" );
// Make sure to tally the latest time
int playerclass = m_Shared.DesiredPlayerClass();
//evil, re-map -2 to 6 so it goes on the end of the array
if ( playerclass == PLAYERCLASS_RANDOM ) playerclass = 6;
/*
m_flTimePlayedPerClass[playerclass] += ( gpGlobals->curtime - m_flLastClassChangeTime ); m_flLastClassChangeTime = gpGlobals->curtime;
Msg( "* Rifleman: %.0f\n", m_flTimePlayedPerClass[0] ); Msg( "* Assault: %.0f\n", m_flTimePlayedPerClass[1] ); Msg( "* Support: %.0f\n", m_flTimePlayedPerClass[2] ); Msg( "* Sniper: %.0f\n", m_flTimePlayedPerClass[3] ); Msg( "* MG: %.0f\n", m_flTimePlayedPerClass[4] ); Msg( "* Rocket: %.0f\n", m_flTimePlayedPerClass[5] ); Msg( "* Random: %.0f\n", m_flTimePlayedPerClass[6] );
Msg( "\n" ); Msg( "Total time connected %.0f\n", ( gpGlobals->curtime - m_flConnectTime ) ); */ }
void CDODPlayer::Stats_WeaponFired( int weaponID ) { // increment shots taken for this weapon
m_WeaponStats[weaponID].m_iNumShotsTaken++;
DODGameRules()->Stats_WeaponFired( weaponID );
StatEvent_WeaponFired( (DODWeaponID)weaponID ); }
void CDODPlayer::Stats_WeaponHit( CDODPlayer *pVictim, int weaponID, int iDamage, int iDamageGiven, int hitgroup, float flHitDistance ) { // distance
float flTotalHitDistance = m_WeaponStats[weaponID].m_flAverageHitDistance * m_WeaponStats[weaponID].m_iNumShotsHit; flTotalHitDistance += flHitDistance; m_WeaponStats[weaponID].m_flAverageHitDistance = flTotalHitDistance / ( m_WeaponStats[weaponID].m_iNumShotsHit + 1 );
// damage
m_WeaponStats[weaponID].m_iTotalDamageGiven += iDamageGiven;
// hitgroup
m_WeaponStats[weaponID].m_iBodygroupsHit[hitgroup]++;
// shots hit
m_WeaponStats[weaponID].m_iNumShotsHit++;
int userID = pVictim->GetUserID();
// add total damage to the player record
int lookup = m_KilledPlayers.Find( userID ); if ( lookup == m_KilledPlayers.InvalidIndex() ) { // make a new one
playerstat_t p; Q_strncpy( p.m_szPlayerName, pVictim->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ); p.m_iUserID = userID; p.m_iKills = 0; p.m_iTotalDamage = iDamageGiven;
m_KilledPlayers.Insert( userID, p ); } else { m_KilledPlayers[lookup].m_iTotalDamage += iDamageGiven; }
DODGameRules()->Stats_WeaponHit( weaponID, flHitDistance );
StatEvent_WeaponHit( (DODWeaponID)weaponID, ( hitgroup == HITGROUP_HEAD ) ); }
void CDODPlayer::Stats_HitByWeapon( CDODPlayer *pAttacker, int weaponID, int iDamage, int iDamageGiven, int hitgroup ) { // damage
m_WeaponStats[weaponID].m_iTotalDamageTaken += iDamageGiven;
// hitgroup
m_WeaponStats[weaponID].m_iHitInBodygroups[hitgroup]++;
