Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Special handling for hl2 usable ladders
//
//=============================================================================//
#include "gamemovement.h"
#include "func_ladder.h"
#if defined( CLIENT_DLL )
#include "c_basehlplayer.h"
#define CHL2_Player C_BaseHLPlayer
#else
#include "hl2_player.h"
#endif
struct LadderMove_t; class CInfoLadderDismount;
struct NearbyDismount_t { CInfoLadderDismount *dismount; float distSqr; };
//-----------------------------------------------------------------------------
// Purpose: HL2 specific movement code
//-----------------------------------------------------------------------------
class CHL2GameMovement : public CGameMovement { typedef CGameMovement BaseClass; public:
CHL2GameMovement();
// Overrides
virtual void FullLadderMove(); virtual bool LadderMove( void ); virtual bool OnLadder( trace_t &trace ); virtual int GetCheckInterval( IntervalType_t type ); virtual void SetGroundEntity( trace_t *pm ); virtual bool CanAccelerate( void );
private:
// See if we are pressing use near a ladder "mount" point and if so, latch us onto the ladder
bool CheckLadderAutoMount( CFuncLadder *ladder, const Vector& bestOrigin );
bool CheckLadderAutoMountCone( CFuncLadder *ladder, const Vector& bestOrigin, float maxAngleDelta, float maxDistToLadder ); bool CheckLadderAutoMountEndPoint(CFuncLadder *ladder, const Vector& bestOrigin );
bool LookingAtLadder( CFuncLadder *ladder );
// Are we forcing the user's position to a new spot
bool IsForceMoveActive(); // Start forcing player position
void StartForcedMove( bool mounting, float transit_speed, const Vector& goalpos, CFuncLadder *ladder ); // Returns false when finished
bool ContinueForcedMove();
// Given a list of nearby ladders, find the best ladder and the "mount" origin
void Findladder( float maxdist, CFuncLadder **ppLadder, Vector& ladderOrigin, const CFuncLadder *skipLadder );
// Debounce the +USE key
void SwallowUseKey();
// Returns true if the player will auto-exit the ladder via a dismount node
bool ExitLadderViaDismountNode( CFuncLadder *ladder, bool strict, bool useAlternate = false ); void GetSortedDismountNodeList( const Vector &org, float radius, CFuncLadder *ladder, CUtlRBTree< NearbyDismount_t, int >& list );
LadderMove_t *GetLadderMove(); CHL2_Player *GetHL2Player();
void SetLadder( CFuncLadder *ladder ); CFuncLadder *GetLadder(); };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline CHL2_Player *CHL2GameMovement::GetHL2Player() { return static_cast< CHL2_Player * >( player ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : inline LadderMove*
//-----------------------------------------------------------------------------
inline LadderMove_t *CHL2GameMovement::GetLadderMove() { CHL2_Player *p = GetHL2Player(); if ( !p ) { return NULL; } return p->GetLadderMove(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *ladder -
//-----------------------------------------------------------------------------
inline void CHL2GameMovement::SetLadder( CFuncLadder *ladder ) { CFuncLadder* oldLadder = GetLadder();
if ( !ladder && oldLadder ) { oldLadder->PlayerGotOff( GetHL2Player() ); }
GetHL2Player()->m_HL2Local.m_hLadder.Set( ladder ); }
//-----------------------------------------------------------------------------
// Purpose:
// Output : CFuncLadder
//-----------------------------------------------------------------------------
inline CFuncLadder *CHL2GameMovement::GetLadder() { return static_cast<CFuncLadder*>( static_cast<CBaseEntity *>( GetHL2Player()->m_HL2Local.m_hLadder.Get() ) ); }
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