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3558 lines
110 KiB
3558 lines
110 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "gamemovement.h"
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#include "tf_gamerules.h"
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#include "tf_shareddefs.h"
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#include "in_buttons.h"
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#include "movevars_shared.h"
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#include "collisionutils.h"
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#include "debugoverlay_shared.h"
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#include "baseobject_shared.h"
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#include "particle_parse.h"
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#include "baseobject_shared.h"
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#include "coordsize.h"
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#include "tf_weapon_medigun.h"
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#include "tf_wearable_item_demoshield.h"
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#include "takedamageinfo.h"
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#include "tf_weapon_buff_item.h"
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#include "halloween/tf_weapon_spellbook.h"
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#ifdef CLIENT_DLL
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#include "c_tf_player.h"
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#include "c_world.h"
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#include "c_team.h"
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#include "prediction.h"
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#define CTeam C_Team
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#else
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#include "tf_player.h"
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#include "team.h"
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#include "bot/tf_bot.h"
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#include "tf_fx.h"
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#endif
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ConVar tf_duck_debug_spew( "tf_duck_debug_spew", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar tf_showspeed( "tf_showspeed", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar tf_avoidteammates( "tf_avoidteammates", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Controls how teammates interact when colliding.\n 0: Teammates block each other\n 1: Teammates pass through each other, but push each other away (default)" );
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ConVar tf_avoidteammates_pushaway( "tf_avoidteammates_pushaway", "1", FCVAR_REPLICATED, "Whether or not teammates push each other away when occupying the same space" );
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ConVar tf_solidobjects( "tf_solidobjects", "1", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_clamp_back_speed( "tf_clamp_back_speed", "0.9", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar tf_clamp_back_speed_min( "tf_clamp_back_speed_min", "100", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY );
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ConVar tf_clamp_airducks( "tf_clamp_airducks", "1", FCVAR_REPLICATED );
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ConVar tf_resolve_stuck_players( "tf_resolve_stuck_players", "1", FCVAR_REPLICATED );
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ConVar tf_scout_hype_mod( "tf_scout_hype_mod", "55", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_max_charge_speed( "tf_max_charge_speed", "750", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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ConVar tf_parachute_gravity( "tf_parachute_gravity", "0.2f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Gravity while parachute is deployed" );
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ConVar tf_parachute_maxspeed_xy( "tf_parachute_maxspeed_xy", "400.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max XY Speed while Parachute is deployed" );
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ConVar tf_parachute_maxspeed_z( "tf_parachute_maxspeed_z", "-100.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed while Parachute is deployed" );
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ConVar tf_parachute_maxspeed_onfire_z( "tf_parachute_maxspeed_onfire_z", "10.0f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Max Z Speed when on Fire and Parachute is deployed" );
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ConVar tf_parachute_aircontrol( "tf_parachute_aircontrol", "2.5f", FCVAR_DEVELOPMENTONLY | FCVAR_REPLICATED, "Multiplier for how much air control players have when Parachute is deployed" );
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ConVar tf_halloween_kart_aircontrol( "tf_halloween_kart_aircontrol", "1.2f", FCVAR_CHEAT | FCVAR_REPLICATED, "Multiplier for how much air control players have when in Kart Mode" );
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ConVar tf_ghost_up_speed( "tf_ghost_up_speed", "300.f", FCVAR_CHEAT | FCVAR_REPLICATED, "Speed that ghost go upward while holding jump key" );
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ConVar tf_ghost_xy_speed( "tf_ghost_xy_speed", "300.f", FCVAR_CHEAT | FCVAR_REPLICATED );
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ConVar tf_grapplinghook_move_speed( "tf_grapplinghook_move_speed", "750", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_grapplinghook_use_acceleration( "tf_grapplinghook_use_acceleration", "0", FCVAR_REPLICATED, "Use full acceleration calculation for grappling hook movement" );
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ConVar tf_grapplinghook_acceleration( "tf_grapplinghook_acceleration", "3500", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_grapplinghook_dampening( "tf_grapplinghook_dampening", "500", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_grapplinghook_follow_distance( "tf_grapplinghook_follow_distance", "64", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_grapplinghook_jump_up_speed( "tf_grapplinghook_jump_up_speed", "375", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_grapplinghook_prevent_fall_damage( "tf_grapplinghook_prevent_fall_damage", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_grapplinghook_medic_latch_speed_scale( "tf_grapplinghook_medic_latch_speed_scale", "0.65", FCVAR_REPLICATED | FCVAR_CHEAT );
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#ifdef STAGING_ONLY
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ConVar tf_movement_doubletap_window( "tf_movement_doubletap_window", "0.1f", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar tf_space_gravity_jump_multipler( "tf_space_gravity_jump_multipler", "1.05", FCVAR_CHEAT | FCVAR_REPLICATED, "Multiplier for player jump velocity in space" );
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ConVar tf_space_aircontrol( "tf_space_aircontrol", "1.0", FCVAR_CHEAT | FCVAR_REPLICATED, "Multiplier for how much air control players have in space" );
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ConVar tf_taunt_move_speed( "tf_taunt_move_speed", "0", FCVAR_REPLICATED | FCVAR_CHEAT );
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#endif // STAGING_ONLY
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extern ConVar cl_forwardspeed;
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extern ConVar cl_backspeed;
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extern ConVar cl_sidespeed;
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extern ConVar mp_tournament_readymode_countdown;
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#define TF_MAX_SPEED (400 * 1.3) // 400 is Scout max speed, and we allow up to 3% movement bonus.
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#define TF_WATERJUMP_FORWARD 30
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#define TF_WATERJUMP_UP 300
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#define TF_TIME_TO_DUCK 0.3f
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#define TF_AIRDUCKED_COUNT 2
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//ConVar tf_waterjump_up( "tf_waterjump_up", "300", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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//ConVar tf_waterjump_forward( "tf_waterjump_forward", "30", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
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#define NUM_CROUCH_HINTS 3
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class CTFGameMovement : public CGameMovement
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{
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public:
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DECLARE_CLASS( CTFGameMovement, CGameMovement );
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CTFGameMovement();
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virtual void PlayerMove();
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virtual unsigned int PlayerSolidMask( bool brushOnly = false );
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virtual void ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove );
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virtual bool CanAccelerate();
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virtual bool CheckJumpButton();
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virtual int CheckStuck( void );
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virtual bool CheckWater( void );
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virtual void WaterMove( void );
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virtual void FullWalkMove();
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virtual void WalkMove( void );
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virtual void AirMove( void );
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virtual void FullTossMove( void );
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virtual void CategorizePosition( void );
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virtual void CheckFalling( void );
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virtual void Duck( void );
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virtual Vector GetPlayerViewOffset( bool ducked ) const;
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bool GrapplingHookMove( void );
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bool ChargeMove( void );
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bool StunMove( void );
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bool TauntMove( void );
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void VehicleMove( void );
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bool HighMaxSpeedMove( void );
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virtual float GetAirSpeedCap( void );
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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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virtual CBaseHandle TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm );
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virtual void StepMove( Vector &vecDestination, trace_t &trace );
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virtual bool GameHasLadders() const;
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virtual void SetGroundEntity( trace_t *pm );
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virtual void PlayerRoughLandingEffects( float fvol );
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virtual void HandleDuckingSpeedCrop( void );
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protected:
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virtual void CheckWaterJump( void );
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void FullWalkMoveUnderwater();
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private:
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bool CheckWaterJumpButton( void );
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void AirDash( void );
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void PreventBunnyJumping();
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void ToggleParachute( void );
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void CheckKartWallBumping();
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// Ducking.
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#if 0
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// New duck tests!
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void HandleDuck( int nButtonsPressed );
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void HandleUnDuck( int nButtonsReleased );
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void TestDuck();
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#endif
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void DuckOverrides();
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void OnDuck( int nButtonsPressed );
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void OnUnDuck( int nButtonsReleased );
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#ifdef STAGING_ONLY
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void CheckForDoubleTap( void );
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void OnDoubleTapped( int nKey );
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void TeleportMove( Vector &vecDirection, float flDist );
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CUtlMap< int, float > m_MoveKeyDownTimes;
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float m_flNextDoubleTapTeleportTime;
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#endif // STAGING_ONLY
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private:
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Vector m_vecWaterPoint;
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CTFPlayer *m_pTFPlayer;
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bool m_isPassingThroughEnemies;
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static float CalcWishSpeedThreshold()
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{
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return 100.0f * sv_friction.GetFloat() / (sv_accelerate.GetFloat());
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}
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};
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// Expose our interface.
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static CTFGameMovement g_GameMovement;
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IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameMovement, IGameMovement,INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
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// ---------------------------------------------------------------------------------------- //
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// CTFGameMovement.
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// ---------------------------------------------------------------------------------------- //
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CTFGameMovement::CTFGameMovement()
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{
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m_pTFPlayer = NULL;
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m_isPassingThroughEnemies = false;
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#ifdef STAGING_ONLY
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m_MoveKeyDownTimes.SetLessFunc( DefLessFunc (int) );
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m_flNextDoubleTapTeleportTime = 0.f;
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#endif // STAGING_ONLY
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}
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//----------------------------------------------------------------------------------------
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// Purpose: moves the player
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//----------------------------------------------------------------------------------------
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void CTFGameMovement::PlayerMove()
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{
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// call base class to do movement
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BaseClass::PlayerMove();
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// handle player's interaction with water
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int nNewWaterLevel = m_pTFPlayer->GetWaterLevel();
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if ( m_nOldWaterLevel != nNewWaterLevel )
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{
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if ( WL_NotInWater == m_nOldWaterLevel )
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{
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// The player has just entered the water. Determine if we should play a splash sound.
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bool bPlaySplash = false;
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Vector vecVelocity = m_pTFPlayer->GetAbsVelocity();
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if ( vecVelocity.z <= -200.0f )
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{
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// If the player has significant downward velocity, play a splash regardless of water depth. (e.g. Jumping hard into a puddle)
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bPlaySplash = true;
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}
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else
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{
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// Look at the water depth below the player. If it's significantly deep, play a splash to accompany the sinking that's about to happen.
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Vector vecStart = m_pTFPlayer->GetAbsOrigin();
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Vector vecEnd = vecStart;
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vecEnd.z -= 20; // roughly thigh deep
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trace_t tr;
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// see if we hit anything solid a little bit below the player
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UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID,m_pTFPlayer, COLLISION_GROUP_NONE, &tr );
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if ( tr.fraction >= 1.0f )
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{
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// some amount of water below the player, play a splash
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bPlaySplash = true;
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}
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}
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if ( bPlaySplash )
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{
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m_pTFPlayer->EmitSound( "Physics.WaterSplash" );
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}
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}
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}
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// Remove our shield charge if we slow down a bunch.
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float flSpeed = VectorLength( mv->m_vecVelocity );
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if ( flSpeed < 300.0f )
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{
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m_pTFPlayer->m_Shared.EndCharge();
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}
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}
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Vector CTFGameMovement::GetPlayerViewOffset( bool ducked ) const
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{
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return ( ( ducked ) ? ( VEC_DUCK_VIEW_SCALED( m_pTFPlayer ) ) : ( m_pTFPlayer->GetClassEyeHeight() ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow bots etc to use slightly different solid masks
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//-----------------------------------------------------------------------------
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unsigned int CTFGameMovement::PlayerSolidMask( bool brushOnly )
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{
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unsigned int uMask = 0;
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// Ghost players dont collide with anything but the world
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if ( m_pTFPlayer && m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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{
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return MASK_PLAYERSOLID_BRUSHONLY;
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}
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if ( m_pTFPlayer && !m_isPassingThroughEnemies )
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{
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switch( m_pTFPlayer->GetTeamNumber() )
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{
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case TF_TEAM_RED:
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uMask = CONTENTS_BLUETEAM;
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break;
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case TF_TEAM_BLUE:
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uMask = CONTENTS_REDTEAM;
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break;
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}
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}
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return ( uMask | BaseClass::PlayerSolidMask( brushOnly ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Overridden to allow players to run faster than the maxspeed
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//-----------------------------------------------------------------------------
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void CTFGameMovement::ProcessMovement( CBasePlayer *pBasePlayer, CMoveData *pMove )
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{
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// Verify data.
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Assert( pBasePlayer );
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Assert( pMove );
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if ( !pBasePlayer || !pMove )
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return;
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// Reset point contents for water check.
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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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// Get the current TF player.
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m_pTFPlayer = ToTFPlayer( pBasePlayer );
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player = m_pTFPlayer;
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mv = pMove;
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// The max speed is currently set to the scout - if this changes we need to change this!
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mv->m_flMaxSpeed = TF_MAX_SPEED;
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// Handle charging demomens
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ChargeMove();
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// Handle player stun.
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StunMove();
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// Handle player taunt move
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TauntMove();
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// Handle grappling hook move
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GrapplingHookMove();
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// Handle scouts that can move really fast with buffs
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HighMaxSpeedMove();
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// Run the command.
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PlayerMove();
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#ifdef STAGING_ONLY
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CheckForDoubleTap();
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#endif // STAGING_ONLY
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FinishMove();
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#if defined(GAME_DLL)
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m_pTFPlayer->m_bTakenBlastDamageSinceLastMovement = false;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CTFGameMovement::GrapplingHookMove()
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{
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CBaseEntity *pHookTarget = m_pTFPlayer->GetGrapplingHookTarget();
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if ( !pHookTarget )
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return false;
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// check if player can be moved
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if ( !m_pTFPlayer->CanPlayerMove() || m_pTFPlayer->m_Shared.IsControlStunned() )
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{
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mv->m_flForwardMove = 0.f;
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mv->m_flSideMove = 0.f;
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mv->m_flUpMove = 0.f;
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mv->m_nButtons = 0;
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m_pTFPlayer->m_nButtons = mv->m_nButtons;
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return false;
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}
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m_pTFPlayer->SetGroundEntity( NULL );
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Vector vDesiredMove = pHookTarget->WorldSpaceCenter() - m_pTFPlayer->WorldSpaceCenter();
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CTFPlayer *pPlayerToCheckForRune = m_pTFPlayer;
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if ( pHookTarget->IsPlayer() )
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{
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CTFPlayer *pHookedPlayer = ToTFPlayer( pHookTarget );
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bool bFollowingAllyGrapple = false;
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// If our target is grappling, adjust aim to behind them
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CBaseEntity *pHookedPlayerTarget = pHookedPlayer->GetGrapplingHookTarget();
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if ( pHookedPlayerTarget )
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{
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bFollowingAllyGrapple = pHookedPlayer->GetTeamNumber() == m_pTFPlayer->GetTeamNumber();
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Vector vTargetGrapple = pHookedPlayerTarget->WorldSpaceCenter() - pHookedPlayer->WorldSpaceCenter();
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vTargetGrapple.NormalizeInPlace();
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vDesiredMove += vTargetGrapple * ( -1 * tf_grapplinghook_follow_distance.GetFloat() );
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}
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else
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{
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// Otherwise, aim short of their center.