// shots hit
m_WeaponStats[weaponID].m_iNumHitsTaken++;
int userID = pAttacker->GetUserID();
// add total damage to the player record
int lookup = m_KilledByPlayers.Find( userID ); if ( lookup == m_KilledByPlayers.InvalidIndex() ) { // make a new one
playerstat_t p; Q_strncpy( p.m_szPlayerName, pAttacker->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ); p.m_iUserID = userID; p.m_iKills = 0; p.m_iTotalDamage = iDamageGiven;
m_KilledByPlayers.Insert( userID, p ); } else { m_KilledByPlayers[lookup].m_iTotalDamage += iDamageGiven; } }
void CDODPlayer::Stats_KilledPlayer( CDODPlayer *pVictim, int weaponID ) { m_WeaponStats[weaponID].m_iNumKills++;
int userID = pVictim->GetUserID();
// add a kill to the player record
int lookup = m_KilledPlayers.Find( userID ); if ( lookup == m_KilledPlayers.InvalidIndex() ) { // make a new one
playerstat_t p; Q_strncpy( p.m_szPlayerName, pVictim->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ); p.m_iUserID = userID; p.m_iKills = 1; p.m_iTotalDamage = 0;
m_KilledPlayers.Insert( userID, p ); } else { m_KilledPlayers[lookup].m_iKills++; }
// Gamerules records kills per team
DODGameRules()->Stats_PlayerKill( GetTeamNumber(), m_Shared.PlayerClass() );
m_iPerRoundKills++;
StatEvent_KilledPlayer( (DODWeaponID)weaponID ); }
void CDODPlayer::Stats_KilledByPlayer( CDODPlayer *pAttacker, int weaponID ) { m_WeaponStats[weaponID].m_iTimesKilled++;
int userID = pAttacker->GetUserID();
// add a kill to the player record
int lookup = m_KilledByPlayers.Find( userID ); if ( lookup == m_KilledByPlayers.InvalidIndex() ) { // make a new one
playerstat_t p; Q_strncpy( p.m_szPlayerName, pAttacker->GetPlayerName(), MAX_PLAYER_NAME_LENGTH ); p.m_iUserID = userID; p.m_iKills = 1; p.m_iTotalDamage = 0;
m_KilledByPlayers.Insert( userID, p ); } else { m_KilledByPlayers[lookup].m_iKills++; } }
void CDODPlayer::Stats_AreaDefended() { // map count
m_iNumAreaDefenses++;
// round count
m_iPerRoundDefenses++; }
void CDODPlayer::Stats_AreaCaptured() { // map count
m_iNumAreaCaptures++;
// round count
m_iPerRoundCaptures++; }
void CDODPlayer::Stats_BonusRoundKill() { m_iNumBonusRoundKills++; }
void CDODPlayer::Stats_BombDetonated() { m_iPerRoundBombsDetonated++; }
void CDODPlayer::NoteWeaponFired() { Assert( m_pCurrentCommand ); if( m_pCurrentCommand ) { m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number; } }
bool CDODPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const { // No need to lag compensate at all if we're not attacking in this command and
// we haven't attacked recently.
