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752 lines
22 KiB
752 lines
22 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Special handling for Portal usable ladders
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hl_gamemovement.h"
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#include "in_buttons.h"
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#include "utlrbtree.h"
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#include "movevars_shared.h"
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#include "portal_shareddefs.h"
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#include "portal_collideable_enumerator.h"
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#include "prop_portal_shared.h"
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#include "rumble_shared.h"
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#if defined( CLIENT_DLL )
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#include "c_portal_player.h"
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#include "c_rumble.h"
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#else
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#include "portal_player.h"
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#include "env_player_surface_trigger.h"
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#include "portal_gamestats.h"
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#include "physicsshadowclone.h"
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#include "recipientfilter.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar sv_player_trace_through_portals("sv_player_trace_through_portals", "1", FCVAR_REPLICATED | FCVAR_CHEAT, "Causes player movement traces to trace through portals." );
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ConVar sv_player_funnel_into_portals("sv_player_funnel_into_portals", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Causes the player to auto correct toward the center of floor portals." );
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class CReservePlayerSpot;
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#define PORTAL_FUNNEL_AMOUNT 6.0f
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extern bool g_bAllowForcePortalTrace;
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extern bool g_bForcePortalTrace;
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static inline CBaseEntity *TranslateGroundEntity( CBaseEntity *pGroundEntity )
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{
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#ifndef CLIENT_DLL
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CPhysicsShadowClone *pClone = dynamic_cast<CPhysicsShadowClone *>(pGroundEntity);
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if( pClone && pClone->IsUntransformedClone() )
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{
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CBaseEntity *pSource = pClone->GetClonedEntity();
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if( pSource )
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return pSource;
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}
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#endif //#ifndef CLIENT_DLL
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return pGroundEntity;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Portal specific movement code
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//-----------------------------------------------------------------------------
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class CPortalGameMovement : public CHL2GameMovement
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{
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typedef CGameMovement BaseClass;
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public:
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CPortalGameMovement();
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bool m_bInPortalEnv;
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// Overrides
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virtual void ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove );
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virtual bool CheckJumpButton( void );
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void FunnelIntoPortal( CProp_Portal *pPortal, Vector &wishdir );
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virtual void AirAccelerate( Vector& wishdir, float wishspeed, float accel );
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virtual void AirMove( void );
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virtual void PlayerRoughLandingEffects( float fvol );
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virtual void CategorizePosition( void );
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// Traces the player bbox as it is swept from start to end
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virtual void TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm );
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// Tests the player position
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virtual CBaseHandle TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm );
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virtual void Duck( void ); // Check for a forced duck
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virtual int CheckStuck( void );
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virtual void SetGroundEntity( trace_t *pm );
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private:
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CPortal_Player *GetPortalPlayer();
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CPortalGameMovement::CPortalGameMovement()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline CPortal_Player *CPortalGameMovement::GetPortalPlayer()
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{
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return static_cast< CPortal_Player * >( player );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pMove -
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//-----------------------------------------------------------------------------
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void CPortalGameMovement::ProcessMovement( CBasePlayer *pPlayer, CMoveData *pMove )
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{
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Assert( pMove && pPlayer );
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float flStoreFrametime = gpGlobals->frametime;
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//!!HACK HACK: Adrian - slow down all player movement by this factor.
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//!!Blame Yahn for this one.
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gpGlobals->frametime *= pPlayer->GetLaggedMovementValue();
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ResetGetPointContentsCache();
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// Cropping movement speed scales mv->m_fForwardSpeed etc. globally
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// Once we crop, we don't want to recursively crop again, so we set the crop
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// flag globally here once per usercmd cycle.
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m_iSpeedCropped = SPEED_CROPPED_RESET;
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player = pPlayer;
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mv = pMove;
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mv->m_flMaxSpeed = sv_maxspeed.GetFloat();
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m_bInPortalEnv = (((CPortal_Player *)pPlayer)->m_hPortalEnvironment != NULL);
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g_bAllowForcePortalTrace = m_bInPortalEnv;
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g_bForcePortalTrace = m_bInPortalEnv;
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// Run the command.
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PlayerMove();
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FinishMove();
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g_bAllowForcePortalTrace = false;
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g_bForcePortalTrace = false;
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#ifndef CLIENT_DLL
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pPlayer->UnforceButtons( IN_DUCK );
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pPlayer->UnforceButtons( IN_JUMP );
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#endif
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//This is probably not needed, but just in case.