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vDesiredMove += vDesiredMove.Normalized() * ( -1 * tf_grapplinghook_follow_distance.GetFloat() );
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}
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if ( bFollowingAllyGrapple )
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{
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pPlayerToCheckForRune = pHookedPlayer;
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}
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}
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mv->m_flMaxSpeed = tf_grapplinghook_move_speed.GetFloat();
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// If we're grappling along with an ally, use their rune to avoid falling behind or passing them
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if ( pPlayerToCheckForRune->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
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{
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mv->m_flMaxSpeed = 950.f;
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}
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// Heavies get a grapple speed reduction across the board, even if they have Agility
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if ( pPlayerToCheckForRune->GetPlayerClass()->GetClassIndex() == TF_CLASS_HEAVYWEAPONS )
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{
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mv->m_flMaxSpeed *= 0.70f;
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}
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// Grapple movement speed penalty if player is carrying the flag and a powerup
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else if ( pPlayerToCheckForRune->HasTheFlag() && pPlayerToCheckForRune->m_Shared.GetCarryingRuneType() != RUNE_NONE )
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{
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if ( pPlayerToCheckForRune->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
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{
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mv->m_flMaxSpeed *= 0.8f;
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}
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else
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{
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mv->m_flMaxSpeed *= 0.65f;
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}
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}
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// Pyros that are hooked into enemy players travel slower because of their advantage in close quarters
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else if ( pPlayerToCheckForRune->GetPlayerClass()->GetClassIndex() == TF_CLASS_PYRO && pPlayerToCheckForRune->m_Shared.InCond( TF_COND_GRAPPLED_TO_PLAYER ) )
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{
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mv->m_flMaxSpeed *= 0.7f;
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}
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// if the medic hook latched on to teammate, his movement should be slower to eventually detach from the healing target
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|
// this requires medic to do something instead of getting a free ride (except medic with AGILITY rune)
|
|
if ( m_pTFPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_MEDIC && pHookTarget->IsPlayer() && pHookTarget->InSameTeam( m_pTFPlayer ) && m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_AGILITY )
|
|
{
|
|
mv->m_flMaxSpeed *= tf_grapplinghook_medic_latch_speed_scale.GetFloat();
|
|
}
|
|
|
|
if ( tf_grapplinghook_use_acceleration.GetBool() )
|
|
{
|
|
// Use acceleration with dampening
|
|
float flSpeed = mv->m_vecVelocity.Length();
|
|
if ( flSpeed > 0.f ) {
|
|
float flDampen = Min( tf_grapplinghook_dampening.GetFloat() * gpGlobals->frametime, flSpeed );
|
|
mv->m_vecVelocity *= ( flSpeed - flDampen ) / flSpeed;
|
|
}
|
|
|
|
mv->m_vecVelocity += vDesiredMove.Normalized() * ( tf_grapplinghook_acceleration.GetFloat() * gpGlobals->frametime );
|
|
|
|
flSpeed = mv->m_vecVelocity.Length();
|
|
if ( flSpeed > mv->m_flMaxSpeed )
|
|
{
|
|
mv->m_vecVelocity *= mv->m_flMaxSpeed / flSpeed;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Simple velocity calculation
|
|
float vDist = vDesiredMove.Length();
|
|
if ( vDist > mv->m_flMaxSpeed * gpGlobals->frametime )
|
|
{
|
|
mv->m_vecVelocity = vDesiredMove * ( mv->m_flMaxSpeed / vDist );
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity = vDesiredMove / gpGlobals->frametime;
|
|
}
|
|
}
|
|
|
|
// slow down when player is close to the hook target to prevent yoyo effect
|
|
float flDistSqrToTarget = m_pTFPlayer->GetAbsOrigin().DistToSqr( pHookTarget->GetAbsOrigin() );
|
|
if ( flDistSqrToTarget < 10000 )
|
|
{
|
|
// remap the speed between 80-100 unit distance
|
|
mv->m_vecVelocity = mv->m_vecVelocity.Normalized() * RemapValClamped( flDistSqrToTarget, 6400, 10000, 0.f, mv->m_flMaxSpeed );
|
|
}
|
|
|
|
mv->m_flForwardMove = 0.f;
|
|
mv->m_flSideMove = 0.f;
|
|
mv->m_flUpMove = 0.f;
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFGameMovement::ChargeMove()
|
|
{
|
|
if ( !m_pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
|
|
{
|
|
// Check for Quick Fix Medic healing a charging player
|
|
if ( !m_pTFPlayer->IsPlayerClass( TF_CLASS_MEDIC ) )
|
|
return false;
|
|
|
|
CTFWeaponBase *pTFWeapon = m_pTFPlayer->GetActiveTFWeapon();
|
|
if ( !pTFWeapon )
|
|
return false;
|
|
|
|
if ( pTFWeapon->GetWeaponID() != TF_WEAPON_MEDIGUN )
|
|
return false;
|
|
|
|
CWeaponMedigun *pMedigun = static_cast< CWeaponMedigun* >( pTFWeapon );
|
|
if ( !pMedigun || pMedigun->GetMedigunType() != MEDIGUN_QUICKFIX )
|
|
return false;
|
|
|
|
CTFPlayer *pHealTarget = ToTFPlayer( pMedigun->GetHealTarget() );
|
|
if ( !pHealTarget || !pHealTarget->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
|
|
return false;
|
|
}
|
|
|
|
mv->m_flMaxSpeed = tf_max_charge_speed.GetFloat();
|
|
|
|
int oldbuttons = mv->m_nButtons;
|
|
|
|
// Handle demoman shield charge.
|
|
mv->m_flForwardMove = tf_max_charge_speed.GetFloat();
|
|
mv->m_flSideMove = 0.0f;
|
|
mv->m_flUpMove = 0.0f;
|
|
if ( mv->m_nButtons & IN_ATTACK2 )
|
|
{
|
|
// Allow the player to continue to hold alt-fire.
|
|
mv->m_nButtons = IN_ATTACK2;
|
|
}
|
|
else
|
|
{
|
|
mv->m_nButtons = 0;
|
|
}
|
|
|
|
if ( oldbuttons & IN_ATTACK )
|
|
{
|
|
mv->m_nButtons |= IN_ATTACK;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFGameMovement::StunMove()
|
|
{
|
|
// Handle control stun.
|
|
if ( m_pTFPlayer->m_Shared.IsControlStunned()
|
|
|| m_pTFPlayer->m_Shared.IsLoserStateStunned() )
|
|
{
|
|
// Can't fire or select weapons.
|
|
if ( m_pTFPlayer->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) )
|
|
{
|
|
// Heavies can still spin their gun.
|
|
if ( mv->m_nButtons & IN_ATTACK2 || mv->m_nButtons & IN_ATTACK )
|
|
{
|
|
mv->m_nButtons = IN_ATTACK2; // Turn off all other buttons.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mv->m_nButtons = 0;
|
|
}
|
|
|
|
if ( m_pTFPlayer->m_Shared.IsControlStunned() )
|
|
{
|
|
mv->m_flForwardMove = 0.0f;
|
|
mv->m_flSideMove = 0.0f;
|
|
mv->m_flUpMove = 0.0f;
|
|
}
|
|
|
|
m_pTFPlayer->m_nButtons = mv->m_nButtons;
|
|
}
|
|
|
|
// Handle movement stuns
|
|
float flStunAmount = m_pTFPlayer->m_Shared.GetAmountStunned( TF_STUN_MOVEMENT );
|
|
// Lerp to the desired amount
|
|
if ( flStunAmount )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.m_flStunLerpTarget != flStunAmount )
|
|
{
|
|
m_pTFPlayer->m_Shared.m_flLastMovementStunChange = gpGlobals->curtime;
|
|
m_pTFPlayer->m_Shared.m_flStunLerpTarget = flStunAmount;
|
|
m_pTFPlayer->m_Shared.m_bStunNeedsFadeOut = true;
|
|
}
|
|
|
|
mv->m_flForwardMove *= 1.f - flStunAmount;
|
|
mv->m_flSideMove *= 1.f - flStunAmount;
|
|
if ( m_pTFPlayer->m_Shared.GetStunFlags() & TF_STUN_MOVEMENT_FORWARD_ONLY )
|
|
{
|
|
mv->m_flForwardMove = 0.f;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
else if ( m_pTFPlayer->m_Shared.m_flLastMovementStunChange )
|
|
{
|
|
// Lerp out to normal speed
|
|
if ( m_pTFPlayer->m_Shared.m_bStunNeedsFadeOut )
|
|
{
|
|
m_pTFPlayer->m_Shared.m_flLastMovementStunChange = gpGlobals->curtime;
|
|
m_pTFPlayer->m_Shared.m_bStunNeedsFadeOut = false;
|
|
}
|
|
|
|
float flCurStun = RemapValClamped( (gpGlobals->curtime - m_pTFPlayer->m_Shared.m_flLastMovementStunChange), 0.2, 0.0, 0.0, 1.0 );
|
|
if ( flCurStun )
|
|
{
|
|
float flRemap = m_pTFPlayer->m_Shared.m_flStunLerpTarget * flCurStun;
|
|
mv->m_flForwardMove *= (1.0 - flRemap);
|
|
mv->m_flSideMove *= (1.0 - flRemap);
|
|
if ( m_pTFPlayer->m_Shared.GetStunFlags() & TF_STUN_MOVEMENT_FORWARD_ONLY )
|
|
{
|
|
mv->m_flForwardMove = 0.f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_pTFPlayer->m_Shared.m_flStunLerpTarget = 0.f;
|
|
m_pTFPlayer->m_Shared.m_flLastMovementStunChange = 0;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// No one can move when in a final countdown transition.
|
|
// Do this here to avoid the inevitable hack that prevents players
|
|
// from receiving a flag or condition by stalling thinks, etc.
|
|
if ( TFGameRules() && TFGameRules()->BInMatchStartCountdown() )
|
|
{
|
|
mv->m_flForwardMove = 0.f;
|
|
mv->m_flSideMove = 0.f;
|
|
mv->m_flUpMove = 0.f;
|
|
mv->m_nButtons = 0;
|
|
m_pTFPlayer->m_nButtons = mv->m_nButtons;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFGameMovement::TauntMove( void )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
{
|
|
VehicleMove();
|
|
}
|
|
else if ( m_pTFPlayer->m_Shared.InCond( TF_COND_TAUNTING ) && m_pTFPlayer->CanMoveDuringTaunt() )
|
|
{
|
|
m_pTFPlayer->SetTauntYaw( mv->m_vecViewAngles[YAW] );
|
|
|
|
bool bForceMoveForward = m_pTFPlayer->IsTauntForceMovingForward();
|
|
float flMaxMoveSpeed = m_pTFPlayer->GetTauntMoveSpeed();
|
|
float flAcceleration = m_pTFPlayer->GetTauntMoveAcceleration();
|
|
|
|
float flMoveDir = 0.f;
|
|
if ( !bForceMoveForward )
|
|
{
|
|
// Grab analog inputs, normalized to [0,1], to allow controller to also drive taunt movement.
|
|
if ( mv->m_flForwardMove > 0 && cl_forwardspeed.GetFloat() > 0 )
|
|
{
|
|
flMoveDir += mv->m_flForwardMove / cl_forwardspeed.GetFloat();
|
|
}
|
|
else if ( mv->m_flForwardMove < 0 && cl_backspeed.GetFloat() > 0 )
|
|
{
|
|
flMoveDir += mv->m_flForwardMove / cl_backspeed.GetFloat();
|
|
}
|
|
|
|
// No need to read buttons explicitly anymore, since that input is already included in m_flForwardMove
|
|
/* if ( mv->m_nButtons & IN_FORWARD )
|
|
flMoveDir += 1.f;
|
|
if ( mv->m_nButtons & IN_BACK )
|
|
flMoveDir += -1.f; */
|
|
|
|
// Clamp to [0,1], just in case.
|
|
if ( flMoveDir > 1.0f )
|
|
{
|
|
flMoveDir = 1.0f;
|
|
}
|
|
else if ( flMoveDir < -1.0f )
|
|
{
|
|
flMoveDir = -1.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
flMoveDir = 1.f;
|
|
}
|
|
|
|
bool bMoving = flMoveDir != 0.f;
|
|
float flSign = bMoving ? 1.f : -1.f;
|
|
#ifdef STAGING_ONLY
|
|
flMaxMoveSpeed = tf_taunt_move_speed.GetFloat() > 0.f ? tf_taunt_move_speed.GetFloat() : flMaxMoveSpeed;
|
|
#endif // STAGING_ONLY
|
|
if ( flAcceleration > 0.f )
|
|
{
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( clamp( m_pTFPlayer->GetCurrentTauntMoveSpeed() + flSign * ( gpGlobals->frametime / flAcceleration ) * flMaxMoveSpeed, 0.f, flMaxMoveSpeed ) );
|
|
}
|
|
else
|
|
{
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( flMaxMoveSpeed );
|
|
}
|
|
|
|
// don't allow taunt to move if the player cannot move
|
|
if ( !m_pTFPlayer->CanPlayerMove() )
|
|
{
|
|
flMaxMoveSpeed = 0.f;
|
|
}
|
|
|
|
float flSmoothMoveSpeed = 0.f;
|
|
if ( flMaxMoveSpeed > 0.f )
|
|
{
|
|
flSmoothMoveSpeed = SimpleSpline( m_pTFPlayer->GetCurrentTauntMoveSpeed() / flMaxMoveSpeed ) * flMaxMoveSpeed;
|
|
}
|
|
|
|
mv->m_flMaxSpeed = flMaxMoveSpeed;
|
|
mv->m_flForwardMove = flMoveDir * flSmoothMoveSpeed;
|
|
mv->m_flClientMaxSpeed = flMaxMoveSpeed;
|
|
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( 0.f );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
ConVar tf_halloween_kart_dash_speed( "tf_halloween_kart_dash_speed", "1000", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_dash_accel( "tf_halloween_kart_dash_accel", "750", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
|
|
ConVar tf_halloween_kart_normal_speed( "tf_halloween_kart_normal_speed", "650", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_normal_accel( "tf_halloween_kart_normal_accel", "300", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_slowmoving_accel( "tf_halloween_kart_slowmoving_accel", "500", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_slowmoving_threshold( "tf_halloween_kart_slowmoving_threshold", "300", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
|
|
ConVar tf_halloween_kart_reverse_speed( "tf_halloween_kart_reverse_speed", "-50", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_brake_speed( "tf_halloween_kart_brake_speed", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_brake_accel( "tf_halloween_kart_brake_accel", "500", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
|
|
ConVar tf_halloween_kart_idle_speed( "tf_halloween_kart_idle_speed", "0", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
ConVar tf_halloween_kart_coast_accel( "tf_halloween_kart_coast_accel", "300", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
|
|
ConVar tf_halloween_kart_bombhead_scale( "tf_halloween_kart_bombhead_scale", "1.5f", FCVAR_CHEAT | FCVAR_REPLICATED );
|
|
void CTFGameMovement::VehicleMove( void )
|
|
{
|
|
// Reset Flags
|
|
m_pTFPlayer->m_iKartState = 0;
|
|
m_pTFPlayer->SetTauntYaw( mv->m_vecViewAngles[YAW] );
|
|
|
|
float flMaxMoveSpeed = tf_halloween_kart_normal_speed.GetFloat();
|
|
|
|
float flTargetSpeed = tf_halloween_kart_idle_speed.GetFloat();
|
|
// Just standard accell by default
|
|
float flAcceleration = tf_halloween_kart_coast_accel.GetFloat();
|
|
|
|
bool bInput = false;
|
|
|
|
// Hitting the gas
|
|
if ( mv->m_flForwardMove > 0.0f )
|
|
{
|
|
// Grab normalized analog input (no need to check key input explicitly, since it's already baked into m_flForwardMove
|
|
float flNormalizedForwardInput = cl_forwardspeed.GetFloat() > 0.0f ? mv->m_flForwardMove / cl_forwardspeed.GetFloat() : 0.0f;
|
|
if ( flNormalizedForwardInput > 1.0f )
|
|
{
|
|
flNormalizedForwardInput = 1.0f;
|
|
}
|
|
|
|
// Target normal speed
|
|
flTargetSpeed = tf_halloween_kart_normal_speed.GetFloat();
|
|
// Use normal accell speed if it's faster than our current speed
|
|
if ( flTargetSpeed > m_pTFPlayer->GetCurrentTauntMoveSpeed() )
|
|
{
|
|
if ( m_pTFPlayer->GetCurrentTauntMoveSpeed() < tf_halloween_kart_slowmoving_threshold.GetFloat() )
|
|
{
|
|
flAcceleration = tf_halloween_kart_slowmoving_accel.GetFloat() * flNormalizedForwardInput;
|
|
}
|
|
else
|
|
{
|
|
flAcceleration = tf_halloween_kart_normal_accel.GetFloat() * flNormalizedForwardInput;
|
|
}
|
|
}
|
|
|
|
bInput = true;
|
|
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Driving;
|
|
}
|
|
else if ( mv->m_flForwardMove < 0.0f ) // Hitting the brakes
|
|
{
|
|
// Grab normalized analog input (no need to check key input explicitly, since it's already baked into m_flForwardMove. And flip the sign, since we're going backwards.
|
|
float flNormalizedForwardInput = cl_backspeed.GetFloat() > 0.0f ? mv->m_flForwardMove / cl_backspeed.GetFloat() : 0.0f;
|
|
if ( flNormalizedForwardInput < -1.0f )
|
|
{
|
|
flNormalizedForwardInput = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
flNormalizedForwardInput = -flNormalizedForwardInput;
|
|
}
|
|
|
|
// slowing down
|
|
if ( m_pTFPlayer->GetCurrentTauntMoveSpeed() > 0 )
|
|
{
|
|
// Target brake speed
|
|
flTargetSpeed = tf_halloween_kart_brake_speed.GetFloat();
|
|
// Use brake accell speed if it's slower than our current speed
|
|
if ( flTargetSpeed < m_pTFPlayer->GetCurrentTauntMoveSpeed() )
|
|
{
|
|
flAcceleration = tf_halloween_kart_brake_accel.GetFloat() * flNormalizedForwardInput;
|
|
}
|
|
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Braking;
|
|
}
|
|
// if we are already stopped, look for new input to start going backwards
|
|
else
|
|
{
|
|
// check for new input, else do nothing
|
|
if ( mv->m_flOldForwardMove >= 0.0f || m_pTFPlayer->GetCurrentTauntMoveSpeed() < 0 || m_pTFPlayer->GetVehicleReverseTime() < gpGlobals->curtime )
|
|
{
|
|
// going backwards, keep going backwards
|
|
flTargetSpeed = tf_halloween_kart_reverse_speed.GetFloat();
|
|
// Use brake accell speed if it's slower than our current speed
|
|
if ( flTargetSpeed < m_pTFPlayer->GetCurrentTauntMoveSpeed() )
|
|
{
|
|
flAcceleration = tf_halloween_kart_brake_accel.GetFloat() * flNormalizedForwardInput;
|
|
}
|
|
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Reversing;
|
|
}
|
|
else
|
|
{
|
|
// Stall for 1 second then start reversing
|
|
if ( m_pTFPlayer->GetVehicleReverseTime() == FLT_MAX )
|
|
{
|
|
m_pTFPlayer->SetVehicleReverseTime( gpGlobals->curtime + 0.6f );
|
|
}
|
|
m_pTFPlayer->m_iKartState |= CTFPlayerShared::kKartState_Stopped;
|
|
}
|
|
}
|
|
|
|
bInput = true;
|
|
}
|
|
|
|
if ( m_pTFPlayer->GetCurrentTauntMoveSpeed() > 0 )
|
|
{
|
|
m_pTFPlayer->SetVehicleReverseTime( FLT_MAX );
|
|
}
|
|
|
|
// braking?