if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) ) return false;
return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd, pEntityTransmitBits ); }
void CDODPlayer::TallyLatestTimePlayedPerClass( int iOldTeam, int iOldPlayerClass ) { // Tally the time we spent in the last class, for stats purposes
if ( iOldPlayerClass != PLAYERCLASS_UNDEFINED && ( iOldTeam == TEAM_ALLIES || iOldTeam == TEAM_AXIS ) ) { // store random in the last slot
if ( iOldPlayerClass == PLAYERCLASS_RANDOM ) iOldPlayerClass = 6;
Assert( iOldPlayerClass >= 0 && iOldPlayerClass <= 6 ); Assert( iOldTeam == TEAM_ALLIES || iOldTeam == TEAM_AXIS );
if ( iOldTeam == TEAM_ALLIES ) { m_flTimePlayedPerClass_Allies[iOldPlayerClass] += ( gpGlobals->curtime - m_flLastClassChangeTime ); } else if ( iOldTeam == TEAM_AXIS ) { m_flTimePlayedPerClass_Axis[iOldPlayerClass] += ( gpGlobals->curtime - m_flLastClassChangeTime ); } }
m_flLastClassChangeTime = gpGlobals->curtime; }
void CDODPlayer::ResetProgressBar( void ) { SetProgressBarTime( 0 ); }
void CDODPlayer::SetProgressBarTime( int barTime ) { m_iProgressBarDuration = barTime; m_flProgressBarStartTime = this->m_flSimulationTime; }
void CDODPlayer::SetDefusing( CDODBombTarget *pTarget ) { bool bIsDefusing = ( pTarget != NULL );
if ( bIsDefusing && !m_bIsDefusing ) { // start defuse sound
EmitSound( "Weapon_C4.Disarm" ); m_Shared.SetDefusing( true ); } else if ( !bIsDefusing && m_bIsDefusing ) { // stop defuse sound
StopSound( "Weapon_C4.Disarm" ); m_Shared.SetDefusing( false ); }
m_bIsDefusing = bIsDefusing;
m_pDefuseTarget = pTarget; }
void CDODPlayer::SetPlanting( CDODBombTarget *pTarget ) { bool bIsPlanting = ( pTarget != NULL );
if ( bIsPlanting && !m_bIsPlanting ) { // start defuse sound
EmitSound( "Weapon_C4.Plant" ); m_Shared.SetPlanting( true ); } else if ( !bIsPlanting && m_bIsPlanting ) { // stop defuse sound
StopSound( "Weapon_C4.Plant" ); m_Shared.SetPlanting( false ); }
m_bIsPlanting = bIsPlanting; m_pPlantTarget = pTarget; }
void CDODPlayer::StoreCaptureBlock( int iAreaIndex, int iCapAttempt ) { m_iLastBlockAreaIndex = iAreaIndex; m_iLastBlockCapAttempt = iCapAttempt; }
// The capture attempt number that was taking place the last time we blocked a capture
int CDODPlayer::GetLastBlockCapAttempt( void ) { return m_iLastBlockCapAttempt; }
// The index of the area where we last blocked a capture
int CDODPlayer::GetLastBlockAreaIndex( void ) { return m_iLastBlockCapAttempt; }
// NOTE! This is unused, unless we reenable our collision bounds to use USE_GAME_CODE
// - This extends our trigger bounds out a long ways and breaks many things, so only
// do this if you know what you're doing.
void CDODPlayer::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) { m_Shared.ComputeWorldSpaceSurroundingBox( pVecWorldMins, pVecWorldMaxs ); }
// Called when we fire a bullet, with the number of headshots we hit
void CDODPlayer::HandleHeadshotAchievement( int iNumHeadshots ) { if ( iNumHeadshots <= 0 ) { SetPerLifeCounterKV( "headshots", 0 ); } else { if ( DODGameRules()->State_Get() != STATE_RND_RUNNING ) return;
int iHeadshots = GetPerLifeCounterKV( "headshots" ) + iNumHeadshots;
if ( iHeadshots >= ACHIEVEMENT_NUM_CONSECUTIVE_HEADSHOTS ) { AwardAchievement( ACHIEVEMENT_DOD_CONSECUTIVE_HEADSHOTS ); }
