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192 lines
4.4 KiB
192 lines
4.4 KiB
#include "cbase.h"
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#ifdef CLIENT_DLL
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#include "tier3/tier3.h"
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#include "iviewrender.h"
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#include "inputsystem/iinputsystem.h"
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#include "vgui/IInputInternal.h"
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#include "c_basecombatweapon.h"
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#include "c_baseplayer.h"
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#include "hud_macros.h"
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#include "iclientvehicle.h"
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#include "c_prop_vehicle.h"
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#include "prediction.h"
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#include "activitylist.h"
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#ifdef TERROR
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#include "ClientTerrorPlayer.h"
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#endif
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extern vgui::IInputInternal *g_InputInternal;
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#else
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#include "usermessages.h"
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#endif
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#include "haptics/haptic_msgs.h"
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void RegisterHapticMessages(void)
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{
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usermessages->Register( "SPHapWeapEvent", 4 );
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usermessages->Register( "HapDmg", -1 );
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usermessages->Register( "HapPunch", -1 );
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usermessages->Register( "HapSetDrag", -1 );
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usermessages->Register( "HapSetConst", -1 );
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usermessages->Register( "HapMeleeContact", 0);
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}
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//-----------------------------------------------------------------------------
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// Server
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//-----------------------------------------------------------------------------
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#ifndef CLIENT_DLL
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void HapticMsg_SendWeaponAnim( CBasePlayer *pPlayer, int iActivity )
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{
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//Send the haptics message
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "SPHapWeapEvent" );
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WRITE_LONG(iActivity);
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MessageEnd();
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}
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void HapticMsg_SetDrag(CBasePlayer* pPlayer, float drag)
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{
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "HapSetDrag" );
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WRITE_FLOAT(drag);
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MessageEnd();
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}
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void HapticMsg_SetConstantForce(CBasePlayer* pPlayer, Vector force)
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{
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// portal does not network this.
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CSingleUserRecipientFilter user( pPlayer );
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user.MakeReliable();
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UserMessageBegin( user, "HapSetConst" );
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WRITE_SHORT(force.x);
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WRITE_SHORT(force.y);
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WRITE_SHORT(force.z);
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MessageEnd();
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}
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void HapticMsg_HapDmg(CBasePlayer* pPlayer, float pitch, float yaw, float dmg, float dmgType )
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{
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CSingleUserRecipientFilter user(pPlayer);
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user.MakeReliable();
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UserMessageBegin(user,"HapDmg");
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WRITE_FLOAT(pitch);
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WRITE_FLOAT(yaw);
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WRITE_FLOAT(dmg);
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WRITE_LONG(dmgType);
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MessageEnd();
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}
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void HapticMsg_Punch(CBasePlayer* pPlayer, float x, float y, float z)
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{
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CSingleUserRecipientFilter user(pPlayer);
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user.MakeReliable();
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UserMessageBegin(user,"HapPunch");
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WRITE_FLOAT(x);
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WRITE_FLOAT(y);
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WRITE_FLOAT(z);
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MessageEnd();
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}
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void HapticMsg_MeleeContact(CBasePlayer* pPlayer)
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{
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CSingleUserRecipientFilter user(pPlayer);
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user.MakeReliable();
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UserMessageBegin(user,"HapMeleeContact");
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MessageEnd();
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}
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#endif //!CLIENT_DLL
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//-----------------------------------------------------------------------------
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// Client
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//-----------------------------------------------------------------------------
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#ifdef CLIENT_DLL
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void HookHapticMessages(void)
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{
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HOOK_MESSAGE(SPHapWeapEvent);
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HOOK_MESSAGE(HapDmg);
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HOOK_MESSAGE(HapPunch);
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HOOK_MESSAGE(HapSetDrag);
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HOOK_MESSAGE(HapSetConst);
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HOOK_MESSAGE(HapMeleeContact);
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}
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// Defined in haptics_utils
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#ifdef WIN32
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void HapticsHandleMsg_HapSetDrag( float drag );
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void HapticsHandleMsg_HapSetConst( Vector const &constant );
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void HapticsHandleMsg_SPHapWeapEvent( int iActivity );
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void HapticsHandleMsg_HapPunch( QAngle const &angle );
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void HapticsHandleMsg_HapDmg( float pitch, float yaw, float damage, int damageType );
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void HapticsHandleMsg_HapMeleeContact();
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#endif // WIN32
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void __MsgFunc_HapSetDrag( bf_read &msg )
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{
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#ifdef WIN32
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float drag = msg.ReadFloat();
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HapticsHandleMsg_HapSetDrag( drag );
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#endif // WIN32
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}
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//Might be able to handle this better...
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void __MsgFunc_HapSetConst( bf_read &msg )
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{
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#ifdef WIN32
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Vector constant;
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constant.x = msg.ReadShort();
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constant.y = msg.ReadShort();
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constant.z = msg.ReadShort();
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HapticsHandleMsg_HapSetConst( constant );
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#endif // WIN32
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}
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void __MsgFunc_SPHapWeapEvent( bf_read &msg )
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{
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#ifdef WIN32
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int iActivity = msg.ReadLong();
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HapticsHandleMsg_SPHapWeapEvent( iActivity );
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#endif // WIN32
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}
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void __MsgFunc_HapPunch( bf_read &msg )
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{
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#ifdef WIN32
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float x = msg.ReadFloat();
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float y = msg.ReadFloat();
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float z = msg.ReadFloat();
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HapticsHandleMsg_HapPunch( QAngle(x,y,z) );
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#endif // WIN32
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}
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void __MsgFunc_HapDmg( bf_read &msg )
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{
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#ifdef WIN32
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float pitch = msg.ReadFloat();
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float yaw = msg.ReadFloat();
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float damage = msg.ReadFloat();
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int damageType = msg.ReadLong();
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HapticsHandleMsg_HapDmg( pitch, yaw, damage, damageType );
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#endif // WIN32
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}
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void __MsgFunc_HapMeleeContact( bf_read &msg )
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{
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#ifdef WIN32
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HapticsHandleMsg_HapMeleeContact();
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#endif // WIN32
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}
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#endif // CLIENT_DLL
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