|
|
if ( bInput && Sign( m_pTFPlayer->GetCurrentTauntMoveSpeed() ) != Sign( flTargetSpeed ) )
|
|
{
|
|
flAcceleration = tf_halloween_kart_brake_accel.GetFloat();
|
|
}
|
|
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_BOMB_HEAD ) )
|
|
{
|
|
flMaxMoveSpeed *= tf_halloween_kart_bombhead_scale.GetFloat();
|
|
flAcceleration *= tf_halloween_kart_bombhead_scale.GetFloat();
|
|
}
|
|
|
|
float flTargetMoveSpeed = Approach( flTargetSpeed, m_pTFPlayer->GetCurrentTauntMoveSpeed(), flAcceleration * gpGlobals->frametime );
|
|
float flSmoothMoveSpeed = Bias( fabs( m_pTFPlayer->GetCurrentTauntMoveSpeed() ) / flMaxMoveSpeed, 0.7f ) * flMaxMoveSpeed * Sign( flTargetMoveSpeed );
|
|
|
|
// Boost slams the accelerator
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART_DASH ) )
|
|
{
|
|
flTargetSpeed = tf_halloween_kart_dash_speed.GetFloat();
|
|
flMaxMoveSpeed = tf_halloween_kart_dash_speed.GetFloat();
|
|
flTargetMoveSpeed = flTargetSpeed;
|
|
flSmoothMoveSpeed = flTargetSpeed;
|
|
flAcceleration = tf_halloween_kart_dash_accel.GetFloat();
|
|
}
|
|
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( flTargetMoveSpeed );
|
|
float flLeanAccel = flTargetSpeed > flSmoothMoveSpeed ? flAcceleration : flTargetSpeed < flSmoothMoveSpeed ? -flAcceleration : 0.f;
|
|
flLeanAccel = Sign( m_pTFPlayer->GetCurrentTauntMoveSpeed() ) != Sign( flTargetSpeed ) ? -flLeanAccel : flLeanAccel;
|
|
m_pTFPlayer->m_PlayerAnimState->Vehicle_LeanAccel( flLeanAccel );
|
|
|
|
#ifdef DEBUG
|
|
engine->Con_NPrintf( 0, "Speed: %3.2f", m_pTFPlayer->GetCurrentTauntMoveSpeed() );
|
|
engine->Con_NPrintf( 1, "Target: %3.2f", flTargetSpeed );
|
|
engine->Con_NPrintf( 2, "Accell: %3.2f", flAcceleration );
|
|
#endif
|
|
|
|
mv->m_flMaxSpeed = flMaxMoveSpeed;
|
|
mv->m_flForwardMove = flSmoothMoveSpeed;
|
|
mv->m_flClientMaxSpeed = flMaxMoveSpeed;
|
|
mv->m_flSideMove = 0.f; // No sideways movement
|
|
}
|
|
|
|
|
|
bool CTFGameMovement::HighMaxSpeedMove()
|
|
{
|
|
if ( fabsf( mv->m_flForwardMove ) < player->MaxSpeed() )
|
|
{
|
|
if ( AlmostEqual( mv->m_flForwardMove, cl_forwardspeed.GetFloat() ) )
|
|
{
|
|
mv->m_flForwardMove = player->MaxSpeed();
|
|
}
|
|
else if ( AlmostEqual( mv->m_flForwardMove, -cl_backspeed.GetFloat() ) )
|
|
{
|
|
mv->m_flForwardMove = -player->MaxSpeed();
|
|
}
|
|
}
|
|
|
|
if ( fabsf( mv->m_flSideMove ) < player->MaxSpeed() )
|
|
{
|
|
if ( AlmostEqual( mv->m_flSideMove, cl_sidespeed.GetFloat() ) )
|
|
{
|
|
mv->m_flSideMove = player->MaxSpeed();
|
|
}
|
|
else if ( AlmostEqual( mv->m_flSideMove, -cl_sidespeed.GetFloat() ) )
|
|
{
|
|
mv->m_flSideMove = -player->MaxSpeed();
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CTFGameMovement::CanAccelerate()
|
|
{
|
|
// Only allow the player to accelerate when in certain states.
|
|
int nCurrentState = m_pTFPlayer->m_Shared.GetState();
|
|
if ( nCurrentState == TF_STATE_ACTIVE )
|
|
{
|
|
return player->GetWaterJumpTime() == 0;
|
|
}
|
|
else if ( player->IsObserver() )
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Check to see if we are in water. If so the jump button acts like a
|
|
// swim upward key.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTFGameMovement::CheckWaterJumpButton( void )
|
|
{
|
|
// See if we are water jumping. If so, decrement count and return.
|
|
if ( player->m_flWaterJumpTime )
|
|
{
|
|
player->m_flWaterJumpTime -= gpGlobals->frametime;
|
|
if (player->m_flWaterJumpTime < 0)
|
|
{
|
|
player->m_flWaterJumpTime = 0;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// In water above our waist.
|
|
if ( player->GetWaterLevel() >= 2 || m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) )
|
|
{
|
|
// Swimming, not jumping.
|
|
SetGroundEntity( NULL );
|
|
|
|
int iCannotSwim = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iCannotSwim, cannot_swim );
|
|
if ( iCannotSwim )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// We move up a certain amount.
|
|
if ( player->GetWaterType() == CONTENTS_WATER || m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) )
|
|
{
|
|
mv->m_vecVelocity[2] = 100;
|
|
}
|
|
else if ( player->GetWaterType() == CONTENTS_SLIME )
|
|
{
|
|
mv->m_vecVelocity[2] = 80;
|
|
}
|
|
|
|
// Play swimming sound.
|
|
if ( player->m_flSwimSoundTime <= 0 && !m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) )
|
|
{
|
|
// Don't play sound again for 1 second.
|
|
player->m_flSwimSoundTime = 1000;
|
|
PlaySwimSound();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CTFGameMovement::AirDash( void )
|
|
{
|
|
// Apply approx. the jump velocity added to an air dash.
|
|
Assert( GetCurrentGravity() == 800.0f );
|
|
|
|
float flJumpMod = 1.f;
|
|
// Passive version
|
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_pTFPlayer, flJumpMod, mod_jump_height );
|
|
// Weapon-restricted version
|
|
CTFWeaponBase *pWpn = m_pTFPlayer->GetActiveTFWeapon();
|
|
if ( pWpn )
|
|
{
|
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWpn, flJumpMod, mod_jump_height_from_weapon );
|
|
}
|
|
|
|
// Lose hype on airdash
|
|
int iHypeResetsOnJump = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iHypeResetsOnJump, hype_resets_on_jump );
|
|
if ( iHypeResetsOnJump != 0 )
|
|
{
|
|
// Loose x hype on jump
|
|
float flHype = m_pTFPlayer->m_Shared.GetScoutHypeMeter();
|
|
m_pTFPlayer->m_Shared.SetScoutHypeMeter( flHype - iHypeResetsOnJump );
|
|
m_pTFPlayer->TeamFortress_SetSpeed();
|
|
}
|
|
|
|
if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
|
|
{
|
|
flJumpMod *= 1.8f;
|
|
}
|
|
|
|
float flDashZ = 268.3281572999747f * flJumpMod;
|
|
|
|
// Get the wish direction.
|
|
Vector vecForward, vecRight;
|
|
AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, NULL );
|
|
vecForward.z = 0.0f;
|
|
vecRight.z = 0.0f;
|
|
VectorNormalize( vecForward );
|
|
VectorNormalize( vecRight );
|
|
|
|
// Copy movement amounts
|
|
float flForwardMove = mv->m_flForwardMove;
|
|
float flSideMove = mv->m_flSideMove;
|
|
|
|
// Find the direction,velocity in the x,y plane.
|
|
Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ),
|
|
( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ),
|
|
0.0f );
|
|
|
|
// Update the velocity on the scout.
|
|
mv->m_vecVelocity = vecWishDirection;
|
|
mv->m_vecVelocity.z += flDashZ;
|
|
|
|
int iAirDash = m_pTFPlayer->m_Shared.GetAirDash();
|
|
if ( iAirDash == 0 )
|
|
{
|
|
#if defined(GAME_DLL)
|
|
// Our first air jump.
|
|
m_pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_DOUBLE_JUMP, "started_jumping:1" );
|
|
#else
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "air_dash" );
|
|
if ( event )
|
|
{
|
|
event->SetInt( "player", m_pTFPlayer->GetUserID() );
|
|
gameeventmanager->FireEventClientSide( event );
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
#ifdef GAME_DLL
|
|
// Exertion damage from multi-dashing ( atomizer )
|
|
if ( !m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_SPEED_BOOST ) && !m_pTFPlayer->m_Shared.InCond( TF_COND_SODAPOPPER_HYPE ) )
|
|
{
|
|
m_pTFPlayer->TakeDamage( CTakeDamageInfo( m_pTFPlayer, m_pTFPlayer, vec3_origin, m_pTFPlayer->WorldSpaceCenter( ), 10.f, DMG_BULLET ) );
|
|
}
|
|
#endif
|
|
}
|
|
m_pTFPlayer->m_Shared.SetAirDash( iAirDash+1 );
|
|
|
|
// Play the gesture.
|
|
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP );
|
|
#ifdef GAME_DLL
|
|
// Pitch shift a sound for all airdashes greater then 1
|
|
if ( iAirDash > 0 )
|
|
{
|
|
EmitSound_t params;
|
|
params.m_pSoundName = "General.banana_slip";
|
|
params.m_flSoundTime = 0;
|
|
params.m_pflSoundDuration = 0;
|
|
//params.m_bWarnOnDirectWaveReference = true;
|
|
CPASFilter filter( m_pTFPlayer->GetAbsOrigin( ) );
|
|
params.m_flVolume = 0.1f;
|
|
params.m_SoundLevel = SNDLVL_25dB;
|
|
params.m_nPitch = RemapVal( iAirDash, 1.0f, 5.0f, 100.f, 120.f );
|
|
params.m_nFlags |= ( SND_CHANGE_PITCH | SND_CHANGE_VOL );
|
|
m_pTFPlayer->StopSound( "General.banana_slip" );
|
|
m_pTFPlayer->EmitSound( filter, m_pTFPlayer->entindex( ), params );
|
|
}
|
|
#endif // GAME_DLL
|
|
}
|
|
|
|
// Only allow bunny jumping up to 1.2x server / player maxspeed setting
|
|
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.2f
|
|
|
|
void CTFGameMovement::PreventBunnyJumping()
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
return;
|
|
|
|
// Speed at which bunny jumping is limited
|
|
float maxscaledspeed = BUNNYJUMP_MAX_SPEED_FACTOR * player->m_flMaxspeed;
|
|
if ( maxscaledspeed <= 0.0f )
|
|
return;
|
|
|
|
// Current player speed
|
|
float spd = mv->m_vecVelocity.Length();
|
|
if ( spd <= maxscaledspeed )
|
|
return;
|
|
|
|
// Apply this cropping fraction to velocity
|
|
float fraction = ( maxscaledspeed / spd );
|
|
|
|
|
|
mv->m_vecVelocity *= fraction;
|
|
}
|
|
|
|
void CTFGameMovement::ToggleParachute()
|
|
{
|
|
if ( (m_pTFPlayer->GetFlags() & FL_ONGROUND) || (mv->m_nOldButtons & IN_JUMP) )
|
|
return;
|
|
|
|
// Can not add if in kart (Kart code does it for spell) but players can manually undeploy
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
|
|
{
|
|
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_PARACHUTE_DEPLOYED );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Check for Parachute and deploy / undeploy
|
|
int iParachute = 0;
|
|
// Passive version
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iParachute, parachute_attribute );
|
|
if ( iParachute )
|
|
{
|
|
// Toggle between the conditions
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
|
|
{
|
|
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_PARACHUTE_DEPLOYED );
|
|
}
|
|
else
|
|
{
|
|
int iParachuteDisabled = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iParachuteDisabled, parachute_disabled );
|
|
if ( !iParachuteDisabled )
|
|
{
|
|
m_pTFPlayer->m_Shared.AddCond( TF_COND_PARACHUTE_DEPLOYED );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CTFGameMovement::CheckJumpButton()
|
|
{
|
|
// Are we dead? Then we cannot jump.
|
|
if ( player->pl.deadflag )
|
|
return false;
|
|
|
|
// Check to see if we are in water.
|
|
if ( !CheckWaterJumpButton() )
|
|
return false;
|
|
|
|
if ( m_pTFPlayer->GetGrapplingHookTarget() )
|
|
{
|
|
float flStartZ = mv->m_vecVelocity[2];
|
|
mv->m_vecVelocity[2] += tf_grapplinghook_jump_up_speed.GetFloat();
|
|
|
|
// Heavy gets a jump height reduction across the board, even if he has Agility
|
|
// Powered up flag carriers get the same penalty
|
|
if ( m_pTFPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_HEAVYWEAPONS || ( m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_NONE && m_pTFPlayer->HasTheFlag() ) )
|
|
{
|
|
mv->m_vecVelocity[2] *= 0.80f;
|
|
}
|
|
else if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_AGILITY && m_pTFPlayer->m_Shared.GetCarryingRuneType() != RUNE_NONE && m_pTFPlayer->HasTheFlag() )
|
|
{
|
|
mv->m_vecVelocity[2] *= 0.80f;
|
|
}
|
|
|
|
if ( mv->m_vecVelocity[2] > GetAirSpeedCap() )
|
|
mv->m_vecVelocity[2] = GetAirSpeedCap();
|
|
|
|
// Apply gravity.
|
|
FinishGravity();
|
|
|
|
mv->m_outJumpVel.z = mv->m_vecVelocity[2] - flStartZ;
|
|
mv->m_outStepHeight += 0.15f;
|
|
mv->m_nOldButtons |= IN_JUMP;
|
|
|
|
return true;
|
|
}
|
|
|
|
// holding jump key will make ghost fly
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
|
|
{
|
|
float flStartZ = mv->m_vecVelocity[2];
|
|
mv->m_vecVelocity[2] = tf_ghost_up_speed.GetFloat();
|
|
|
|
// Apply gravity.
|
|
FinishGravity();
|
|
|
|
mv->m_outJumpVel.z = mv->m_vecVelocity[2] - flStartZ;
|
|
mv->m_outStepHeight += 0.15f;
|
|
mv->m_nOldButtons |= IN_JUMP;
|
|
return true;
|
|
}
|
|
|
|
// Can't jump if our weapon disallows it.
|
|
CTFWeaponBase *pWpn = m_pTFPlayer->GetActiveTFWeapon();
|
|
if ( pWpn && !pWpn->OwnerCanJump() )
|
|
return false;
|
|
|
|
// Cannot jump while taunting
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_TAUNTING ) )
|
|
return false;
|
|
|
|
// Check to see if the player is a scout.
|
|
bool bScout = m_pTFPlayer->GetPlayerClass()->IsClass( TF_CLASS_SCOUT );
|
|
bool bAirDash = false;
|
|
bool bOnGround = ( player->GetGroundEntity() != NULL );
|
|
|
|
ToggleParachute();
|
|
|
|
// Cannot jump will ducked.
|
|
if ( player->GetFlags() & FL_DUCKING )
|
|
{
|
|
// Let a scout do it.
|
|
bool bAllow = ( bScout && !bOnGround );
|
|
|
|
if ( !bAllow )
|
|
return false;
|
|
}
|
|
|
|
// Cannot jump while in the unduck transition.
|
|
if ( ( player->m_Local.m_bDucking && ( player->GetFlags() & FL_DUCKING ) ) || ( player->m_Local.m_flDuckJumpTime > 0.0f ) )
|
|
return false;
|
|
|
|
// Cannot jump again until the jump button has been released.
|
|
if ( mv->m_nOldButtons & IN_JUMP )
|
|
return false;
|
|
|
|
// In air, so ignore jumps
|
|
// (unless you are a scout or ghost or parachute
|
|
if ( !bOnGround )
|
|
{
|
|
if ( m_pTFPlayer->CanAirDash() )
|
|
{
|
|
bAirDash = true;
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons |= IN_JUMP;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Check for an air dash.
|
|
if ( bAirDash )
|
|
{
|
|
AirDash();
|
|
// Reset air duck for Scouts on AirDash.
|
|
m_pTFPlayer->m_Shared.SetAirDucked( 0 );
|
|
return true;
|
|
}
|
|
|
|
PreventBunnyJumping();
|
|
|
|
// Start jump animation and player sound (specific TF animation and flags).
|
|
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
|
|
player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->m_pSurfaceData, 1.0, true );
|
|
m_pTFPlayer->m_Shared.SetJumping( true );
|
|
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
{
|
|
m_pTFPlayer->EmitSound( "BumperCar.Jump" );
|
|
}
|
|
|
|
// Set the player as in the air.
|
|
SetGroundEntity( NULL );
|
|
|
|
// Check the surface the player is standing on to see if it impacts jumping.
|
|
float flGroundFactor = 1.0f;
|
|
if ( player->m_pSurfaceData )
|
|
{
|
|
flGroundFactor = player->m_pSurfaceData->game.jumpFactor;
|
|
}
|
|
|
|
// fMul = sqrt( 2.0 * gravity * jump_height (21.0units) ) * GroundFactor
|
|
Assert( GetCurrentGravity() == 800.0f );
|
|
|
|
float flJumpMod = 1.f;
|
|
//if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
//{
|
|
// flJumpMod *= 1.3f;
|
|
//}
|
|
|
|
// Passive version
|
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_pTFPlayer, flJumpMod, mod_jump_height );
|
|
// Weapon-restricted version
|
|
if ( pWpn )
|
|
{
|
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pWpn, flJumpMod, mod_jump_height_from_weapon );
|
|
}
|
|
/*
|
|
#ifdef STAGING_ONLY
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
|
|
{
|
|
flJumpMod *= tf_space_gravity_jump_multipler.GetFloat();
|
|
}
|
|
|
|
#endif // STAGING_ONLY
|
|
*/
|
|
if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
|
|
{
|
|
flJumpMod *= 1.8f;
|
|
}
|
|
|
|
float flMul = ( 289.0f * flJumpMod ) * flGroundFactor;
|
|
|
|
// Save the current z velocity.