SetPerLifeCounterKV( "headshots", iHeadshots ); } }
void CDODPlayer::HandleDeployedMGKillCount( int iNumDeployedKills ) { if ( iNumDeployedKills <= 0 ) { SetPerLifeCounterKV( "deployed_mg_kills", 0 ); } else { if ( DODGameRules()->State_Get() != STATE_RND_RUNNING ) return;
int iKillsFromPos = GetPerLifeCounterKV( "deployed_mg_kills" ) + iNumDeployedKills;
if ( iKillsFromPos >= ACHIEVEMENT_MG_STREAK_IS_DOMINATING ) { AwardAchievement( ACHIEVEMENT_DOD_MG_POSITION_STREAK ); }
SetPerLifeCounterKV( "deployed_mg_kills", iKillsFromPos ); } }
int CDODPlayer::GetDeployedKillStreak( void ) { return GetPerLifeCounterKV( "deployed_mg_kills" ); }
void CDODPlayer::HandleEnemyWeaponsAchievement( int iNumEnemyWpnKills ) { if ( iNumEnemyWpnKills <= 0 ) { SetPerLifeCounterKV( "enemy_wpn_kills", 0 ); } else { if ( DODGameRules()->State_Get() != STATE_RND_RUNNING ) return;
int iKills = GetPerLifeCounterKV( "enemy_wpn_kills" ) + iNumEnemyWpnKills;
if ( iKills >= ACHIEVEMENT_NUM_ENEMY_WPN_KILLS ) { AwardAchievement( ACHIEVEMENT_DOD_USE_ENEMY_WEAPONS ); }
SetPerLifeCounterKV( "enemy_wpn_kills", iKills ); } }
void CDODPlayer::ResetComboWeaponKill( void ) { SetPerLifeCounterKV( "combo_wpn_mask", 0 ); }
void CDODPlayer::HandleComboWeaponKill( int iWeaponType ) { if ( DODGameRules()->State_Get() != STATE_RND_RUNNING ) return;
int iMask = GetPerLifeCounterKV( "combo_wpn_mask" );
iMask |= iWeaponType;
SetPerLifeCounterKV( "combo_wpn_mask", iMask );
const int iRequiredMask = ( WPN_TYPE_MG | WPN_TYPE_SNIPER | WPN_TYPE_RIFLE | WPN_TYPE_SUBMG ); const int iExplosiveMask = ( WPN_TYPE_GRENADE | WPN_TYPE_RIFLEGRENADE );
if ( ( iMask & iRequiredMask ) == iRequiredMask ) // must have all these bits set
{ if ( ( iMask & iExplosiveMask ) > 0 ) // has one of these bits set
{ AwardAchievement( ACHIEVEMENT_DOD_WEAPON_MASTERY ); } } }
void CDODPlayer::PlayUseDenySound() { EmitSound( "Player.UseDeny" ); }
//-----------------------------------------------------------------------------
// Purpose: Removes all nemesis relationships between this player and others
//-----------------------------------------------------------------------------
void CDODPlayer::RemoveNemesisRelationships() { for ( int i = 1 ; i <= gpGlobals->maxClients ; i++ ) { CDODPlayer *pPlayer = ToDODPlayer( UTIL_PlayerByIndex( i ) ); if ( pPlayer && pPlayer != this ) { // we are no longer dominating anyone
m_Shared.SetPlayerDominated( pPlayer, false ); Q_memset( iNumKilledByUnanswered, 0, sizeof( iNumKilledByUnanswered ) );
// noone is dominating us anymore
pPlayer->m_Shared.SetPlayerDominated( this, false ); pPlayer->iNumKilledByUnanswered[entindex()] = 0; } } }
//-----------------------------------------------------------------------------
// Purpose: Called when we get a new achievement, recalc our awards
//-----------------------------------------------------------------------------
void CDODPlayer::OnAchievementEarned( int iAchievement ) { BaseClass::OnAchievementEarned( iAchievement );
RecalculateAchievementAwardsMask(); }
//-----------------------------------------------------------------------------
// Purpose: Determine what achievement awards this player has