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gpGlobals->frametime = flStoreFrametime;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Base jump behavior, plus an anim event
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// Input : -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CPortalGameMovement::CheckJumpButton()
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{
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if ( BaseClass::CheckJumpButton() && GetPortalPlayer() )
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{
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GetPortalPlayer()->DoAnimationEvent( PLAYERANIMEVENT_JUMP, 0 );
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return true;
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}
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return false;
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}
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void CPortalGameMovement::FunnelIntoPortal( CProp_Portal *pPortal, Vector &wishdir )
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{
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// Make sure there's a portal
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if ( !pPortal )
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return;
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// Get portal vectors
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Vector vPortalForward, vPortalRight, vPortalUp;
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pPortal->GetVectors( &vPortalForward, &vPortalRight, &vPortalUp );
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// Make sure it's a floor portal
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if ( vPortalForward.z < 0.8f )
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return;
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vPortalRight.z = 0.0f;
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vPortalUp.z = 0.0f;
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VectorNormalize( vPortalRight );
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VectorNormalize( vPortalUp );
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// Make sure the player is looking downward
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CPortal_Player *pPlayer = GetPortalPlayer();
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Vector vPlayerForward;
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pPlayer->EyeVectors( &vPlayerForward );
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if ( vPlayerForward.z > -0.1f )
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return;
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Vector vPlayerOrigin = pPlayer->GetAbsOrigin();
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Vector vPlayerToPortal = pPortal->GetAbsOrigin() - vPlayerOrigin;
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// Make sure the player is trying to air control, they're falling downward and they are vertically close to the portal
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if ( fabsf( wishdir[ 0 ] ) > 64.0f || fabsf( wishdir[ 1 ] ) > 64.0f || mv->m_vecVelocity[ 2 ] > -165.0f || vPlayerToPortal.z < -512.0f )
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return;
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// Make sure we're in the 2D portal rectangle
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if ( ( vPlayerToPortal.Dot( vPortalRight ) * vPortalRight ).Length() > PORTAL_HALF_WIDTH * 1.5f )
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return;
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if ( ( vPlayerToPortal.Dot( vPortalUp ) * vPortalUp ).Length() > PORTAL_HALF_HEIGHT * 1.5f )
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return;
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if ( vPlayerToPortal.z > -8.0f )
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{
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// We're too close the the portal to continue correcting, but zero the velocity so our fling velocity is nice
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mv->m_vecVelocity[ 0 ] = 0.0f;
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mv->m_vecVelocity[ 1 ] = 0.0f;
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}
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else
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{
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// Funnel toward the portal
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float fFunnelX = vPlayerToPortal.x * PORTAL_FUNNEL_AMOUNT - mv->m_vecVelocity[ 0 ];
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float fFunnelY = vPlayerToPortal.y * PORTAL_FUNNEL_AMOUNT - mv->m_vecVelocity[ 1 ];
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wishdir[ 0 ] += fFunnelX;
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wishdir[ 1 ] += fFunnelY;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : wishdir -
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// accel -
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//-----------------------------------------------------------------------------
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void CPortalGameMovement::AirAccelerate( Vector& wishdir, float wishspeed, float accel )
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{
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int i;
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float addspeed, accelspeed, currentspeed;
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float wishspd;
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wishspd = wishspeed;
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if (player->pl.deadflag)
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return;
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if (player->m_flWaterJumpTime)
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return;
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// Cap speed
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if (wishspd > 60.0f)
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wishspd = 60.0f;
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// Determine veer amount
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currentspeed = mv->m_vecVelocity.Dot(wishdir);
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// See how much to add
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addspeed = wishspd - currentspeed;
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// If not adding any, done.
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if (addspeed <= 0)
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return;
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// Determine acceleration speed after acceleration
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accelspeed = accel * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
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// Cap it
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if (accelspeed > addspeed)
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accelspeed = addspeed;
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// Adjust pmove vel.