|
|
float flStartZ = mv->m_vecVelocity[2];
|
|
|
|
// Acclerate upward
|
|
if ( ( player->m_Local.m_bDucking ) || ( player->GetFlags() & FL_DUCKING ) )
|
|
{
|
|
// If we are ducking...
|
|
// d = 0.5 * g * t^2 - distance traveled with linear accel
|
|
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
|
|
// v = g * t - velocity at the end (just invert it to jump up that high)
|
|
// v = g * sqrt(2.0 * 45 / g )
|
|
// v^2 = g * g * 2.0 * 45 / g
|
|
// v = sqrt( g * 2.0 * 45 )
|
|
mv->m_vecVelocity[2] = flMul; // 2 * gravity * jump_height * ground_factor
|
|
}
|
|
else
|
|
{
|
|
mv->m_vecVelocity[2] += flMul; // 2 * gravity * jump_height * ground_factor
|
|
}
|
|
|
|
// Apply gravity.
|
|
FinishGravity();
|
|
|
|
// Save the output data for the physics system to react to if need be.
|
|
mv->m_outJumpVel.z += mv->m_vecVelocity[2] - flStartZ;
|
|
mv->m_outStepHeight += 0.15f;
|
|
|
|
// Flag that we jumped and don't jump again until it is released.
|
|
mv->m_nOldButtons |= IN_JUMP;
|
|
return true;
|
|
}
|
|
|
|
//--------------------------------------------------------
|
|
int CTFGameMovement::CheckStuck( void )
|
|
{
|
|
// assume we are not stuck in a player
|
|
m_isPassingThroughEnemies = false;
|
|
|
|
if ( tf_resolve_stuck_players.GetBool() )
|
|
{
|
|
const Vector &originalPos = mv->GetAbsOrigin();
|
|
trace_t traceresult;
|
|
|
|
TracePlayerBBox( originalPos, originalPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
|
|
|
|
#ifdef GAME_DLL
|
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && m_pTFPlayer && m_pTFPlayer->GetTeamNumber() == TF_TEAM_PVE_INVADERS )
|
|
{
|
|
if ( traceresult.startsolid )
|
|
{
|
|
if ( m_pTFPlayer->m_playerMovementStuckTimer.HasStarted() && m_pTFPlayer->m_playerMovementStuckTimer.IsElapsed() )
|
|
{
|
|
DevMsg( "%3.2f: A robot is interpenetrating a solid - killed!\n", gpGlobals->curtime );
|
|
|
|
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" startsolid killed (position \"%3.2f %3.2f %3.2f\")\n",
|
|
m_pTFPlayer->GetPlayerName(),
|
|
m_pTFPlayer->GetUserID(),
|
|
m_pTFPlayer->GetNetworkIDString(),
|
|
m_pTFPlayer->GetTeam()->GetName(),
|
|
m_pTFPlayer->GetAbsOrigin().x, m_pTFPlayer->GetAbsOrigin().y, m_pTFPlayer->GetAbsOrigin().z );
|
|
|
|
m_pTFPlayer->TakeDamage( CTakeDamageInfo( m_pTFPlayer, m_pTFPlayer, vec3_origin, m_pTFPlayer->WorldSpaceCenter(), 999999.9f, DMG_CRUSH ) );
|
|
}
|
|
else
|
|
{
|
|
if ( traceresult.m_pEnt )
|
|
{
|
|
Warning( "Robot's getting stuck with %s\n", traceresult.m_pEnt->GetClassname() );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Bot is *not* stuck right now. Continually restart timer, so if we become stuck it will count down and expire.
|
|
const float stuckTooLongTime = 10.0f;
|
|
m_pTFPlayer->m_playerMovementStuckTimer.Start( stuckTooLongTime );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( traceresult.startsolid && traceresult.DidHitNonWorldEntity() )
|
|
{
|
|
if ( traceresult.m_pEnt->IsPlayer() )
|
|
{
|
|
// We are stuck in an enemy player. Don't collide with enemies until we are no longer penetrating them.
|
|
m_isPassingThroughEnemies = true;
|
|
|
|
// verify position is now clear
|
|
TracePlayerBBox( originalPos, originalPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
|
|
|
|
if ( !traceresult.DidHit() )
|
|
{
|
|
// no longer stuck
|
|
DevMsg( "%3.2f: Resolved stuck player/player\n", gpGlobals->curtime );
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
else if ( fabs( traceresult.m_pEnt->GetAbsVelocity().z ) > 0.7071f && FClassnameIs( traceresult.m_pEnt, "func_tracktrain" ) )
|
|
{
|
|
// we're stuck in a vertically moving tracktrain, assume flat surface normal and move us out
|
|
SetGroundEntity( &traceresult );
|
|
|
|
// we're stuck in a vertically moving tracktrain, snap on top of it
|
|
const float maxAdjust = 80.0f;
|
|
const float step = 10.0f;
|
|
Vector tryPos;
|
|
for( float shift = step; shift < maxAdjust; shift += step )
|
|
{
|
|
tryPos = mv->GetAbsOrigin();
|
|
tryPos.z += shift;
|
|
|
|
TracePlayerBBox( tryPos, tryPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, traceresult );
|
|
if ( !traceresult.DidHit() || ( traceresult.m_pEnt && traceresult.m_pEnt->IsPlayer() ) )
|
|
{
|
|
// no longer stuck
|
|
mv->SetAbsOrigin( tryPos );
|
|
|
|
DevMsg( "%3.2f: Forced stuck player to top of func_tracktrain\n", gpGlobals->curtime );
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return BaseClass::CheckStuck();
|
|
}
|
|
|
|
|
|
bool CTFGameMovement::CheckWater( void )
|
|
{
|
|
Vector vecPlayerMin = GetPlayerMins();
|
|
Vector vecPlayerMax = GetPlayerMaxs();
|
|
|
|
Vector vecPoint( ( mv->GetAbsOrigin().x + ( vecPlayerMin.x + vecPlayerMax.x ) * 0.5f ),
|
|
( mv->GetAbsOrigin().y + ( vecPlayerMin.y + vecPlayerMax.y ) * 0.5f ),
|
|
( mv->GetAbsOrigin().z + vecPlayerMin.z + 1 ) );
|
|
|
|
|
|
// Assume that we are not in water at all.
|
|
int wl = WL_NotInWater;
|
|
int wt = CONTENTS_EMPTY;
|
|
|
|
// Check to see if our feet are underwater.
|
|
int nContents = GetPointContentsCached( vecPoint, 0 );
|
|
if ( nContents & MASK_WATER )
|
|
{
|
|
// Clear our jump flag, because we have landed in water.
|
|
m_pTFPlayer->m_Shared.SetJumping( false );
|
|
|
|
// Set water type and level.
|
|
wt = nContents;
|
|
wl = WL_Feet;
|
|
|
|
float flWaistZ = mv->GetAbsOrigin().z + ( vecPlayerMin.z + vecPlayerMax.z ) * 0.5f + 12.0f;
|
|
|
|
// Now check eyes
|
|
vecPoint.z = mv->GetAbsOrigin().z + player->GetViewOffset()[2];
|
|
nContents = GetPointContentsCached( vecPoint, 1 );
|
|
if ( nContents & MASK_WATER )
|
|
{
|
|
// In over our eyes
|
|
wl = WL_Eyes;
|
|
VectorCopy( vecPoint, m_vecWaterPoint );
|
|
m_vecWaterPoint.z = flWaistZ;
|
|
}
|
|
else
|
|
{
|
|
// Now check a point that is at the player hull midpoint (waist) and see if that is underwater.
|
|
vecPoint.z = flWaistZ;
|
|
nContents = GetPointContentsCached( vecPoint, 2 );
|
|
if ( nContents & MASK_WATER )
|
|
{
|
|
// Set the water level at our waist.
|
|
wl = WL_Waist;
|
|
VectorCopy( vecPoint, m_vecWaterPoint );
|
|
}
|
|
}
|
|
}
|
|
|
|
// force player to be under water
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_CURSE ) )
|
|
{
|
|
wl = WL_Eyes;
|
|
}
|
|
|
|
player->SetWaterLevel( wl );
|
|
player->SetWaterType( wt );
|
|
|
|
// If we just transitioned from not in water to water, record the time for splashes, etc.
|
|
if ( ( WL_NotInWater == m_nOldWaterLevel ) && ( wl > WL_NotInWater ) )
|
|
{
|
|
m_flWaterEntryTime = gpGlobals->curtime;
|
|
}
|
|
#ifdef GAME_DLL
|
|
else if ( ( WL_NotInWater == wl ) && ( m_nOldWaterLevel > WL_NotInWater ) )
|
|
{
|
|
m_pTFPlayer->SetWaterExitTime( gpGlobals->curtime );
|
|
}
|
|
#endif
|
|
|
|
if ( m_nOldWaterLevel != wl )
|
|
{
|
|
m_pTFPlayer->TeamFortress_SetSpeed();
|
|
}
|
|
|
|
return ( wl > WL_Feet );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::WaterMove( void )
|
|
{
|
|
float wishspeed;
|
|
Vector wishdir;
|
|
Vector start, dest;
|
|
Vector temp;
|
|
trace_t pm;
|
|
float speed, newspeed, addspeed, accelspeed;
|
|
|
|
// Determine movement angles.
|
|
Vector vecForward, vecRight, vecUp;
|
|
AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );
|
|
|
|
// Calculate the desired direction and speed.
|
|
Vector vecWishVelocity;
|
|
for ( int iAxis = 0 ; iAxis < 3; ++iAxis )
|
|
{
|
|
vecWishVelocity[iAxis] = ( vecForward[iAxis] * mv->m_flForwardMove ) + ( vecRight[iAxis] * mv->m_flSideMove );
|
|
}
|
|
|
|
// if you can't swim just sink instead
|
|
int iCannotSwim = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iCannotSwim, cannot_swim );
|
|
if ( iCannotSwim )
|
|
{
|
|
vecWishVelocity[0] *= 0.1;
|
|
vecWishVelocity[1] *= 0.1;
|
|
vecWishVelocity[2] = -60;
|
|
}
|
|
// Check for upward velocity (JUMP).
|
|
else if ( mv->m_nButtons & IN_JUMP )
|
|
{
|
|
if ( player->GetWaterLevel() == WL_Eyes )
|
|
{
|
|
vecWishVelocity[2] += mv->m_flClientMaxSpeed;
|
|
}
|
|
}
|
|
// Sinking if not moving.
|
|
else if ( !mv->m_flForwardMove && !mv->m_flSideMove && !mv->m_flUpMove )
|
|
{
|
|
vecWishVelocity[2] -= 60;
|
|
}
|
|
// Move up based on view angle.
|
|
else
|
|
{
|
|
vecWishVelocity[2] += mv->m_flUpMove;
|
|
}
|
|
|
|
// Copy it over and determine speed
|
|
VectorCopy( vecWishVelocity, wishdir );
|
|
wishspeed = VectorNormalize( wishdir );
|
|
|
|
// Cap speed.
|
|
if (wishspeed > mv->m_flMaxSpeed)
|
|
{
|
|
VectorScale( vecWishVelocity, mv->m_flMaxSpeed/wishspeed, vecWishVelocity );
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
// Slow us down a bit.
|
|
int iSwimmingMastery = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iSwimmingMastery, swimming_mastery );
|
|
if ( iSwimmingMastery == 0 )
|
|
{
|
|
wishspeed *= 0.8;
|
|
}
|
|
|
|
// Water friction
|
|
VectorCopy( mv->m_vecVelocity, temp );
|
|
speed = VectorNormalize( temp );
|
|
if ( speed )
|
|
{
|
|
newspeed = speed - gpGlobals->frametime * speed * sv_friction.GetFloat() * player->m_surfaceFriction;
|
|
if ( newspeed < 0.1f )
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
|
|
VectorScale (mv->m_vecVelocity, newspeed/speed, mv->m_vecVelocity);
|
|
}
|
|
else
|
|
{
|
|
newspeed = 0;
|
|
}
|
|
|
|
// water acceleration
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
|
|
{
|
|
VectorNormalize(vecWishVelocity);
|
|
accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
|
|
for ( int i = 0; i < 3; i++)
|
|
{
|
|
float deltaSpeed = accelspeed * vecWishVelocity[i];
|
|
mv->m_vecVelocity[i] += deltaSpeed;
|
|
mv->m_outWishVel[i] += deltaSpeed;
|
|
}
|
|
|
|
float flGhostXYSpeed = mv->m_vecVelocity.Length2D();
|
|
if ( flGhostXYSpeed > tf_ghost_xy_speed.GetFloat() )
|
|
{
|
|
float flGhostXYSpeedScale = tf_ghost_xy_speed.GetFloat() / flGhostXYSpeed;
|
|
mv->m_vecVelocity.x *= flGhostXYSpeedScale;
|
|
mv->m_vecVelocity.y *= flGhostXYSpeedScale;
|
|
}
|
|
}
|
|
else if (wishspeed >= 0.1f) // old !
|
|
{
|
|
addspeed = wishspeed - newspeed;
|
|
if (addspeed > 0)
|
|
{
|
|
VectorNormalize(vecWishVelocity);
|
|
accelspeed = sv_accelerate.GetFloat() * wishspeed * gpGlobals->frametime * player->m_surfaceFriction;
|
|
if (accelspeed > addspeed)
|
|
{
|
|
accelspeed = addspeed;
|
|
}
|
|
|
|
for ( int i = 0; i < 3; i++)
|
|
{
|
|
float deltaSpeed = accelspeed * vecWishVelocity[i];
|
|
mv->m_vecVelocity[i] += deltaSpeed;
|
|
mv->m_outWishVel[i] += deltaSpeed;
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
// Now move
|
|
// assume it is a stair or a slope, so press down from stepheight above
|
|
VectorMA (mv->GetAbsOrigin(), gpGlobals->frametime, mv->m_vecVelocity, dest);
|
|
|
|
TracePlayerBBox( mv->GetAbsOrigin(), dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
if ( pm.fraction == 1.0f )
|
|
{
|
|
VectorCopy( dest, start );
|
|
if ( player->m_Local.m_bAllowAutoMovement )
|
|
{
|
|
start[2] += player->m_Local.m_flStepSize + 1;
|
|
}
|
|
|
|
TracePlayerBBox( start, dest, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, pm );
|
|
|
|
if (!pm.startsolid && !pm.allsolid)
|
|
{
|
|
#if 0
|
|
float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
|
|
mv->m_outStepHeight += stepDist;
|
|
// walked up the step, so just keep result and exit
|
|
|
|
Vector vecNewWaterPoint;
|
|
VectorCopy( m_vecWaterPoint, vecNewWaterPoint );
|
|
vecNewWaterPoint.z += ( dest.z - mv->GetAbsOrigin().z );
|
|
bool bOutOfWater = !( enginetrace->GetPointContents( vecNewWaterPoint ) & MASK_WATER );
|
|
if ( bOutOfWater && ( mv->m_vecVelocity.z > 0.0f ) && ( pm.fraction == 1.0f ) )
|
|
{
|
|
// Check the waist level water positions.
|
|
trace_t traceWater;
|
|
UTIL_TraceLine( vecNewWaterPoint, m_vecWaterPoint, CONTENTS_WATER, player, COLLISION_GROUP_NONE, &traceWater );
|
|
if( traceWater.fraction < 1.0f )
|
|
{
|
|
float flFraction = 1.0f - traceWater.fraction;
|
|
|
|
// Vector vecSegment;
|
|
// VectorSubtract( mv->GetAbsOrigin(), dest, vecSegment );
|
|
// VectorMA( mv->GetAbsOrigin(), flFraction, vecSegment, mv->GetAbsOrigin() );
|
|
float flZDiff = dest.z - mv->GetAbsOrigin().z;
|
|
float flSetZ = mv->GetAbsOrigin().z + ( flFraction * flZDiff );
|
|
flSetZ -= 0.0325f;
|
|
|
|
VectorCopy (pm.endpos, mv->GetAbsOrigin());
|
|
mv->GetAbsOrigin().z = flSetZ;
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
mv->m_vecVelocity.z = 0.0f;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
VectorCopy (pm.endpos, mv->GetAbsOrigin());
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
}
|
|
|
|
return;
|
|
#endif
|
|
float stepDist = pm.endpos.z - mv->GetAbsOrigin().z;
|
|
mv->m_outStepHeight += stepDist;
|
|
// walked up the step, so just keep result and exit
|
|
mv->SetAbsOrigin( pm.endpos );
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
// Try moving straight along out normal path.
|
|
TryPlayerMove();
|
|
}
|
|
else
|
|
{
|
|
if ( !player->GetGroundEntity() )
|
|
{
|
|
TryPlayerMove();
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
return;
|
|
}
|
|
|
|
StepMove( dest, pm );
|
|
}
|
|
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::WalkMove( void )
|
|
{
|
|
// Get the movement angles.
|
|
Vector vecForward, vecRight, vecUp;
|
|
AngleVectors( mv->m_vecViewAngles, &vecForward, &vecRight, &vecUp );
|
|
vecForward.z = 0.0f;
|
|
vecRight.z = 0.0f;
|
|
VectorNormalize( vecForward );
|
|
VectorNormalize( vecRight );
|
|
|
|
// Copy movement amounts
|
|
float flForwardMove = mv->m_flForwardMove;
|
|
float flSideMove = mv->m_flSideMove;
|
|
|
|
// Find the direction,velocity in the x,y plane.
