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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "player_command.h"
#include "player.h"
#include "igamemovement.h"
#include "hl_movedata.h"
#include "ipredictionsystem.h"
#include "iservervehicle.h"
#include "hl2_player.h"
#include "vehicle_base.h"
#include "gamestats.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CHLPlayerMove : public CPlayerMove { DECLARE_CLASS( CHLPlayerMove, CPlayerMove ); public: CHLPlayerMove() : m_bWasInVehicle( false ), m_bVehicleFlipped( false ), m_bInGodMode( false ), m_bInNoClip( false ) { m_vecSaveOrigin.Init(); }
void SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ); void FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move );
private: Vector m_vecSaveOrigin; bool m_bWasInVehicle; bool m_bVehicleFlipped; bool m_bInGodMode; bool m_bInNoClip; };
//
//
// PlayerMove Interface
static CHLPlayerMove g_PlayerMove;
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
CPlayerMove *PlayerMove() { return &g_PlayerMove; }
//
static CHLMoveData g_HLMoveData; CMoveData *g_pMoveData = &g_HLMoveData;
IPredictionSystem *IPredictionSystem::g_pPredictionSystems = NULL;
void CHLPlayerMove::SetupMove( CBasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) { // Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
// Convert to HL2 data.
CHL2_Player *pHLPlayer = static_cast<CHL2_Player*>( player ); Assert( pHLPlayer );
CHLMoveData *pHLMove = static_cast<CHLMoveData*>( move ); Assert( pHLMove );
player->m_flForwardMove = ucmd->forwardmove; player->m_flSideMove = ucmd->sidemove;
pHLMove->m_bIsSprinting = pHLPlayer->IsSprinting();
if ( gpGlobals->frametime != 0 ) { IServerVehicle *pVehicle = player->GetVehicle();
if ( pVehicle ) { pVehicle->SetupMove( player, ucmd, pHelper, move );
if ( !m_bWasInVehicle ) { m_bWasInVehicle = true; m_vecSaveOrigin.Init(); } } else { m_vecSaveOrigin = player->GetAbsOrigin(); if ( m_bWasInVehicle ) { m_bWasInVehicle = false; } } } }
void CHLPlayerMove::FinishMove( CBasePlayer *player, CUserCmd *ucmd, CMoveData *move ) { // Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move ); if ( gpGlobals->frametime != 0 ) { float distance = 0.0f; IServerVehicle *pVehicle = player->GetVehicle(); if ( pVehicle ) { pVehicle->FinishMove( player, ucmd, move ); IPhysicsObject *obj = player->GetVehicleEntity()->VPhysicsGetObject(); if ( obj ) { Vector newPos; obj->GetPosition( &newPos, NULL ); distance = VectorLength( newPos - m_vecSaveOrigin ); if ( m_vecSaveOrigin == vec3_origin || distance > 100.0f ) distance = 0.0f; m_vecSaveOrigin = newPos; } CPropVehicleDriveable *driveable = dynamic_cast< CPropVehicleDriveable * >( player->GetVehicleEntity() ); if ( driveable ) { // Overturned and at rest (if still moving it can fix itself)
bool bFlipped = driveable->IsOverturned() && ( distance < 0.5f ); if ( m_bVehicleFlipped != bFlipped ) { if ( bFlipped ) { gamestats->Event_FlippedVehicle( player, driveable ); } m_bVehicleFlipped = bFlipped; } } else { m_bVehicleFlipped = false; } } else { m_bVehicleFlipped = false; distance = VectorLength( player->GetAbsOrigin() - m_vecSaveOrigin ); } if ( distance > 0 ) { gamestats->Event_PlayerTraveled( player, distance, pVehicle ? true : false, !pVehicle && static_cast< CHL2_Player * >( player )->IsSprinting() ); } }
bool bGodMode = ( player->GetFlags() & FL_GODMODE ) ? true : false; if ( m_bInGodMode != bGodMode ) { m_bInGodMode = bGodMode; if ( bGodMode ) { gamestats->Event_PlayerEnteredGodMode( player ); } } bool bNoClip = ( player->GetMoveType() == MOVETYPE_NOCLIP ); if ( m_bInNoClip != bNoClip ) { m_bInNoClip = bNoClip; if ( bNoClip ) { gamestats->Event_PlayerEnteredNoClip( player ); } } }
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