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for (i=0 ; i<3 ; i++)
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{
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mv->m_vecVelocity[i] += accelspeed * wishdir[i];
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mv->m_outWishVel[i] += accelspeed * wishdir[i];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPortalGameMovement::AirMove( void )
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{
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int i;
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Vector wishvel;
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float fmove, smove;
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Vector wishdir;
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float wishspeed;
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Vector forward, right, up;
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AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
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// Copy movement amounts
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fmove = mv->m_flForwardMove;
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smove = mv->m_flSideMove;
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// Zero out z components of movement vectors
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forward[2] = 0;
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right[2] = 0;
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VectorNormalize(forward); // Normalize remainder of vectors
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VectorNormalize(right); //
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for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
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wishvel[i] = forward[i]*fmove + right[i]*smove;
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wishvel[2] = 0; // Zero out z part of velocity
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VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
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//
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// Don't let the player screw their fling because of adjusting into a floor portal
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//
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if ( mv->m_vecVelocity[ 0 ] * mv->m_vecVelocity[ 0 ] + mv->m_vecVelocity[ 1 ] * mv->m_vecVelocity[ 1 ] > MIN_FLING_SPEED * MIN_FLING_SPEED )
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{
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if ( mv->m_vecVelocity[ 0 ] > MIN_FLING_SPEED * 0.5f && wishdir[ 0 ] < 0.0f )
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wishdir[ 0 ] = 0.0f;
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else if ( mv->m_vecVelocity[ 0 ] < -MIN_FLING_SPEED * 0.5f && wishdir[ 0 ] > 0.0f )
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wishdir[ 0 ] = 0.0f;
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if ( mv->m_vecVelocity[ 1 ] > MIN_FLING_SPEED * 0.5f && wishdir[ 1 ] < 0.0f )
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wishdir[ 1 ] = 0.0f;
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else if ( mv->m_vecVelocity[ 1 ] < -MIN_FLING_SPEED * 0.5f && wishdir[ 1 ] > 0.0f )
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wishdir[ 1 ] = 0.0f;
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}
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//
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// Try to autocorrect the player to fall into the middle of the portal
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//
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else if ( sv_player_funnel_into_portals.GetBool() )
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{
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int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
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if( iPortalCount != 0 )
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{
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CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
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for( int i = 0; i != iPortalCount; ++i )
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{
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CProp_Portal *pTempPortal = pPortals[i];
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if( pTempPortal->IsActivedAndLinked() )
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{
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FunnelIntoPortal( pTempPortal, wishdir );
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}
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}
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}
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}
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wishspeed = VectorNormalize(wishdir);
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//
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// clamp to server defined max speed
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//
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if ( wishspeed != 0 && (wishspeed > mv->m_flMaxSpeed))
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{
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VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
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wishspeed = mv->m_flMaxSpeed;
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}
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AirAccelerate( wishdir, wishspeed, 15.0f );
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// Add in any base velocity to the current velocity.
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VectorAdd(mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
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TryPlayerMove();
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// Now pull the base velocity back out. Base velocity is set if you are on a moving object, like a conveyor (or maybe another monster?)
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VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
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}
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void CPortalGameMovement::PlayerRoughLandingEffects( float fvol )
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{
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BaseClass::PlayerRoughLandingEffects( fvol );
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#ifndef CLIENT_DLL
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if ( fvol >= 1.0 )
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{
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// Play the future shoes sound
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CRecipientFilter filter;
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filter.AddRecipientsByPAS( player->GetAbsOrigin() );
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CSoundParameters params;
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if ( CBaseEntity::GetParametersForSound( "PortalPlayer.FallRecover", params, NULL ) )
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{
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EmitSound_t ep( params );
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ep.m_nPitch = 125.0f - player->m_Local.m_flFallVelocity * 0.03f; // lower pitch the harder they land
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ep.m_flVolume = MIN( player->m_Local.m_flFallVelocity * 0.00075f - 0.38, 1.0f ); // louder the harder they land
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CBaseEntity::EmitSound( filter, player->entindex(), ep );
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}
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}
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#endif
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}