|
|
Vector vecWishDirection( ( ( vecForward.x * flForwardMove ) + ( vecRight.x * flSideMove ) ),
|
|
( ( vecForward.y * flForwardMove ) + ( vecRight.y * flSideMove ) ),
|
|
0.0f );
|
|
|
|
// Calculate the speed and direction of movement, then clamp the speed.
|
|
float flWishSpeed = VectorNormalize( vecWishDirection );
|
|
flWishSpeed = clamp( flWishSpeed, 0.0f, mv->m_flMaxSpeed );
|
|
|
|
// Accelerate in the x,y plane.
|
|
mv->m_vecVelocity.z = 0;
|
|
|
|
float flAccelerate = sv_accelerate.GetFloat();
|
|
// if our wish speed is too low (attributes), we must increase acceleration or we'll never overcome friction
|
|
// Reverse the basic friction calculation to find our required acceleration
|
|
if ( flWishSpeed > 0 && flWishSpeed < CalcWishSpeedThreshold() )
|
|
{
|
|
// accelspeed = accel * gpGlobals->frametime * wishspeed * player->m_surfaceFriction;
|
|
// accelspeed > drop;
|
|
// drop = accel * frametime * wish * plFriction
|
|
// accel > drop / (wish * gametime * plFriction)
|
|
// drop = control * (plFriction * sv_friction) * gameTime;
|
|
// accel > control * sv_friction / wish
|
|
float flSpeed = VectorLength( mv->m_vecVelocity );
|
|
float flControl = (flSpeed < sv_stopspeed.GetFloat()) ? sv_stopspeed.GetFloat() : flSpeed;
|
|
flAccelerate = (flControl * sv_friction.GetFloat()) / flWishSpeed + 1;
|
|
}
|
|
|
|
Accelerate( vecWishDirection, flWishSpeed, flAccelerate );
|
|
Assert( mv->m_vecVelocity.z == 0.0f );
|
|
|
|
// Clamp the players speed in x,y.
|
|
float flNewSpeed = VectorLength( mv->m_vecVelocity );
|
|
if ( flNewSpeed > mv->m_flMaxSpeed )
|
|
{
|
|
float flScale = ( mv->m_flMaxSpeed / flNewSpeed );
|
|
mv->m_vecVelocity.x *= flScale;
|
|
mv->m_vecVelocity.y *= flScale;
|
|
}
|
|
|
|
float flForwardPull = m_pTFPlayer->GetMovementForwardPull();
|
|
|
|
if ( flForwardPull > 0.0f )
|
|
{
|
|
mv->m_vecVelocity += vecForward * flForwardPull;
|
|
|
|
if ( mv->m_vecVelocity.Length2D() > mv->m_flMaxSpeed )
|
|
{
|
|
VectorNormalize( mv->m_vecVelocity );
|
|
mv->m_vecVelocity *= mv->m_flMaxSpeed;
|
|
}
|
|
}
|
|
|
|
// Now reduce their backwards speed to some percent of max, if they are traveling backwards
|
|
// unless they are under some minimum, to not penalize deployed snipers or heavies
|
|
if ( tf_clamp_back_speed.GetFloat() < 1.0 && VectorLength( mv->m_vecVelocity ) > tf_clamp_back_speed_min.GetFloat() )
|
|
{
|
|
float flDot = DotProduct( vecForward, mv->m_vecVelocity );
|
|
|
|
// are we moving backwards at all?
|
|
if ( flDot < 0 )
|
|
{
|
|
Vector vecBackMove = vecForward * flDot;
|
|
Vector vecRightMove = vecRight * DotProduct( vecRight, mv->m_vecVelocity );
|
|
|
|
// clamp the back move vector if it is faster than max
|
|
float flBackSpeed = VectorLength( vecBackMove );
|
|
float flMaxBackSpeed = ( mv->m_flMaxSpeed * tf_clamp_back_speed.GetFloat() );
|
|
|
|
if ( flBackSpeed > flMaxBackSpeed )
|
|
{
|
|
vecBackMove *= flMaxBackSpeed / flBackSpeed;
|
|
}
|
|
|
|
// reassemble velocity
|
|
mv->m_vecVelocity = vecBackMove + vecRightMove;
|
|
|
|
// Re-run this to prevent crazy values (clients can induce this via usercmd viewangles hacking)
|
|
flNewSpeed = VectorLength( mv->m_vecVelocity );
|
|
if ( flNewSpeed > mv->m_flMaxSpeed )
|
|
{
|
|
float flScale = ( mv->m_flMaxSpeed / flNewSpeed );
|
|
mv->m_vecVelocity.x *= flScale;
|
|
mv->m_vecVelocity.y *= flScale;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add base velocity to the player's current velocity - base velocity = velocity from conveyors, etc.
|
|
VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
// Calculate the current speed and return if we are not really moving.
|
|
float flSpeed = VectorLength( mv->m_vecVelocity );
|
|
if ( flSpeed < 1.0f )
|
|
{
|
|
// I didn't remove the base velocity here since it wasn't moving us in the first place.
|
|
mv->m_vecVelocity.Init();
|
|
return;
|
|
}
|
|
|
|
// Calculate the destination.
|
|
Vector vecDestination;
|
|
vecDestination.x = mv->GetAbsOrigin().x + ( mv->m_vecVelocity.x * gpGlobals->frametime );
|
|
vecDestination.y = mv->GetAbsOrigin().y + ( mv->m_vecVelocity.y * gpGlobals->frametime );
|
|
vecDestination.z = mv->GetAbsOrigin().z;
|
|
|
|
#ifdef GAME_DLL
|
|
// allow bot to approve position change for intentional movement
|
|
INextBot *bot = player->MyNextBotPointer();
|
|
if ( bot && bot->GetIntentionInterface()->IsPositionAllowed( bot, vecDestination ) == ANSWER_NO )
|
|
{
|
|
// rejected - stay put
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Try moving to the destination.
|
|
trace_t trace;
|
|
TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
if ( trace.fraction == 1.0f )
|
|
{
|
|
// Made it to the destination (remove the base velocity).
|
|
mv->SetAbsOrigin( trace.endpos );
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
// Save the wish velocity.
|
|
mv->m_outWishVel += ( vecWishDirection * flWishSpeed );
|
|
|
|
// Try and keep the player on the ground.
|
|
// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
|
|
// StayOnGround();
|
|
|
|
#ifdef CLIENT_DLL
|
|
// Track how far we moved (if we're a Scout or an Engineer carrying a building).
|
|
CTFPlayer* pTFPlayer = ToTFPlayer( player );
|
|
if ( pTFPlayer->IsPlayerClass( TF_CLASS_SCOUT ) ||
|
|
( pTFPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) && pTFPlayer->m_Shared.IsCarryingObject() ) )
|
|
{
|
|
float fInchesToMeters = 0.0254f;
|
|
float fWorldScale = 0.25;
|
|
float fMeters = pTFPlayer->GetMetersRan();
|
|
float fMetersRan = flSpeed*fInchesToMeters*fWorldScale*gpGlobals->frametime;
|
|
pTFPlayer->SetMetersRan( fMeters + fMetersRan, gpGlobals->framecount );
|
|
}
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
CTFPlayer* pBumpPlayer = ToTFPlayer( trace.m_pEnt );
|
|
if ( pBumpPlayer )
|
|
{
|
|
m_pTFPlayer->m_Shared.EndCharge();
|
|
}
|
|
|
|
// Now try and do a step move.
|
|
StepMove( vecDestination, trace );
|
|
|
|
// Remove base velocity.
|
|
Vector baseVelocity = player->GetBaseVelocity();
|
|
VectorSubtract( mv->m_vecVelocity, baseVelocity, mv->m_vecVelocity );
|
|
|
|
CheckKartWallBumping();
|
|
|
|
// Save the wish velocity.
|
|
mv->m_outWishVel += ( vecWishDirection * flWishSpeed );
|
|
|
|
// Try and keep the player on the ground.
|
|
// NOTE YWB 7/5/07: Don't do this here, our version of CategorizePosition encompasses this test
|
|
// StayOnGround();
|
|
|
|
#if 0
|
|
// Debugging!!!
|
|
Vector vecTestVelocity = mv->m_vecVelocity;
|
|
vecTestVelocity.z = 0.0f;
|
|
float flTestSpeed = VectorLength( vecTestVelocity );
|
|
if ( baseVelocity.IsZero() && ( flTestSpeed > ( mv->m_flMaxSpeed + 1.0f ) ) )
|
|
{
|
|
Msg( "Step Max Speed < %f\n", flTestSpeed );
|
|
}
|
|
|
|
if ( tf_showspeed.GetBool() )
|
|
{
|
|
Msg( "Speed=%f\n", flTestSpeed );
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
void CTFGameMovement::CheckKartWallBumping()
|
|
{
|
|
// Karts need to drop their velocity when they bump into things
|
|
if ( !m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
return;
|
|
|
|
const float flCurrentSpeed = m_pTFPlayer->GetCurrentTauntMoveSpeed();
|
|
const float flMaxSpeed = mv->m_vecVelocity.Length();
|
|
const float flClampedSpeed = clamp( flCurrentSpeed, -flMaxSpeed, flMaxSpeed );
|
|
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( flClampedSpeed );
|
|
// We hit a wall at a good speed
|
|
if ( fabs( flCurrentSpeed ) > 100.f && ( flCurrentSpeed - flClampedSpeed > 100.f ) )
|
|
{
|
|
// Play a flinch to show we impacted something
|
|
bool bDashing = m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART_DASH );
|
|
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_CUSTOM_GESTURE, bDashing ? ACT_KART_IMPACT_BIG : ACT_KART_IMPACT );
|
|
|
|
Vector vAim = m_pTFPlayer->GetLocalVelocity();
|
|
vAim.z = 0;
|
|
vAim.NormalizeInPlace();
|
|
|
|
// Handle hitting skybox (disappear).
|
|
trace_t pWallTrace;
|
|
UTIL_TraceLine( m_pTFPlayer->GetAbsOrigin(), m_pTFPlayer->GetAbsOrigin() + vAim * 64, MASK_SOLID, m_pTFPlayer, COLLISION_GROUP_DEBRIS, &pWallTrace );
|
|
|
|
// if we collide with a wall that is 90degrees or higher, bump backwards
|
|
if ( pWallTrace.fraction < 1.0 && !( pWallTrace.surface.flags & SURF_SKY ) && pWallTrace.m_pEnt && !pWallTrace.m_pEnt->IsPlayer() && pWallTrace.plane.normal.z <= 0 )
|
|
{
|
|
#ifdef GAME_DLL
|
|
// Bounce off the wall, deflect in the direction of the normal of the surface that we collided with
|
|
Vector vOld = m_pTFPlayer->GetLocalVelocity();
|
|
Vector vNew = ( -2.0f * pWallTrace.plane.normal.Dot( vOld ) * pWallTrace.plane.normal + vOld );
|
|
vNew.NormalizeInPlace();
|
|
m_pTFPlayer->AddHalloweenKartPushEvent( m_pTFPlayer, NULL, NULL, vNew * vOld.Length() / 2.0f, 0 );
|
|
if ( bDashing )
|
|
{
|
|
// Stop moving
|
|
m_pTFPlayer->SetAbsVelocity( vec3_origin );
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( 0 );
|
|
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_HALLOWEEN_KART_DASH );
|
|
}
|
|
|
|
m_pTFPlayer->SetCurrentTauntMoveSpeed( 0.f );
|
|
#endif
|
|
|
|
#ifdef CLIENT_DLL
|
|
if ( bDashing )
|
|
{
|
|
m_pTFPlayer->EmitSound( "BumperCar.BumpHard" );
|
|
m_pTFPlayer->ParticleProp()->Create( "kart_impact_sparks", PATTACH_ABSORIGIN, NULL, vAim );
|
|
}
|
|
else
|
|
{
|
|
m_pTFPlayer->EmitSound( "BumperCar.Bump" );
|
|
m_pTFPlayer->ParticleProp()->Create( "kart_impact_sparks", PATTACH_ABSORIGIN, NULL, vAim );
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
float CTFGameMovement::GetAirSpeedCap( void )
|
|
{
|
|
if ( m_pTFPlayer->GetGrapplingHookTarget() )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.GetCarryingRuneType() == RUNE_AGILITY )
|
|
{
|
|
switch ( m_pTFPlayer->GetPlayerClass()->GetClassIndex() )
|
|
{
|
|
case TF_CLASS_SOLDIER:
|
|
case TF_CLASS_HEAVYWEAPONS:
|
|
return 850.f;
|
|
default:
|
|
return 950.f;
|
|
}
|
|
}
|
|
|
|
return tf_grapplinghook_move_speed.GetFloat();
|
|
}
|
|
else if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SHIELD_CHARGE ) )
|
|
{
|
|
return tf_max_charge_speed.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
float flCap = BaseClass::GetAirSpeedCap();
|
|
/*
|
|
#ifdef STAGING_ONLY
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
|
|
{
|
|
flCap *= tf_space_aircontrol.GetFloat();
|
|
}
|
|
#endif
|
|
*/
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) )
|
|
{
|
|
flCap *= tf_parachute_aircontrol.GetFloat();
|
|
}
|
|
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART_DASH ) )
|
|
{
|
|
return tf_halloween_kart_dash_speed.GetFloat();
|
|
}
|
|
flCap *= tf_halloween_kart_aircontrol.GetFloat();
|
|
}
|
|
|
|
float flIncreasedAirControl = 1.f;
|
|
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( m_pTFPlayer, flIncreasedAirControl, mod_air_control );
|
|
|
|
return ( flCap * flIncreasedAirControl );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::AirMove( void )
|
|
{
|
|
// check if grappling move should do step move
|
|
if ( m_pTFPlayer->GetGrapplingHookTarget() )
|
|
{
|
|
// Try moving to the destination.
|
|
Vector vecDestination = mv->GetAbsOrigin() + ( mv->m_vecVelocity * gpGlobals->frametime );
|
|
trace_t trace;
|
|
TracePlayerBBox( mv->GetAbsOrigin(), vecDestination, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
if ( trace.fraction != 1.f )
|
|
{
|
|
StepMove( vecDestination, trace );
|
|
return;
|
|
}
|
|
}
|
|
|
|
int i;
|
|
Vector wishvel;
|
|
float fmove, smove;
|
|
Vector wishdir;
|
|
float wishspeed;
|
|
Vector forward, right, up;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
// Copy movement amounts
|
|
fmove = mv->m_flForwardMove;
|
|
smove = mv->m_flSideMove;
|
|
|
|
// Zero out z components of movement vectors
|
|
forward[2] = 0;
|
|
right[2] = 0;
|
|
VectorNormalize(forward); // Normalize remainder of vectors
|
|
VectorNormalize(right); //
|
|
|
|
for (i=0 ; i<2 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
wishvel[2] = 0; // Zero out z part of velocity
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// clamp to server defined max speed
|
|
//
|
|
if ( wishspeed != 0 && (wishspeed > mv->m_flMaxSpeed))
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
float flAirAccel = sv_airaccelerate.GetFloat();
|
|
/*
|
|
#ifdef STAGING_ONLY
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
|
|
{
|
|
flAirAccel *= tf_space_aircontrol.GetFloat();
|
|
}
|
|
#endif
|
|
*/
|
|
AirAccelerate( wishdir, wishspeed, flAirAccel );
|
|
|
|
float flForwardPull = m_pTFPlayer->GetMovementForwardPull();
|
|
|
|
if ( flForwardPull > 0.0f )
|
|
{
|
|
mv->m_vecVelocity += forward * flForwardPull;
|
|
|
|
if ( mv->m_vecVelocity.Length2D() > mv->m_flMaxSpeed )
|
|
{
|
|
float flZ = mv->m_vecVelocity.z;
|
|
mv->m_vecVelocity.z = 0.0f;
|
|
VectorNormalize( mv->m_vecVelocity );
|
|
mv->m_vecVelocity *= mv->m_flMaxSpeed;
|
|
mv->m_vecVelocity.z = flZ;
|
|
}
|
|
}
|
|
|
|
// Add in any base velocity to the current velocity.
|
|
VectorAdd( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
|
|
int iBlocked = TryPlayerMove();
|
|
|
|
// TryPlayerMove uses '2' to indictate wall colision wtf
|
|
if ( iBlocked & 2 )
|
|
{
|
|
CheckKartWallBumping();
|
|
}
|
|
|
|
// 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?)
|
|
VectorSubtract( mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity );
|
|
}
|
|
|
|
extern void TracePlayerBBoxForGround( const Vector& start, const Vector& end, const Vector& minsSrc,
|
|
const Vector& maxsSrc, IHandleEntity *player, unsigned int fMask,
|
|
int collisionGroup, trace_t& pm );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This filter checks against buildable objects.