//-----------------------------------------------------------------------------
void CDODPlayer::RecalculateAchievementAwardsMask( void ) { #if !defined(NO_STEAM)
if ( steamgameserverapicontext->SteamGameServerStats() ) { CSteamID steamIDForPlayer; if ( GetSteamID( &steamIDForPlayer ) && steamIDForPlayer.BIndividualAccount() ) { steamgameserverapicontext->SteamGameServerStats()->RequestUserStats( steamIDForPlayer ); } } #endif
}
#if !defined(NO_STEAM)
//-----------------------------------------------------------------------------
// Purpose: Called when Steam returns a user's stats
//-----------------------------------------------------------------------------
void CDODPlayer::OnGSStatsReceived( GSStatsReceived_t *pResponse ) { if ( pResponse->m_eResult != k_EResultOK ) return;
if ( pResponse->m_steamIDUser == GetSteamIDAsUInt64() ) { for ( int i = 1; i < NUM_ACHIEVEMENT_AWARDS; i++ ) { bool bUnlocked; if ( steamgameserverapicontext->SteamGameServerStats()->GetUserAchievement( pResponse->m_steamIDUser, g_pszAchievementAwards[i], &bUnlocked ) ) { if ( bUnlocked ) { m_iAchievementAwardsMask |= (1<<i); break; } } } } } #endif
void CDODPlayer::StatEvent_UploadStats( void ) { int iSecondsAlive = (int)( gpGlobals->curtime - m_flTimeAsClassAccumulator );
m_StatProperty.IncrementPlayerClassStat( DODSTAT_PLAYTIME, iSecondsAlive );
m_StatProperty.SendStatsToPlayer( this );
m_flTimeAsClassAccumulator = gpGlobals->curtime; }
void CDODPlayer::StatEvent_KilledPlayer( DODWeaponID iKillingWeapon ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_KILLS );
m_StatProperty.IncrementWeaponStat( iKillingWeapon, DODSTAT_KILLS ); }
void CDODPlayer::StatEvent_WasKilled( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_DEATHS ); }
void CDODPlayer::StatEvent_RoundWin( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_ROUNDSWON ); }
void CDODPlayer::StatEvent_RoundLoss( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_ROUNDSLOST ); }
void CDODPlayer::StatEvent_PointCaptured( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_CAPTURES ); }
void CDODPlayer::StatEvent_CaptureBlocked( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_BLOCKS ); }
void CDODPlayer::StatEvent_BombPlanted( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_BOMBSPLANTED ); }
void CDODPlayer::StatEvent_BombDefused( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_BOMBSDEFUSED ); }
void CDODPlayer::StatEvent_ScoredDomination( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_DOMINATIONS ); }
void CDODPlayer::StatEvent_ScoredRevenge( void ) { m_StatProperty.IncrementPlayerClassStat( DODSTAT_REVENGES ); }
void CDODPlayer::StatEvent_WeaponFired( DODWeaponID iWeaponID ) { m_StatProperty.IncrementWeaponStat( iWeaponID, DODSTAT_SHOTS_FIRED ); }
void CDODPlayer::StatEvent_WeaponHit( DODWeaponID iWeaponID, bool bWasHeadshot ) { m_StatProperty.IncrementWeaponStat( iWeaponID, DODSTAT_SHOTS_HIT );
if ( bWasHeadshot ) { m_StatProperty.IncrementWeaponStat( iWeaponID, DODSTAT_HEADSHOTS ); } }
// CDODPlayerStatProperty
void CDODPlayerStatProperty::SetClassAndTeamForThisLife( int iPlayerClass, int iTeam ) { m_bRecordingStats = ( ( iTeam == TEAM_ALLIES || iTeam == TEAM_AXIS ) && ( iPlayerClass >= 0 && iPlayerClass <= NUM_DOD_PLAYERCLASSES ) );