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void TracePlayerBBoxForGround2( const Vector& start, const Vector& end, const Vector& minsSrc,
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const Vector& maxsSrc, IHandleEntity *player, unsigned int fMask,
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int collisionGroup, trace_t& pm )
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{
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VPROF( "TracePlayerBBoxForGround" );
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CPortal_Player *pPortalPlayer = dynamic_cast<CPortal_Player *>(player->GetRefEHandle().Get());
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CProp_Portal *pPlayerPortal = pPortalPlayer->m_hPortalEnvironment;
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#ifndef CLIENT_DLL
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if( pPlayerPortal && pPlayerPortal->m_PortalSimulator.IsReadyToSimulate() == false )
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pPlayerPortal = NULL;
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#endif
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Ray_t ray;
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Vector mins, maxs;
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float fraction = pm.fraction;
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Vector endpos = pm.endpos;
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// Check the -x, -y quadrant
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mins = minsSrc;
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maxs.Init( MIN( 0, maxsSrc.x ), MIN( 0, maxsSrc.y ), maxsSrc.z );
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ray.Init( start, end, mins, maxs );
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if( pPlayerPortal )
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UTIL_Portal_TraceRay( pPlayerPortal, ray, fMask, player, collisionGroup, &pm );
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else
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UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
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if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
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{
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pm.fraction = fraction;
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pm.endpos = endpos;
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return;
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}
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// Check the +x, +y quadrant
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mins.Init( MAX( 0, minsSrc.x ), MAX( 0, minsSrc.y ), minsSrc.z );
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maxs = maxsSrc;
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ray.Init( start, end, mins, maxs );
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if( pPlayerPortal )
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UTIL_Portal_TraceRay( pPlayerPortal, ray, fMask, player, collisionGroup, &pm );
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else
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UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
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if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
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{
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pm.fraction = fraction;
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pm.endpos = endpos;
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return;
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}
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// Check the -x, +y quadrant
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mins.Init( minsSrc.x, MAX( 0, minsSrc.y ), minsSrc.z );
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maxs.Init( MIN( 0, maxsSrc.x ), maxsSrc.y, maxsSrc.z );
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ray.Init( start, end, mins, maxs );
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if( pPlayerPortal )
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UTIL_Portal_TraceRay( pPlayerPortal, ray, fMask, player, collisionGroup, &pm );
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else
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UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
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if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
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{
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pm.fraction = fraction;
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pm.endpos = endpos;
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return;
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}
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// Check the +x, -y quadrant
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mins.Init( MAX( 0, minsSrc.x ), minsSrc.y, minsSrc.z );
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maxs.Init( maxsSrc.x, MIN( 0, maxsSrc.y ), maxsSrc.z );
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ray.Init( start, end, mins, maxs );
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if( pPlayerPortal )
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UTIL_Portal_TraceRay( pPlayerPortal, ray, fMask, player, collisionGroup, &pm );
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else
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UTIL_TraceRay( ray, fMask, player, collisionGroup, &pm );
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if ( pm.m_pEnt && pm.plane.normal[2] >= 0.7)
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{
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pm.fraction = fraction;
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pm.endpos = endpos;
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return;
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}
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pm.fraction = fraction;
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pm.endpos = endpos;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &input -
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//-----------------------------------------------------------------------------
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void CPortalGameMovement::CategorizePosition( void )
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{
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Vector point;
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trace_t pm;
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// if the player hull point one unit down is solid, the player
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// is on ground
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// see if standing on something solid
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// Doing this before we move may introduce a potential latency in water detection, but
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// doing it after can get us stuck on the bottom in water if the amount we move up
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// is less than the 1 pixel 'threshold' we're about to snap to. Also, we'll call
|
|
// this several times per frame, so we really need to avoid sticking to the bottom of
|
|
// water on each call, and the converse case will correct itself if called twice.
|
|
CheckWater();
|
|
|
|
// observers don't have a ground entity
|
|
if ( player->IsObserver() )
|
|
return;
|
|
|
|
point[0] = mv->GetAbsOrigin()[0];
|
|
point[1] = mv->GetAbsOrigin()[1];
|
|
point[2] = mv->GetAbsOrigin()[2] - 2;
|
|
|
|
Vector bumpOrigin;
|
|
bumpOrigin = mv->GetAbsOrigin();
|
|
|
|
// Shooting up really fast. Definitely not on ground.
|
|
// On ladder moving up, so not on ground either
|
|
// NOTE: 145 is a jump.
|
|
if ( mv->m_vecVelocity[2] > 140 ||
|
|
( mv->m_vecVelocity[2] > 0.0f && player->GetMoveType() == MOVETYPE_LADDER ) )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
}
|
|
else
|
|
{
|
|
// Try and move down.