|
|
//-----------------------------------------------------------------------------
|
|
class CTraceFilterObject : public CTraceFilterSimple
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CTraceFilterObject, CTraceFilterSimple );
|
|
|
|
CTraceFilterObject( const IHandleEntity *passentity, int collisionGroup );
|
|
virtual bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask );
|
|
};
|
|
|
|
CTraceFilterObject::CTraceFilterObject( const IHandleEntity *passentity, int collisionGroup ) :
|
|
BaseClass( passentity, collisionGroup )
|
|
{
|
|
|
|
}
|
|
|
|
bool CTraceFilterObject::ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
|
|
{
|
|
CBaseEntity *pMe = const_cast< CBaseEntity * >( EntityFromEntityHandle( GetPassEntity() ) );
|
|
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
|
|
|
|
if ( pEntity )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
// Special case stealth clips through all players and objects
|
|
CTFPlayer *pTFPlayerMe = ToTFPlayer( pMe );
|
|
if ( pTFPlayerMe && pTFPlayerMe->m_Shared.InCond( TF_COND_STEALTHED_PHASE ) )
|
|
{
|
|
// if we don't want to collide with anything, just remove this if
|
|
if ( pEntity->IsBaseObject() || pEntity->IsPlayer() )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( pEntity->IsPlayer() )
|
|
{
|
|
CTFPlayer *pTFPlayerThem = ToTFPlayer( pEntity );
|
|
if ( pTFPlayerThem && pTFPlayerThem->m_Shared.InCond( TF_COND_STEALTHED_PHASE ) )
|
|
return false;
|
|
}
|
|
#endif // STAGING_ONLY
|
|
|
|
if ( pEntity->IsBaseObject() )
|
|
{
|
|
CBaseObject *pObject = assert_cast<CBaseObject *>( pEntity );
|
|
if ( pObject && pObject->GetOwner() == pMe )
|
|
{
|
|
#ifdef GAME_DLL
|
|
// engineer-bots should not collide with their buildables to avoid nasty pathing issues
|
|
CTFPlayer *pOwner = ToTFPlayer( pMe );
|
|
if ( pOwner->IsBotOfType( TF_BOT_TYPE ) )
|
|
{
|
|
bool bHitObjectType = pObject->GetType() == OBJ_SENTRYGUN || pObject->GetType() == OBJ_DISPENSER;
|
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
|
|
{
|
|
bHitObjectType |= pObject->GetType() == OBJ_TELEPORTER;
|
|
}
|
|
|
|
if ( bHitObjectType )
|
|
{
|
|
// engineer bots not blocked by sentries or dispensers
|
|
return false;
|
|
}
|
|
}
|
|
#endif
|
|
// my buildings are solid to me
|
|
return true;
|
|
}
|
|
}
|
|
#ifdef GAME_DLL
|
|
else if ( pEntity->IsPlayer() )
|
|
{
|
|
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
|
|
{
|
|
CTFBot *bot = ToTFBot( pEntity );
|
|
|
|
if ( bot && ( bot->HasMission( CTFBot::MISSION_DESTROY_SENTRIES ) || bot->HasMission( CTFBot::MISSION_REPROGRAMMED ) ) )
|
|
{
|
|
// Don't collide with sentry busters since they don't collide with us
|
|
return false;
|
|
}
|
|
|
|
CTFBot *meBot = ToTFBot( pMe );
|
|
|
|
if ( meBot && ( meBot->HasMission( CTFBot::MISSION_DESTROY_SENTRIES ) || meBot->HasMission( CTFBot::MISSION_REPROGRAMMED ) ) )
|
|
{
|
|
// Sentry Busters don't collide with enemies (so they can't be body-blocked)
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else if ( pEntity->MyNextBotPointer() && !pEntity->MyNextBotPointer()->GetLocomotionInterface()->ShouldCollideWith( pMe ) )
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return CTraceFilterSimple::ShouldHitEntity( pHandleEntity, contentsMask );
|
|
}
|
|
|
|
CBaseHandle CTFGameMovement::TestPlayerPosition( const Vector& pos, int collisionGroup, trace_t& pm )
|
|
{
|
|
if( tf_solidobjects.GetBool() == false )
|
|
return BaseClass::TestPlayerPosition( pos, collisionGroup, pm );
|
|
|
|
Ray_t ray;
|
|
ray.Init( pos, pos, GetPlayerMins(), GetPlayerMaxs() );
|
|
|
|
CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
|
|
enginetrace->TraceRay( ray, PlayerSolidMask(), &traceFilter, &pm );
|
|
|
|
if ( (pm.contents & PlayerSolidMask()) && pm.m_pEnt )
|
|
{
|
|
return pm.m_pEnt->GetRefEHandle();
|
|
}
|
|
else
|
|
{
|
|
return INVALID_EHANDLE_INDEX;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Traces player movement + position
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::TracePlayerBBox( const Vector& start, const Vector& end, unsigned int fMask, int collisionGroup, trace_t& pm )
|
|
{
|
|
if( tf_solidobjects.GetBool() == false )
|
|
return BaseClass::TracePlayerBBox( start, end, fMask, collisionGroup, pm );
|
|
|
|
Ray_t ray;
|
|
ray.Init( start, end, GetPlayerMins(), GetPlayerMaxs() );
|
|
|
|
CTraceFilterObject traceFilter( mv->m_nPlayerHandle.Get(), collisionGroup );
|
|
|
|
enginetrace->TraceRay( ray, fMask, &traceFilter, &pm );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : &input -
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::CategorizePosition( void )
|
|
{
|
|
// Observer.
|
|
if ( player->IsObserver() )
|
|
return;
|
|
|
|
// Reset this each time we-recategorize, otherwise we have bogus friction when we jump into water and plunge downward really quickly
|
|
player->m_surfaceFriction = 1.0f;
|
|
|
|
// Doing this before we move may introduce a potential latency in water detection, but
|
|
// doing it after can get us stuck on the bottom in water if the amount we move up
|
|
// 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();
|
|
|
|
// If standing on a ladder we are not on ground.
|
|
if ( player->GetMoveType() == MOVETYPE_LADDER )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
return;
|
|
}
|
|
|
|
// Check for a jump.
|
|
if ( mv->m_vecVelocity.z > 250.0f )
|
|
{
|
|
#if defined(GAME_DLL)
|
|
if ( m_pTFPlayer->m_bTakenBlastDamageSinceLastMovement )
|
|
{
|
|
m_pTFPlayer->SetBlastJumpState( TF_PLAYER_ENEMY_BLASTED_ME );
|
|
}
|
|
#endif
|
|
|
|
SetGroundEntity( NULL );
|
|
return;
|
|
}
|
|
|
|
// Calculate the start and end position.
|
|
Vector vecStartPos = mv->GetAbsOrigin();
|
|
Vector vecEndPos( mv->GetAbsOrigin().x, mv->GetAbsOrigin().y, ( mv->GetAbsOrigin().z - 2.0f ) );
|
|
|
|
// NOTE YWB 7/5/07: Since we're already doing a traceline here, we'll subsume the StayOnGround (stair debouncing) check into the main traceline we do here to see what we're standing on
|
|
bool bUnderwater = ( player->GetWaterLevel() >= WL_Eyes );
|
|
bool bMoveToEndPos = false;
|
|
if ( player->GetMoveType() == MOVETYPE_WALK &&
|
|
player->GetGroundEntity() != NULL && !bUnderwater )
|
|
{
|
|
// if walking and still think we're on ground, we'll extend trace down by stepsize so we don't bounce down slopes
|
|
vecEndPos.z -= player->GetStepSize();
|
|
bMoveToEndPos = true;
|
|
}
|
|
|
|
trace_t trace;
|
|
TracePlayerBBox( vecStartPos, vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
|
|
// Steep plane, not on ground.
|
|
if ( trace.plane.normal.z < 0.7f )
|
|
{
|
|
// Test four sub-boxes, to see if any of them would have found shallower slope we could actually stand on.
|
|
TracePlayerBBoxForGround( vecStartPos, vecEndPos, GetPlayerMins(), GetPlayerMaxs(), mv->m_nPlayerHandle.Get(), PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
|
|
if ( trace.plane.normal[2] < 0.7f )
|
|
{
|
|
// Too steep.
|
|
SetGroundEntity( NULL );
|
|
if ( ( mv->m_vecVelocity.z > 0.0f ) &&
|
|
( player->GetMoveType() != MOVETYPE_NOCLIP ) )
|
|
{
|
|
player->m_surfaceFriction = 0.25f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetGroundEntity( &trace );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// YWB: This logic block essentially lifted from StayOnGround implementation
|
|
if ( bMoveToEndPos &&
|
|
!trace.startsolid && // not sure we need this check as fraction would == 0.0f?
|
|
trace.fraction > 0.0f && // must go somewhere
|
|
trace.fraction < 1.0f ) // must hit something
|
|
{
|
|
float flDelta = fabs( mv->GetAbsOrigin().z - trace.endpos.z );
|
|
// HACK HACK: The real problem is that trace returning that strange value
|
|
// we can't network over based on bit precision of networking origins
|
|
if ( flDelta > 0.5f * COORD_RESOLUTION )
|
|
{
|
|
Vector org = mv->GetAbsOrigin();
|
|
org.z = trace.endpos.z;
|
|
mv->SetAbsOrigin( org );
|
|
}
|
|
}
|
|
SetGroundEntity( &trace );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::CheckWaterJump( void )
|
|
{
|
|
Vector flatforward;
|
|
Vector flatvelocity;
|
|
float curspeed;
|
|
|
|
// Jump button down?
|
|
bool bJump = ( ( mv->m_nButtons & IN_JUMP ) != 0 );
|
|
|
|
Vector forward, right;
|
|
AngleVectors( mv->m_vecViewAngles, &forward, &right, NULL ); // Determine movement angles
|
|
|
|
// Already water jumping.
|
|
if (player->m_flWaterJumpTime)
|
|
return;
|
|
|
|
// Don't hop out if we just jumped in
|
|
if (mv->m_vecVelocity[2] < -180)
|
|
return; // only hop out if we are moving up
|
|
|
|
// See if we are backing up
|
|
flatvelocity[0] = mv->m_vecVelocity[0];
|
|
flatvelocity[1] = mv->m_vecVelocity[1];
|
|
flatvelocity[2] = 0;
|
|
|
|
// Must be moving
|
|
curspeed = VectorNormalize( flatvelocity );
|
|
|
|
#if 1
|
|
// Copy movement amounts
|
|
float fmove = mv->m_flForwardMove;
|
|
float smove = mv->m_flSideMove;
|
|
|
|
for ( int iAxis = 0; iAxis < 2; ++iAxis )
|
|
{
|
|
flatforward[iAxis] = forward[iAxis] * fmove + right[iAxis] * smove;
|
|
}
|
|
#else
|
|
// see if near an edge
|
|
flatforward[0] = forward[0];
|
|
flatforward[1] = forward[1];
|
|
#endif
|
|
flatforward[2] = 0;
|
|
VectorNormalize( flatforward );
|
|
|
|
// Are we backing into water from steps or something? If so, don't pop forward
|
|
if ( curspeed != 0.0 && ( DotProduct( flatvelocity, flatforward ) < 0.0 ) && !bJump )
|
|
return;
|
|
|
|
Vector vecStart;
|
|
// Start line trace at waist height (using the center of the player for this here)
|
|
vecStart = mv->GetAbsOrigin() + (GetPlayerMins() + GetPlayerMaxs() ) * 0.5;
|
|
|
|
Vector vecEnd;
|
|
VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd );
|
|
|
|
trace_t tr;
|
|
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
|
|
if ( tr.fraction < 1.0 ) // solid at waist
|
|
{
|
|
IPhysicsObject *pPhysObj = tr.m_pEnt->VPhysicsGetObject();
|
|
if ( pPhysObj )
|
|
{
|
|
if ( pPhysObj->GetGameFlags() & FVPHYSICS_PLAYER_HELD )
|
|
return;
|
|
}
|
|
|
|
vecStart.z = mv->GetAbsOrigin().z + player->GetViewOffset().z + WATERJUMP_HEIGHT;
|
|
VectorMA( vecStart, TF_WATERJUMP_FORWARD/*tf_waterjump_forward.GetFloat()*/, flatforward, vecEnd );
|
|
VectorMA( vec3_origin, -50.0f, tr.plane.normal, player->m_vecWaterJumpVel );
|
|
|
|
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
|
|
if ( tr.fraction == 1.0 ) // open at eye level
|
|
{
|
|
// Now trace down to see if we would actually land on a standable surface.
|
|
VectorCopy( vecEnd, vecStart );
|
|
vecEnd.z -= 1024.0f;
|
|
TracePlayerBBox( vecStart, vecEnd, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, tr );
|
|
if ( ( tr.fraction < 1.0f ) && ( tr.plane.normal.z >= 0.7 ) )
|
|
{
|
|
mv->m_vecVelocity[2] = TF_WATERJUMP_UP/*tf_waterjump_up.GetFloat()*/; // Push up
|
|
mv->m_nOldButtons |= IN_JUMP; // Don't jump again until released
|
|
player->AddFlag( FL_WATERJUMP );
|
|
player->m_flWaterJumpTime = 2000.0f; // Do this for 2 seconds
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::CheckFalling( void )
|
|
{
|
|
// if we landed on the ground
|
|
if ( player->GetGroundEntity() != NULL && !IsDead() )
|
|
{
|
|
// turn off the jumping flag if we're on ground after a jump
|
|
if ( m_pTFPlayer->m_Shared.IsJumping() )
|
|
{
|
|
m_pTFPlayer->m_Shared.SetJumping( false );
|
|
|
|
#ifdef CLIENT_DLL
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "landed" );
|
|
if ( event && m_pTFPlayer->IsLocalPlayer() )
|
|
{
|
|
event->SetInt( "player", m_pTFPlayer->GetUserID() );
|
|
gameeventmanager->FireEventClientSide( event );
|
|
}
|
|
#endif // CLIENT_DLL
|
|
}
|
|
}
|
|
|
|
BaseClass::CheckFalling();
|
|
}
|
|
|
|
void CTFGameMovement::FullWalkMoveUnderwater()
|
|
{
|
|
if ( player->GetWaterLevel() == WL_Waist )
|
|
{
|
|
CheckWaterJump();
|
|
}
|
|
|
|
// If we are falling again, then we must not trying to jump out of water any more.
|
|
if ( ( mv->m_vecVelocity.z < 0.0f ) && player->m_flWaterJumpTime )
|
|
{
|
|
player->m_flWaterJumpTime = 0.0f;
|
|
}
|
|
|
|
// Was jump button pressed?
|
|
if ( mv->m_nButtons & IN_JUMP )
|
|
{
|
|
CheckJumpButton();
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_JUMP;
|
|
}
|
|
|
|
// Perform regular water movement
|
|
WaterMove();
|
|
|
|
// Redetermine position vars
|
|
CategorizePosition();
|
|
|
|
// If we are on ground, no downward velocity.
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
mv->m_vecVelocity[2] = 0;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::FullWalkMove()
|
|
{
|
|
if ( !InWater() )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_PARACHUTE_DEPLOYED ) && mv->m_vecVelocity[2] < 0 )
|
|
{
|
|
mv->m_vecVelocity[2] = Max( mv->m_vecVelocity[2], tf_parachute_maxspeed_z.GetFloat() );
|
|
|
|
float flDrag = tf_parachute_maxspeed_xy.GetFloat();
|
|
// Instead of clamping, we'll dampen
|
|
float flSpeedX = abs( mv->m_vecVelocity[0] );
|
|
float flSpeedY = abs( mv->m_vecVelocity[1] );
|
|
float flReductionX = flSpeedX > flDrag ? ( flSpeedX - flDrag ) / 3.0f - 10.0f : 0;
|
|
float flReductionY = flSpeedY > flDrag ? ( flSpeedY - flDrag ) / 3.0f - 10.0f : 0;
|
|
|
|
mv->m_vecVelocity[0] = Clamp( mv->m_vecVelocity[0], -flDrag - flReductionX, flDrag + flReductionX );
|
|
mv->m_vecVelocity[1] = Clamp( mv->m_vecVelocity[1], -flDrag - flReductionY, flDrag + flReductionY );
|
|
}
|
|
|
|
StartGravity();
|
|
}
|
|
|
|
// If we are leaping out of the water, just update the counters.
|
|
if ( player->m_flWaterJumpTime )
|
|
{
|
|
// Try to jump out of the water (and check to see if we still are).
|
|
WaterJump();
|
|
TryPlayerMove();
|
|
CheckWater();
|
|
return;
|
|
}
|
|
|
|
// If we are swimming in the water, see if we are nudging against a place we can jump up out
|
|
// of, and, if so, start out jump. Otherwise, if we are not moving up, then reset jump timer to 0.
|
|
// Also run the swim code if we're a ghost or have the TF_COND_SWIMMING_NO_EFFECTS condition
|
|
if ( InWater() || ( m_pTFPlayer && ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) || m_pTFPlayer->m_Shared.InCond( TF_COND_SWIMMING_NO_EFFECTS ) ) ) )
|
|
{
|
|
FullWalkMoveUnderwater();
|
|
return;
|
|
}
|
|
|
|
if (mv->m_nButtons & IN_JUMP)
|
|
{
|
|
CheckJumpButton();
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_JUMP;
|
|
}
|
|
|
|
// Make sure velocity is valid.
|
|
CheckVelocity();
|
|
|
|
if (player->GetGroundEntity() != NULL)
|
|
{
|
|
mv->m_vecVelocity[2] = 0.0;
|
|
Friction();
|
|
WalkMove();
|
|
}
|
|
else
|
|
{
|
|
AirMove();
|
|
}
|
|
|
|
// Set final flags.
|
|
CategorizePosition();
|
|
|
|
// Add any remaining gravitational component if we are not in water.
|
|
if ( !InWater() )
|
|
{
|
|
FinishGravity();
|
|
}
|
|
|
|
// If we are on ground, no downward velocity.