m_iCurrentLifePlayerClass = iPlayerClass; m_iCurrentLifePlayerTeam = iTeam; }
void CDODPlayerStatProperty::IncrementPlayerClassStat( DODStatType_t statType, int iValue /* = 1 */ ) { if ( !m_bRecordingStats ) return;
Assert( m_iCurrentLifePlayerClass >= 0 && m_iCurrentLifePlayerClass <= 5 );
m_PlayerStatsPerLife.m_iStat[statType] += iValue; }
void CDODPlayerStatProperty::IncrementWeaponStat( DODWeaponID iWeaponID, DODStatType_t statType, int iValue /* = 1 */ ) { if ( !m_bRecordingStats ) return;
Assert( iWeaponID >= 0 && iWeaponID <= WEAPON_MAX ); m_WeaponStatsPerLife[iWeaponID].m_iStat[statType] += iValue; m_bWeaponStatsDirty[iWeaponID] = true; }
void CDODPlayerStatProperty::ResetPerLifeStats( void ) { Q_memset( &m_PlayerStatsPerLife, 0, sizeof(m_PlayerStatsPerLife) ); Q_memset( &m_WeaponStatsPerLife, 0, sizeof(m_WeaponStatsPerLife) ); Q_memset( &m_bWeaponStatsDirty, 0, sizeof(m_bWeaponStatsDirty) ); }
void CDODPlayerStatProperty::SendStatsToPlayer( CDODPlayer *pPlayer ) { if ( !m_bRecordingStats ) return;
// make a bit field of all the stats we want to send (all with non-zero values)
int iStat; int iSendPlayerBits = 0; for ( iStat = DODSTAT_FIRST; iStat < DODSTAT_MAX; iStat++ ) { if ( m_PlayerStatsPerLife.m_iStat[iStat] > 0 ) { iSendPlayerBits |= ( 1 << ( iStat - DODSTAT_FIRST ) ); } }
CUtlVector<int> vecWeaponsToSend;
// for every weapon that we have stats for, set a bit in the weapon mask
for ( int iWeapon = WEAPON_NONE; iWeapon < WEAPON_MAX; iWeapon++ ) { if ( m_bWeaponStatsDirty[iWeapon] ) { vecWeaponsToSend.AddToTail( iWeapon ); } }
if ( iSendPlayerBits == 0 && vecWeaponsToSend.Count() == 0 ) { ResetPerLifeStats(); return; }
iStat = DODSTAT_FIRST;
CSingleUserRecipientFilter filter( (CBasePlayer *)pPlayer ); filter.MakeReliable();
UserMessageBegin( filter, "DODPlayerStatsUpdate" );
WRITE_BYTE( m_iCurrentLifePlayerClass ); // write the class
WRITE_BYTE( m_iCurrentLifePlayerTeam );
WRITE_LONG( iSendPlayerBits ); // write the bit mask of which stats follow in the message
// write all the non-zero stats according to the bit mask
while ( iSendPlayerBits > 0 ) { if ( iSendPlayerBits & 1 ) { WRITE_LONG( m_PlayerStatsPerLife.m_iStat[iStat] ); } iSendPlayerBits >>= 1; iStat++; }
// now the weapon bits
// how many weapons
WRITE_BYTE( vecWeaponsToSend.Count() );
int i;
// send the weapons
for ( i=0;i<vecWeaponsToSend.Count(); i++ ) { WRITE_BYTE( vecWeaponsToSend.Element(i) ); }
// for each weapon that we're sending stats for
for ( i=0;i<vecWeaponsToSend.Count(); i++ ) { int iWeapon = vecWeaponsToSend.Element(i);
// what stats does iWeapon want to send?
int iWeaponStatBits = 0;
for ( iStat = DODSTAT_FIRST; iStat < DODSTAT_MAX; iStat++ ) { if ( m_WeaponStatsPerLife[iWeapon].m_iStat[iStat] > 0 ) { iWeaponStatBits |= ( 1 << ( iStat - DODSTAT_FIRST ) ); } }
// send the mask of stats that we're sending for this weapon
WRITE_LONG( iWeaponStatBits );
// send the stats
iStat = DODSTAT_FIRST;
// send that mask
while ( iWeaponStatBits > 0 ) { if ( iWeaponStatBits & 1 ) { WRITE_LONG( m_WeaponStatsPerLife[iWeapon].m_iStat[iStat] ); } iWeaponStatBits >>= 1; iStat++; } }
MessageEnd();
ResetPerLifeStats(); }
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