|
|
TracePlayerBBox( bumpOrigin, point, MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
|
|
// If we hit a steep plane, we are not on ground
|
|
if ( pm.plane.normal[2] < 0.7)
|
|
{
|
|
// Test four sub-boxes, to see if any of them would have found shallower slope we could
|
|
// actually stand on
|
|
|
|
TracePlayerBBoxForGround2( bumpOrigin, point, GetPlayerMins(), GetPlayerMaxs(), mv->m_nPlayerHandle.Get(), MASK_PLAYERSOLID, COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
if ( pm.plane.normal[2] < 0.7)
|
|
{
|
|
|
|
SetGroundEntity( NULL ); // too steep
|
|
// probably want to add a check for a +z velocity too!
|
|
if ( ( mv->m_vecVelocity.z > 0.0f ) && ( player->GetMoveType() != MOVETYPE_NOCLIP ) )
|
|
{
|
|
player->m_surfaceFriction = 0.25f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetGroundEntity( &pm ); // Otherwise, point to index of ent under us.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetGroundEntity( &pm ); // Otherwise, point to index of ent under us.
|
|
}
|
|
|
|
// If we are on something...
|
|
if (player->GetGroundEntity() != NULL)
|
|
{
|
|
// Then we are not in water jump sequence
|
|
player->m_flWaterJumpTime = 0;
|
|
|
|
// If we could make the move, drop us down that 1 pixel
|
|
if ( player->GetWaterLevel() < WL_Waist && !pm.startsolid && !pm.allsolid )
|
|
{
|
|
// check distance we would like to move -- this is supposed to just keep up
|
|
// "on the ground" surface not stap us back to earth (i.e. on move origin to
|
|
// end position when the ground is within .5 units away) (2 units)
|
|
if( pm.fraction )
|
|
// if( pm.fraction < 0.5)
|
|
{
|
|
mv->SetAbsOrigin( pm.endpos );
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifndef CLIENT_DLL
|
|
|
|
//Adrian: vehicle code handles for us.
|
|
if ( player->IsInAVehicle() == false )
|
|
{
|
|
// If our gamematerial has changed, tell any player surface triggers that are watching
|
|
IPhysicsSurfaceProps *physprops = MoveHelper()->GetSurfaceProps();
|
|
surfacedata_t *pSurfaceProp = physprops->GetSurfaceData( pm.surface.surfaceProps );
|
|
char cCurrGameMaterial = pSurfaceProp->game.material;
|
|
if ( !player->GetGroundEntity() )
|
|
{
|
|
cCurrGameMaterial = 0;
|
|
}
|
|
|
|
// Changed?
|
|
if ( player->m_chPreviousTextureType != cCurrGameMaterial )
|
|
{
|
|
CEnvPlayerSurfaceTrigger::SetPlayerSurface( player, cCurrGameMaterial );
|
|
}
|
|
|
|
player->m_chPreviousTextureType = cCurrGameMaterial;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void CPortalGameMovement::Duck( void )
|
|
{
|
|
return BaseClass::Duck();
|
|
}
|
|
|
|
int CPortalGameMovement::CheckStuck( void )
|
|
{
|
|
if( BaseClass::CheckStuck() )
|
|
{
|
|
CPortal_Player *pPortalPlayer = GetPortalPlayer();
|
|
|
|
#ifndef CLIENT_DLL
|
|
if( pPortalPlayer->IsAlive() )
|
|
g_PortalGameStats.Event_PlayerStuck( pPortalPlayer );
|
|
#endif
|
|
|
|
//try to fix it, then recheck
|
|
Vector vIndecisive;
|
|
if( pPortalPlayer->m_hPortalEnvironment )
|
|
{
|
|
pPortalPlayer->m_hPortalEnvironment->GetVectors( &vIndecisive, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
vIndecisive.Init( 0.0f, 0.0f, 1.0f );
|
|
}
|
|
Vector ptOldOrigin = pPortalPlayer->GetAbsOrigin();
|
|
|
|
if( pPortalPlayer->m_hPortalEnvironment )
|
|
{
|
|
if( !FindClosestPassableSpace( pPortalPlayer, vIndecisive ) )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
DevMsg( "Hurting the player for FindClosestPassableSpaceFailure!" );
|
|
|
|
CTakeDamageInfo info( pPortalPlayer, pPortalPlayer, vec3_origin, vec3_origin, 1e10, DMG_CRUSH );
|
|
pPortalPlayer->OnTakeDamage( info );
|
|
#endif
|
|
}
|
|
|
|
//make sure we didn't get put behind the portal >_<
|
|
Vector ptCurrentOrigin = pPortalPlayer->GetAbsOrigin();
|
|