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
mv->m_vecVelocity[2] = 0;
|
|
}
|
|
|
|
// Handling falling.
|
|
CheckFalling();
|
|
|
|
// Make sure velocity is valid.
|
|
CheckVelocity();
|
|
|
|
// #ifdef GAME_DLL
|
|
// if ( m_pTFPlayer->IsPlayerClass( TF_CLASS_SCOUT ) )
|
|
// {
|
|
// CTFWeaponBase* pWeapon = m_pTFPlayer->GetActiveTFWeapon();
|
|
// if ( pWeapon && pWeapon->GetWeaponID() == TF_WEAPON_SODA_POPPER )
|
|
// {
|
|
// float speed = VectorLength( mv->m_vecVelocity );
|
|
// float fDist = speed*gpGlobals->frametime;
|
|
// float fHype = m_pTFPlayer->m_Shared.GetScoutHypeMeter() + (fDist / tf_scout_hype_mod.GetFloat());
|
|
// if ( fHype > 100.f )
|
|
// fHype = 100.f;
|
|
// m_pTFPlayer->m_Shared.SetScoutHypeMeter( fHype );
|
|
// }
|
|
// }
|
|
// #endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::FullTossMove( void )
|
|
{
|
|
trace_t pm;
|
|
Vector move;
|
|
|
|
// add velocity if player is moving
|
|
if ( (mv->m_flForwardMove != 0.0f) || (mv->m_flSideMove != 0.0f) || (mv->m_flUpMove != 0.0f))
|
|
{
|
|
Vector forward, right, up;
|
|
float fmove, smove;
|
|
Vector wishdir, wishvel;
|
|
float wishspeed;
|
|
int i;
|
|
|
|
AngleVectors (mv->m_vecViewAngles, &forward, &right, &up); // Determine movement angles
|
|
|
|
// Copy movement amounts
|
|
fmove = mv->m_flForwardMove;
|
|
smove = mv->m_flSideMove;
|
|
|
|
VectorNormalize (forward); // Normalize remainder of vectors.
|
|
VectorNormalize (right); //
|
|
|
|
for (i=0 ; i<3 ; i++) // Determine x and y parts of velocity
|
|
wishvel[i] = forward[i]*fmove + right[i]*smove;
|
|
|
|
wishvel[2] += mv->m_flUpMove;
|
|
|
|
VectorCopy (wishvel, wishdir); // Determine maginitude of speed of move
|
|
wishspeed = VectorNormalize(wishdir);
|
|
|
|
//
|
|
// Clamp to server defined max speed
|
|
//
|
|
if (wishspeed > mv->m_flMaxSpeed)
|
|
{
|
|
VectorScale (wishvel, mv->m_flMaxSpeed/wishspeed, wishvel);
|
|
wishspeed = mv->m_flMaxSpeed;
|
|
}
|
|
|
|
// Set pmove velocity
|
|
Accelerate ( wishdir, wishspeed, sv_accelerate.GetFloat() );
|
|
}
|
|
|
|
if ( mv->m_vecVelocity[2] > 0 )
|
|
{
|
|
SetGroundEntity( NULL );
|
|
}
|
|
|
|
// If on ground and not moving, return.
|
|
if ( player->GetGroundEntity() != NULL )
|
|
{
|
|
if (VectorCompare(player->GetBaseVelocity(), vec3_origin) &&
|
|
VectorCompare(mv->m_vecVelocity, vec3_origin))
|
|
return;
|
|
}
|
|
|
|
CheckVelocity();
|
|
|
|
// add gravity
|
|
if ( player->GetMoveType() == MOVETYPE_FLYGRAVITY )
|
|
{
|
|
AddGravity();
|
|
}
|
|
|
|
// move origin
|
|
// Base velocity is not properly accounted for since this entity will move again after the bounce without
|
|
// taking it into account
|
|
VectorAdd (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
CheckVelocity();
|
|
|
|
VectorScale (mv->m_vecVelocity, gpGlobals->frametime, move);
|
|
VectorSubtract (mv->m_vecVelocity, player->GetBaseVelocity(), mv->m_vecVelocity);
|
|
|
|
PushEntity( move, &pm ); // Should this clear basevelocity
|
|
|
|
CheckVelocity();
|
|
|
|
if (pm.allsolid)
|
|
{
|
|
// entity is trapped in another solid
|
|
SetGroundEntity( &pm );
|
|
mv->m_vecVelocity.Init();
|
|
return;
|
|
}
|
|
|
|
if ( pm.fraction != 1.0f )
|
|
{
|
|
PerformFlyCollisionResolution( pm, move );
|
|
}
|
|
|
|
// Check for in water
|
|
CheckWater();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Does the basic move attempting to climb up step heights. It uses
|
|
// the mv->GetAbsOrigin() and mv->m_vecVelocity. It returns a new
|
|
// new mv->GetAbsOrigin(), mv->m_vecVelocity, and mv->m_outStepHeight.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::StepMove( Vector &vecDestination, trace_t &trace )
|
|
{
|
|
trace_t saveTrace;
|
|
saveTrace = trace;
|
|
|
|
Vector vecEndPos;
|
|
VectorCopy( vecDestination, vecEndPos );
|
|
|
|
Vector vecPos, vecVel;
|
|
VectorCopy( mv->GetAbsOrigin(), vecPos );
|
|
VectorCopy( mv->m_vecVelocity, vecVel );
|
|
|
|
bool bLowRoad = false;
|
|
bool bUpRoad = true;
|
|
|
|
// First try the "high road" where we move up and over obstacles
|
|
if ( player->m_Local.m_bAllowAutoMovement )
|
|
{
|
|
// Trace up by step height
|
|
VectorCopy( mv->GetAbsOrigin(), vecEndPos );
|
|
vecEndPos.z += player->m_Local.m_flStepSize + DIST_EPSILON;
|
|
TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
mv->SetAbsOrigin( trace.endpos );
|
|
}
|
|
|
|
// Trace over from there
|
|
TryPlayerMove();
|
|
|
|
// Then trace back down by step height to get final position
|
|
VectorCopy( mv->GetAbsOrigin(), vecEndPos );
|
|
vecEndPos.z -= player->m_Local.m_flStepSize + DIST_EPSILON;
|
|
TracePlayerBBox( mv->GetAbsOrigin(), vecEndPos, PlayerSolidMask(), COLLISION_GROUP_PLAYER_MOVEMENT, trace );
|
|
// If the trace ended up in empty space, copy the end over to the origin.
|
|
if ( !trace.startsolid && !trace.allsolid )
|
|
{
|
|
mv->SetAbsOrigin( trace.endpos );
|
|
}
|
|
|
|
// If we are not on the standable ground any more or going the "high road" didn't move us at all, then we'll also want to check the "low road"
|
|
if ( ( trace.fraction != 1.0f &&
|
|
trace.plane.normal[2] < 0.7 ) || VectorCompare( mv->GetAbsOrigin(), vecPos ) )
|
|
{
|
|
bLowRoad = true;
|
|
bUpRoad = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bLowRoad = true;
|
|
bUpRoad = false;
|
|
}
|
|
|
|
if ( bLowRoad )
|
|
{
|
|
// Save off upward results
|
|
Vector vecUpPos, vecUpVel;
|
|
if ( bUpRoad )
|
|
{
|
|
VectorCopy( mv->GetAbsOrigin(), vecUpPos );
|
|
VectorCopy( mv->m_vecVelocity, vecUpVel );
|
|
}
|
|
|
|
// Take the "low" road
|
|
mv->SetAbsOrigin( vecPos );
|
|
VectorCopy( vecVel, mv->m_vecVelocity );
|
|
VectorCopy( vecDestination, vecEndPos );
|
|
TryPlayerMove( &vecEndPos, &saveTrace );
|
|
|
|
// Down results.
|
|
Vector vecDownPos, vecDownVel;
|
|
VectorCopy( mv->GetAbsOrigin(), vecDownPos );
|
|
VectorCopy( mv->m_vecVelocity, vecDownVel );
|
|
|
|
if ( bUpRoad )
|
|
{
|
|
float flUpDist = ( vecUpPos.x - vecPos.x ) * ( vecUpPos.x - vecPos.x ) + ( vecUpPos.y - vecPos.y ) * ( vecUpPos.y - vecPos.y );
|
|
float flDownDist = ( vecDownPos.x - vecPos.x ) * ( vecDownPos.x - vecPos.x ) + ( vecDownPos.y - vecPos.y ) * ( vecDownPos.y - vecPos.y );
|
|
|
|
// decide which one went farther
|
|
if ( flUpDist >= flDownDist )
|
|
{
|
|
mv->SetAbsOrigin( vecUpPos );
|
|
VectorCopy( vecUpVel, mv->m_vecVelocity );
|
|
|
|
// copy z value from the Low Road move
|
|
mv->m_vecVelocity.z = vecDownVel.z;
|
|
}
|
|
}
|
|
}
|
|
|
|
float flStepDist = mv->GetAbsOrigin().z - vecPos.z;
|
|
if ( flStepDist > 0 )
|
|
{
|
|
mv->m_outStepHeight += flStepDist;
|
|
}
|
|
}
|
|
|
|
bool CTFGameMovement::GameHasLadders() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void CTFGameMovement::SetGroundEntity( trace_t *pm )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_KART ) && !m_pTFPlayer->GetGroundEntity() && pm && pm->m_pEnt )
|
|
{
|
|
m_pTFPlayer->EmitSound( "BumperCar.JumpLand" );
|
|
}
|
|
|
|
BaseClass::SetGroundEntity( pm );
|
|
if ( pm && pm->m_pEnt )
|
|
{
|
|
#ifdef GAME_DLL
|
|
int iAirDash = m_pTFPlayer->m_Shared.GetAirDash();
|
|
if ( iAirDash > 0 )
|
|
{
|
|
m_pTFPlayer->SpeakConceptIfAllowed( MP_CONCEPT_DOUBLE_JUMP, "started_jumping:0" );
|
|
}
|
|
m_pTFPlayer->m_Shared.SetWeaponKnockbackID( -1 );
|
|
m_pTFPlayer->m_bScattergunJump = false;
|
|
#endif // GAME_DLL
|
|
m_pTFPlayer->m_Shared.SetAirDash( 0 );
|
|
m_pTFPlayer->m_Shared.SetAirDucked( 0 );
|
|
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_GRAPPLINGHOOK_SAFEFALL ) )
|
|
{
|
|
// CheckFalling happens after this. reset the fall velocity to prevent fall damage
|
|
if ( tf_grapplinghook_prevent_fall_damage.GetBool() )
|
|
player->m_Local.m_flFallVelocity = 0;
|
|
|
|
m_pTFPlayer->m_Shared.RemoveCond( TF_COND_GRAPPLINGHOOK_SAFEFALL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::PlayerRoughLandingEffects( float fvol )
|
|
{
|
|
if ( m_pTFPlayer )
|
|
{
|
|
/*
|
|
#ifdef STAGING_ONLY
|
|
// No impact effects if we're in space low-grav
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_SPACE_GRAVITY ) )
|
|
{
|
|
return;
|
|
}
|
|
#endif // STAGING_ONLY
|
|
*/
|
|
// don't play landing sound when grappling hook into a surface
|
|
if ( m_pTFPlayer->m_Shared.InCond( TF_COND_GRAPPLINGHOOK ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( m_pTFPlayer->IsPlayerClass(TF_CLASS_SCOUT) )
|
|
{
|
|
// Scouts don't play rumble unless they take damage.
|
|
if ( fvol < 1.0 )
|
|
{
|
|
fvol = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
BaseClass::PlayerRoughLandingEffects( fvol );
|
|
}
|
|
|
|
#if 0
|
|
// Not being used currently - part of TestDuck!
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::HandleDuck( int nButtonsPressed )
|
|
{
|
|
// XBOX SERVER ONLY
|
|
#if !defined(CLIENT_DLL)
|
|
if ( IsX360() && nButtonsPressed & IN_DUCK )
|
|
{
|
|
// Hinting logic
|
|
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
|
|
{
|
|
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
|
|
player->m_nNumCrouches++;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
bool bInAir = ( player->GetGroundEntity() == NULL );
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
|
|
// Starting a duck.
|
|
if ( ( nButtonsPressed & IN_DUCK ) && !bInDuck )
|
|
{
|
|
if ( !player->m_Local.m_bDucking )
|
|
{
|
|
player->m_Local.m_flDucktime = TIME_TO_DUCK_MS;
|
|
player->m_Local.m_bDucking = true;
|
|
}
|
|
else
|
|
{
|
|
// Find unduck percentage and calcluate the duck time.
|
|
float flPercentage = player->m_Local.m_flDucktime / TIME_TO_UNDUCK_MS;
|
|
player->m_Local.m_flDucktime = TIME_TO_DUCK_MS * ( 1.0f - flPercentage );
|
|
}
|
|
|
|
if ( m_pTFPlayer->m_Shared.GetAirDash() > 0 )
|
|
{
|
|
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP_CROUCH );
|
|
}
|
|
}
|
|
|
|
// Handle the ducking.
|
|
if ( player->m_Local.m_bDucking )
|
|
{
|
|
// Finish in duck transition when transition time is over, in "duck", in air.
|
|
if ( ( player->m_Local.m_flDucktime <= 0.0f ) || bInDuck || bInAir )
|
|
{
|
|
FinishDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calculate the eye offset.
|
|
float flDuckFraction = SimpleSpline( 1.0f - ( player->m_Local.m_flDucktime / TIME_TO_DUCK_MS ) );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::HandleUnDuck( int nButtonsReleased )
|
|
{
|
|
if ( !player->m_Local.m_bAllowAutoMovement )
|
|
return;
|
|
|
|
bool bInAir = ( player->GetGroundEntity() == NULL );
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
|
|
// Ending a duck (or trying to).
|
|
if ( nButtonsReleased & IN_DUCK )
|
|
{
|
|
if ( bInDuck )
|
|
{
|
|
player->m_Local.m_flDucktime = TIME_TO_UNDUCK_MS;
|
|
player->m_Local.m_bDucking = true;
|
|
}
|
|
else if ( player->m_Local.m_bDucking )
|
|
{
|
|
// Find unduck percentage and calcluate the duck time.
|
|
float flPercentage = player->m_Local.m_flDucktime / TIME_TO_DUCK_MS;
|
|
player->m_Local.m_flDucktime = TIME_TO_UNDUCK_MS * ( 1.0f - flPercentage );
|
|
}
|
|
}
|
|
|
|
// Check to see if we are capable of unducking given our environment.
|
|
if ( CanUnduck() )
|
|
{
|
|
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
|
|
{
|
|
// We are unducking now.
|
|
player->m_Local.m_bDucking = true;
|
|
|
|
// Finish ducking immediately if duck time is over or we are in the air.
|
|
if ( player->m_Local.m_flDucktime <= 0.0f || bInAir )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calculate the eye offset.
|
|
float flDuckFraction = SimpleSpline( ( player->m_Local.m_flDucktime / TIME_TO_UNDUCK_MS ) );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Under something where we cannot unduck - rest.
|
|
if ( player->m_Local.m_flDucktime != TIME_TO_UNDUCK_MS )
|
|
{
|
|
player->m_Local.m_flDucktime = TIME_TO_UNDUCK_MS;
|
|
player->m_Local.m_bDucked = true;
|
|
player->m_Local.m_bDucking = false;
|
|
player->AddFlag( FL_DUCKING );
|
|
|
|
// Reset the eye offset.
|
|
SetDuckedEyeOffset( 1.0f );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CTFGameMovement::TestDuck( )
|
|
{
|
|
|
|
// Handle buttons.
|
|
int nButtonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons );
|
|
int nButtonsPressed = nButtonsChanged & mv->m_nButtons;
|
|
int nButtonsReleased = nButtonsChanged & mv->m_nOldButtons;
|
|
if ( mv->m_nButtons & IN_DUCK )
|
|
{
|
|
mv->m_nOldButtons |= IN_DUCK;
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
// Handle death.
|
|
if ( IsDead() )
|
|
return;
|
|
// Slow down ducked players.
|
|
HandleDuckingSpeedCrop();
|
|
|
|
// In some ducked state - button press to duck, duck transitions, or fully ducked.