if( vIndecisive.Dot( ptCurrentOrigin - ptOldOrigin ) < 0.0f )
|
|
{
|
|
pPortalPlayer->SetAbsOrigin( ptOldOrigin + (vIndecisive * 5.0f) ); //this is an anti-bug hack, since this would have probably popped them out of the world, we're just going to move them forward a few units
|
|
}
|
|
}
|
|
|
|
mv->SetAbsOrigin( pPortalPlayer->GetAbsOrigin() );
|
|
return BaseClass::CheckStuck();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
void CPortalGameMovement::SetGroundEntity( trace_t *pm )
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
if ( !player->GetGroundEntity() && pm && pm->m_pEnt )
|
|
{
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "portal_player_touchedground" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "userid", player->GetUserID() );
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BaseClass::SetGroundEntity( pm );
|
|
}
|
|
|
|
void CPortalGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm )
|
|
{
|
|
VPROF( "CGameMovement::TracePlayerBBox" );
|
|
|
|
CPortal_Player *pPortalPlayer = (CPortal_Player *)((CBaseEntity *)mv->m_nPlayerHandle.Get());
|
|
|
|
Ray_t ray;
|
|
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
|
|
|
|
#ifdef CLIENT_DLL
|
|
CTraceFilterSimple traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
|
|
#else
|
|
CTraceFilterSimple baseFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
|
|
CTraceFilterTranslateClones traceFilter( &baseFilter );
|
|
#endif
|
|
|
|
UTIL_Portal_TraceRay_With( pPortalPlayer->m_hPortalEnvironment, ray, fMask, &traceFilter, &pm );
|
|
|
|
// If we're moving through a portal and failed to hit anything with the above ray trace
|
|
// Use UTIL_Portal_TraceEntity to test this movement through a portal and override the trace with the result
|
|
if ( pm.fraction == 1.0f && UTIL_DidTraceTouchPortals( ray, pm ) && sv_player_trace_through_portals.GetBool() )
|
|
{
|
|
trace_t tempTrace;
|
|
UTIL_Portal_TraceEntity( pPortalPlayer, start, end, fMask, &traceFilter, &tempTrace );
|
|
|
|
if ( tempTrace.DidHit() && tempTrace.fraction < pm.fraction && !tempTrace.startsolid && !tempTrace.allsolid )
|
|
{
|
|
pm = tempTrace;
|
|
}
|
|
}
|
|
}
|
|
|
|
CBaseHandle CPortalGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
|
|
{
|
|
TracePlayerBBox( pos, pos, MASK_PLAYERSOLID, collisionGroup, pm ); //hook into the existing portal special trace functionality
|
|
|
|
//Ray_t ray;
|
|
//ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );
|
|
//UTIL_TraceRay( ray, MASK_PLAYERSOLID, mv->m_nPlayerHandle.Get(), collisionGroup, &pm );
|
|
if( pm.startsolid && pm.m_pEnt && (pm.contents & MASK_PLAYERSOLID) )
|
|
{
|
|
#ifdef _DEBUG
|
|
AssertMsgOnce( false, "The player got stuck on something. Break to investigate." ); //happens enough to just leave in a perma-debugger
|
|
//this next trace is PURELY for tracking down how the player got stuck. Nothing new is discovered over the same trace about 10 lines up
|
|
TracePlayerBBox( pos, pos, MASK_PLAYERSOLID, collisionGroup, pm );
|
|
#endif
|
|
return pm.m_pEnt->GetRefEHandle();
|
|
}
|
|
#ifndef CLIENT_DLL
|
|
else if ( pm.startsolid && pm.m_pEnt && CPSCollisionEntity::IsPortalSimulatorCollisionEntity( pm.m_pEnt ) )
|
|
{
|
|
// Stuck in a portal environment object, so unstick them!
|
|
CPortal_Player *pPortalPlayer = (CPortal_Player *)((CBaseEntity *)mv->m_nPlayerHandle.Get());
|
|
pPortalPlayer->SetStuckOnPortalCollisionObject();
|
|
|
|
return INVALID_EHANDLE_INDEX;
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
return INVALID_EHANDLE_INDEX;
|
|
}
|
|
}
|
|
|
|
|
|
// Expose our interface.
|
|
static CPortalGameMovement g_GameMovement;
|
|
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
|
|
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
|
|
|