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
|
|
{
|
|
// Duck State
|
|
if ( ( mv->m_nButtons & IN_DUCK ) )
|
|
{
|
|
HandleDuck( nButtonsPressed );
|
|
}
|
|
// Unduck State.
|
|
else
|
|
{
|
|
HandleUnDuck( nButtonsReleased );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::DuckOverrides()
|
|
{
|
|
bool bOnGround = ( player->GetGroundEntity() != NULL );
|
|
|
|
// Don't allowing ducking in water.
|
|
if ( ( ( player->GetWaterLevel() >= WL_Feet ) && !bOnGround ) ||
|
|
player->GetWaterLevel() >= WL_Eyes )
|
|
{
|
|
mv->m_nButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
if ( !tf_clamp_airducks.GetBool() )
|
|
return;
|
|
|
|
// Check the duck timer and disable the duck button.
|
|
if ( gpGlobals->curtime < m_pTFPlayer->m_Shared.GetDuckTimer() && bOnGround )
|
|
{
|
|
mv->m_nButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
// If we're trying to stand up, don't let the player try to re-duck. This
|
|
// prevents what the community calls the "Quantum Crouch". The above ducktimer
|
|
// covers most of the cases where users play nice and duck and unduck while standing.
|
|
// The "Quantum Crouch" occurs when users do the following:
|
|
// 0: Get a Dispenser or other waist-high platform in front of you
|
|
// 1: Press Jump + Crouch and move towards the platform
|
|
// 2: Release Crouch while jumping
|
|
// ( this causes the duck timer to start counting down )
|
|
// 3: Land on the platform
|
|
// 4: While starting to stand up, press Crouch
|
|
// ( when the duck timer finishes, your view will be locked )
|
|
// The intent of the duck timer is to require you to stand up after you've started
|
|
// to unduck and to throttle duck spamming. This just enforces the unduck
|
|
// requirement.
|
|
if ( player->m_Local.m_bDucked && player->m_Local.m_bDucking )
|
|
{
|
|
mv->m_nButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
// Only allow one duck per air event.
|
|
if ( !bOnGround && m_pTFPlayer->m_Shared.AirDuckedCount() >= TF_AIRDUCKED_COUNT )
|
|
{
|
|
mv->m_nButtons &= ~IN_DUCK;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::OnDuck( int nButtonsPressed )
|
|
{
|
|
// Check to see if we are in the air or ducking.
|
|
bool bInAir = ( player->GetGroundEntity() == NULL );
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
|
|
// XBOX SERVER ONLY
|
|
#if !defined(CLIENT_DLL)
|
|
if ( IsX360() && nButtonsPressed & IN_DUCK )
|
|
{
|
|
// Hinting logic
|
|
if ( player->GetToggledDuckState() && player->m_nNumCrouches < NUM_CROUCH_HINTS )
|
|
{
|
|
UTIL_HudHintText( player, "#Valve_Hint_Crouch" );
|
|
player->m_nNumCrouches++;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Have the duck button pressed, but the player currently isn't in the duck position.
|
|
if ( ( nButtonsPressed & IN_DUCK ) && !bInDuck )
|
|
{
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
|
|
player->m_Local.m_bDucking = true;
|
|
|
|
if ( m_pTFPlayer->m_Shared.GetAirDash() > 0 )
|
|
{
|
|
m_pTFPlayer->DoAnimationEvent( PLAYERANIMEVENT_DOUBLEJUMP_CROUCH );
|
|
}
|
|
}
|
|
|
|
// The player is in duck transition and not duck-jumping.
|
|
if ( player->m_Local.m_bDucking )
|
|
{
|
|
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
|
|
float flDuckSeconds = flDuckMilliseconds * 0.001f;
|
|
|
|
// Finish in duck transition when transition time is over, in "duck", in air.
|
|
if ( ( flDuckSeconds > TIME_TO_DUCK ) || bInDuck || bInAir )
|
|
{
|
|
FinishDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calc parametric time
|
|
float flDuckFraction = SimpleSpline( flDuckSeconds / TIME_TO_DUCK );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::OnUnDuck( int nButtonsReleased )
|
|
{
|
|
// Check to see if we are in the air or ducking.
|
|
bool bInAir = ( player->GetGroundEntity() == NULL );
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
|
|
// Once the duck button is released, start a timer. The player will not be able to engage in a duck
|
|
// until the timer expires. In addition, set that we have ducked in air (will be allowed only once
|
|
// while in air).
|
|
if ( nButtonsReleased & IN_DUCK )
|
|
{
|
|
m_pTFPlayer->m_Shared.SetDuckTimer( gpGlobals->curtime + TF_TIME_TO_DUCK );
|
|
if ( bInAir )
|
|
{
|
|
// Increment the number of times we have ducked in air.
|
|
int nCount = m_pTFPlayer->m_Shared.AirDuckedCount() + 1;
|
|
m_pTFPlayer->m_Shared.SetAirDucked( nCount );
|
|
}
|
|
}
|
|
|
|
// Try to unduck unless automovement is not allowed
|
|
// NOTE: When not onground, you can always unduck
|
|
if ( player->m_Local.m_bAllowAutoMovement || bInAir || player->m_Local.m_bDucking )
|
|
{
|
|
// We released the duck button, we aren't in "duck" and we are not in the air - start unduck transition.
|
|
if ( ( nButtonsReleased & IN_DUCK ) )
|
|
{
|
|
if ( bInDuck )
|
|
{
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
|
|
}
|
|
else if ( player->m_Local.m_bDucking && !player->m_Local.m_bDucked )
|
|
{
|
|
// Invert time if release before fully ducked!!!
|
|
float unduckMilliseconds = 1000.0f * TIME_TO_UNDUCK;
|
|
float duckMilliseconds = 1000.0f * TIME_TO_DUCK;
|
|
float elapsedMilliseconds = GAMEMOVEMENT_DUCK_TIME - player->m_Local.m_flDucktime;
|
|
|
|
float fracDucked = elapsedMilliseconds / duckMilliseconds;
|
|
float remainingUnduckMilliseconds = fracDucked * unduckMilliseconds;
|
|
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME - unduckMilliseconds + remainingUnduckMilliseconds;
|
|
}
|
|
}
|
|
|
|
// Check to see if we are capable of unducking.
|
|
if ( CanUnduck() )
|
|
{
|
|
// or unducking
|
|
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
|
|
{
|
|
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - (float)player->m_Local.m_flDucktime );
|
|
float flDuckSeconds = flDuckMilliseconds * 0.001f;
|
|
|
|
// Finish ducking immediately if duck time is over or not on ground
|
|
if ( flDuckSeconds > TIME_TO_UNDUCK || bInAir )
|
|
{
|
|
FinishUnDuck();
|
|
}
|
|
else
|
|
{
|
|
// Calc parametric time
|
|
float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
|
|
SetDuckedEyeOffset( flDuckFraction );
|
|
player->m_Local.m_bDucking = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Still under something where we can't unduck, so make sure we reset this timer so
|
|
// that we'll unduck once we exit the tunnel, etc.
|
|
if ( player->m_Local.m_flDucktime != GAMEMOVEMENT_DUCK_TIME )
|
|
{
|
|
SetDuckedEyeOffset(1.0f);
|
|
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
|
|
player->m_Local.m_bDucked = true;
|
|
player->m_Local.m_bDucking = false;
|
|
player->AddFlag( FL_DUCKING );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Crop the speed of the player when ducking and on the ground.
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::HandleDuckingSpeedCrop( void )
|
|
{
|
|
BaseClass::HandleDuckingSpeedCrop();
|
|
|
|
if ( m_iSpeedCropped & SPEED_CROPPED_DUCK )
|
|
{
|
|
if ( m_pTFPlayer->m_Shared.IsLoser() )
|
|
{
|
|
mv->m_flForwardMove *= 0;
|
|
mv->m_flSideMove *= 0;
|
|
mv->m_flUpMove *= 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if duck button is pressed and do the appropriate things
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::Duck( void )
|
|
{
|
|
// Check duck overrides.
|
|
DuckOverrides();
|
|
|
|
// Calculate the button state.
|
|
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
|
|
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
|
|
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
|
|
if ( mv->m_nButtons & IN_DUCK )
|
|
{
|
|
mv->m_nOldButtons |= IN_DUCK;
|
|
}
|
|
else
|
|
{
|
|
mv->m_nOldButtons &= ~IN_DUCK;
|
|
}
|
|
|
|
// Handle death.
|
|
if ( IsDead() )
|
|
{
|
|
// Reset view offset when dead
|
|
Vector vecStandViewOffset = GetPlayerViewOffset( false );
|
|
Vector vecOffset = player->GetViewOffset();
|
|
if ( vecOffset.z != vecStandViewOffset.z )
|
|
{
|
|
vecOffset.z = vecStandViewOffset.z;
|
|
player->SetViewOffset( vecOffset );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Slow down ducked players.
|
|
HandleDuckingSpeedCrop();
|
|
|
|
// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
|
|
bool bFirstTimePredicted = true; // Assumes we never rerun commands on the server.
|
|
#ifdef CLIENT_DLL
|
|
bFirstTimePredicted = prediction->IsFirstTimePredicted();
|
|
#endif
|
|
|
|
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
|
|
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
|
|
{
|
|
if ( ( mv->m_nButtons & IN_DUCK ) )
|
|
{
|
|
// DUCK
|
|
OnDuck( buttonsPressed );
|
|
}
|
|
else
|
|
{
|
|
// UNDUCK (or attempt to...)
|
|
OnUnDuck( buttonsReleased );
|
|
}
|
|
}
|
|
// HACK: (jimd 5/25/2006) we have a reoccuring bug (#50063 in Tracker) where the player's
|
|
// view height gets left at the ducked height while the player is standing, but we haven't
|
|
// been able to repro it to find the cause. It may be fixed now due to a change I'm
|
|
// also making in UpdateDuckJumpEyeOffset but just in case, this code will sense the
|
|
// problem and restore the eye to the proper position. It doesn't smooth the transition,
|
|
// but it is preferable to leaving the player's view too low.
|
|
//
|
|
// If the player is still alive and not an observer, check to make sure that
|
|
// his view height is at the standing height.
|
|
else if ( bFirstTimePredicted && !IsDead() && !player->IsObserver() && !player->IsInAVehicle() && !( TFGameRules() && TFGameRules()->ShowMatchSummary() ) )
|
|
{
|
|
float flOffsetDelta = player->GetViewOffset().z - GetPlayerViewOffset( false ).z;
|
|
if ( ( fabs( flOffsetDelta ) > 0.1 ) )
|
|
{
|
|
// we should rarely ever get here, so assert so a coder knows when it happens
|
|
AssertMsg2( 0, "Restoring player view height at %i %0.3f\n", gpGlobals->tickcount, gpGlobals->curtime );
|
|
DevMsg( 1, "Restoring player view height at %i %0.3f. Delta: %f.\n", gpGlobals->tickcount, gpGlobals->curtime, flOffsetDelta );
|
|
|
|
// set the eye height to the non-ducked height
|
|
SetDuckedEyeOffset(0.0f);
|
|
}
|
|
}
|
|
|
|
if ( tf_duck_debug_spew.GetBool() )
|
|
{
|
|
#ifdef GAME_DLL
|
|
engine->Con_NPrintf( 0, "SERVER" );
|
|
engine->Con_NPrintf( 1, "m_flDucktime %3.2f", player->m_Local.m_flDucktime.Get() );
|
|
engine->Con_NPrintf( 2, "m_flDuckJumpTime %3.2f", player->m_Local.m_flDuckJumpTime.Get() );
|
|
engine->Con_NPrintf( 3, "m_bDucked %d", player->m_Local.m_bDucked.Get() );
|
|
engine->Con_NPrintf( 4, "m_bDucking %d", player->m_Local.m_bDucking.Get() );
|
|
engine->Con_NPrintf( 5, "m_bInDuckJump %d", player->m_Local.m_bInDuckJump.Get() );
|
|
engine->Con_NPrintf( 6, "viewoffset %3.2f, %3.2f, %3.2f", player->GetViewOffset().x, player->GetViewOffset().y, player->GetViewOffset().z );
|
|
engine->Con_NPrintf( 7, "IN_DUCK %d", mv->m_nButtons & IN_DUCK );
|
|
engine->Con_NPrintf( 8, "GetDuckTimer %3.2f", Max( 0.f, m_pTFPlayer->m_Shared.GetDuckTimer() - gpGlobals->curtime ) );
|
|
#else
|
|
engine->Con_NPrintf( 10 + 0, "CLIENT" );
|
|
engine->Con_NPrintf( 10 + 1, "m_flDucktime %3.2f", player->m_Local.m_flDucktime );
|
|
engine->Con_NPrintf( 10 + 2, "m_flDuckJumpTime %3.2f", player->m_Local.m_flDuckJumpTime );
|
|
engine->Con_NPrintf( 10 + 3, "m_bDucked %d", player->m_Local.m_bDucked );
|
|
engine->Con_NPrintf( 10 + 4, "m_bDucking %d", player->m_Local.m_bDucking );
|
|
engine->Con_NPrintf( 10 + 5, "m_bInDuckJump %d", player->m_Local.m_bInDuckJump );
|
|
engine->Con_NPrintf( 10 + 6, "viewoffset %3.2f, %3.2f, %3.2f", player->GetViewOffset().x, player->GetViewOffset().y, player->GetViewOffset().z );
|
|
engine->Con_NPrintf( 10 + 7, "IN_DUCK %d", mv->m_nButtons & IN_DUCK );
|
|
engine->Con_NPrintf( 10 + 8, "GetDuckTimer %3.2f", Max( 0.f, m_pTFPlayer->m_Shared.GetDuckTimer() - gpGlobals->curtime ) );
|
|
#endif
|
|
}
|
|
}
|
|
|
|
#ifdef STAGING_ONLY
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if the player's double tapped movement keys
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::CheckForDoubleTap( void )
|
|
{
|
|
float flMaxDoubleTapTimeDelta = tf_movement_doubletap_window.GetFloat();
|
|
|
|
static const int aMoveType[4] =
|
|
{
|
|
IN_MOVELEFT,
|
|
IN_MOVERIGHT,
|
|
IN_FORWARD,
|
|
IN_BACK,
|
|
// Add movetypes here
|
|
};
|
|
|
|
for ( int i = 0; i < ARRAYSIZE( aMoveType ); ++i )
|
|
{
|
|
// Record when they let go of the key
|
|
if ( ( mv->m_nOldButtons & aMoveType[i] ) && !( mv->m_nButtons & aMoveType[i] ) )
|
|
{
|
|
int index = m_MoveKeyDownTimes.Find( aMoveType[i] );
|
|
if ( index != m_MoveKeyDownTimes.InvalidIndex() )
|
|
{
|
|
m_MoveKeyDownTimes[index] = gpGlobals->curtime;
|
|
}
|
|
else
|
|
{
|
|
// Init
|
|
m_MoveKeyDownTimes.Insert( aMoveType[i], gpGlobals->curtime );
|
|
}
|
|
}
|
|
// If the button is down now, and wasn't before...
|
|
else if ( ( mv->m_nButtons & aMoveType[i] ) && !( mv->m_nOldButtons & aMoveType[i] ) )
|
|
{
|
|
int index = m_MoveKeyDownTimes.Find( aMoveType[i] );
|
|
if ( index != m_MoveKeyDownTimes.InvalidIndex() )
|
|
{
|
|
// ...check the time delta - if it's within range, consider it a double-tap.
|
|
if ( gpGlobals->curtime - m_MoveKeyDownTimes[index] <= flMaxDoubleTapTimeDelta )
|
|
{
|
|
OnDoubleTapped( aMoveType[i] );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See if the player's double tapped movement keys
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::OnDoubleTapped( int nKey )
|
|
{
|
|
int iTeleportMove = 0;
|
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( m_pTFPlayer, iTeleportMove, ability_doubletap_teleport );
|
|
if ( iTeleportMove )
|
|
{
|
|
Vector vecDir, vecForward, vecRight;
|
|
AngleVectors( m_pTFPlayer->GetAbsAngles(), &vecForward, &vecRight, NULL );
|
|
|
|
if ( nKey == IN_MOVELEFT )
|
|
{
|
|
vecRight.Negate();
|
|
TeleportMove( vecRight, 192.f );
|
|
}
|
|
else if ( nKey == IN_MOVERIGHT )
|
|
{
|
|
TeleportMove( vecRight, 192.f );
|
|
}
|
|
else if ( nKey == IN_FORWARD )
|
|
{
|
|
TeleportMove( vecForward, 192.f );
|
|
}
|
|
else if ( nKey == IN_BACK )
|
|
{
|
|
vecForward.Negate();
|
|
TeleportMove( vecForward, 192.f );
|
|
}
|
|
}
|
|
|
|
// DevMsg( "Double Tap! (%i)\n", nKey );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CTFGameMovement::TeleportMove( Vector &vecDirection, float flDist )
|
|
{
|
|
if ( m_flNextDoubleTapTeleportTime > gpGlobals->curtime )
|
|
return;
|
|
|
|
trace_t result;
|
|
CTraceFilterIgnoreTeammates traceFilter( m_pTFPlayer, COLLISION_GROUP_PLAYER_MOVEMENT, m_pTFPlayer->GetTeamNumber() );
|
|
unsigned int nMask = m_pTFPlayer->GetTeamNumber() == TF_TEAM_RED ? CONTENTS_BLUETEAM : CONTENTS_REDTEAM;
|
|
nMask |= MASK_PLAYERSOLID;
|
|
|
|
// Try full distance
|
|
Vector vecPos = mv->GetAbsOrigin() + vecDirection * flDist;
|
|
UTIL_TraceHull( mv->GetAbsOrigin(), vecPos, VEC_HULL_MIN_SCALED( m_pTFPlayer ), VEC_HULL_MAX_SCALED( m_pTFPlayer ), nMask, &traceFilter, &result );
|
|
if ( result.DidHit() )
|
|
{
|
|
if ( result.fraction <= 0.2f )
|
|
return;
|
|
|
|
vecPos = mv->GetAbsOrigin() + ( ( vecPos - mv->GetAbsOrigin() ) * result.fraction );
|
|
// NDebugOverlay::SweptBox( mv->GetAbsOrigin(), vecPos, VEC_HULL_MIN_SCALED( m_pTFPlayer ), VEC_HULL_MAX_SCALED( m_pTFPlayer ), m_pTFPlayer->GetAbsAngles(), 255, 0, 0, 40, 5.f );
|
|
}
|
|
|
|
// Go there
|
|
mv->SetAbsOrigin( vecPos );
|
|
|
|
#ifdef GAME_DLL
|
|
// Screen flash
|
|
color32 fadeColor = { 255, 255, 255, 50 };
|
|
UTIL_ScreenFade( m_pTFPlayer, fadeColor, 0.25f, 0.4f, FFADE_IN );
|
|
|
|
if ( TFGameRules() )
|
|
{
|
|
TFGameRules()->HaveAllPlayersSpeakConceptIfAllowed( MP_CONCEPT_PLAYER_SPELL_TELEPORT, ( m_pTFPlayer->GetTeamNumber() == TF_TEAM_RED ) ? TF_TEAM_BLUE : TF_TEAM_RED );
|
|
}
|
|
#endif // GAME_DLL
|
|
|
|
// Cooldown
|
|
m_flNextDoubleTapTeleportTime = gpGlobals->curtime + 2.f;
|
|
}
|
|
#endif // STAGING_ONLY
|