Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements shared baseplayer class functionality
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "movevars_shared.h"
#include "util_shared.h"
#include "datacache/imdlcache.h"
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
#include "tf_gamerules.h"
#endif
#if defined( CLIENT_DLL )
#include "iclientvehicle.h"
#include "prediction.h"
#include "c_basedoor.h"
#include "c_world.h"
#include "view.h"
#include "client_virtualreality.h"
#define CRecipientFilter C_RecipientFilter
#include "sourcevr/isourcevirtualreality.h"
#else
#include "iservervehicle.h"
#include "trains.h"
#include "world.h"
#include "doors.h"
#include "ai_basenpc.h"
#include "env_zoom.h"
extern int TrainSpeed(int iSpeed, int iMax);
#endif
#if defined( CSTRIKE_DLL )
#include "weapon_c4.h"
#endif // CSTRIKE_DLL
#include "in_buttons.h"
#include "engine/IEngineSound.h"
#include "tier0/vprof.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "decals.h"
#include "obstacle_pushaway.h"
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#endif
// NVNT haptic utils
#include "haptics/haptic_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined(GAME_DLL) && !defined(_XBOX)
extern ConVar sv_pushaway_max_force;
extern ConVar sv_pushaway_force;
extern ConVar sv_turbophysics;
class CUsePushFilter : public CTraceFilterEntitiesOnly
{
public:
bool ShouldHitEntity( IHandleEntity *pHandleEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pHandleEntity );
// Static prop case...
if ( !pEntity )
return false;
// Only impact on physics objects
if ( !pEntity->VPhysicsGetObject() )
return false;
#if defined( CSTRIKE_DLL )
// don't push the bomb!
if ( dynamic_cast<CC4*>( pEntity ) )
return false;
#endif // CSTRIKE_DLL
return g_pGameRules->CanEntityBeUsePushed( pEntity );
}
};
#endif
#ifdef CLIENT_DLL
ConVar mp_usehwmmodels( "mp_usehwmmodels", "0", NULL, "Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)" ); // -1 = never, 0 = if hasfastvertextextures, 1 = always
#endif
bool UseHWMorphModels()
{
// #ifdef CLIENT_DLL
// if ( mp_usehwmmodels.GetInt() == 0 )
// return g_pMaterialSystemHardwareConfig->HasFastVertexTextures();
//
// return mp_usehwmmodels.GetInt() > 0;
// #else
// return false;
// #endif
return false;
}
void CopySoundNameWithModifierToken( char *pchDest, const char *pchSource, int nMaxLenInChars, const char *pchToken )
{
// Copy the sound name
int nSource = 0;
int nDest = 0;
bool bFoundPeriod = false;
while ( pchSource[ nSource ] != '\0' && nDest < nMaxLenInChars - 2 )
{
pchDest[ nDest ] = pchSource[ nSource ];
nDest++;
nSource++;
if ( !bFoundPeriod && pchSource[ nSource - 1 ] == '.' )
{
// Insert special token after the period
bFoundPeriod = true;
int nToken = 0;
while ( pchToken[ nToken ] != '\0' && nDest < nMaxLenInChars - 2 )
{
pchDest[ nDest ] = pchToken[ nToken ];
nDest++;
nToken++;
}
}
}
pchDest[ nDest ] = '\0';
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : float
//-----------------------------------------------------------------------------
float CBasePlayer::GetTimeBase( void ) const
{
return m_nTickBase * TICK_INTERVAL;
}
float CBasePlayer::GetPlayerMaxSpeed()
{
// player max speed is the lower limit of m_flMaxSpeed and sv_maxspeed
float fMaxSpeed = sv_maxspeed.GetFloat();
if ( MaxSpeed() > 0.0f && MaxSpeed() < fMaxSpeed )
fMaxSpeed = MaxSpeed();
return fMaxSpeed;
}
//-----------------------------------------------------------------------------
// Purpose: Called every usercmd by the player PreThink
//-----------------------------------------------------------------------------
void CBasePlayer::ItemPreFrame()
{
// Handle use events
PlayerUse();
CBaseCombatWeapon *pActive = GetActiveWeapon();
// Allow all the holstered weapons to update
for ( int i = 0; i < WeaponCount(); ++i )
{
CBaseCombatWeapon *pWeapon = GetWeapon( i );
if ( pWeapon == NULL )
continue;
if ( pActive == pWeapon )
continue;
pWeapon->ItemHolsterFrame();
}
if ( gpGlobals->curtime < m_flNextAttack )
return;
if (!pActive)
return;
#if defined( CLIENT_DLL )
// Not predicting this weapon
if ( !pActive->IsPredicted() )
return;
#endif
pActive->ItemPreFrame();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBasePlayer::UsingStandardWeaponsInVehicle( void )
{
Assert( IsInAVehicle() );
#if !defined( CLIENT_DLL )
IServerVehicle *pVehicle = GetVehicle();
#else
IClientVehicle *pVehicle = GetVehicle();
#endif
Assert( pVehicle );
if ( !pVehicle )
return true;
// NOTE: We *have* to do this before ItemPostFrame because ItemPostFrame
// may dump us out of the vehicle
int nRole = pVehicle->GetPassengerRole( this );
bool bUsingStandardWeapons = pVehicle->IsPassengerUsingStandardWeapons( nRole );
// Fall through and check weapons, etc. if we're using them
if (!bUsingStandardWeapons )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called every usercmd by the player PostThink
//-----------------------------------------------------------------------------
void CBasePlayer::ItemPostFrame()
{
VPROF( "CBasePlayer::ItemPostFrame" );
// Put viewmodels into basically correct place based on new player origin
CalcViewModelView( EyePosition(), EyeAngles() );
// Don't process items while in a vehicle.
if ( GetVehicle() )
{
#if defined( CLIENT_DLL )
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
bool bUsingStandardWeapons = UsingStandardWeaponsInVehicle();
#if defined( CLIENT_DLL )
if ( pVehicle->IsPredicted() )
#endif
{
pVehicle->ItemPostFrame( this );
}
if (!bUsingStandardWeapons || !GetVehicle())
return;
}
// check if the player is using something
if ( m_hUseEntity != NULL )
{
#if !defined( CLIENT_DLL )
Assert( !IsInAVehicle() );
ImpulseCommands();// this will call playerUse
#endif
return;
}
if ( gpGlobals->curtime < m_flNextAttack )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->ItemBusyFrame();
}
}
else
{
if ( GetActiveWeapon() && (!IsInAVehicle() || UsingStandardWeaponsInVehicle()) )
{
#if defined( CLIENT_DLL )
// Not predicting this weapon
if ( GetActiveWeapon()->IsPredicted() )
#endif
{
GetActiveWeapon()->ItemPostFrame( );
}
}
}
#if !defined( CLIENT_DLL )
ImpulseCommands();
#else
// NOTE: If we ever support full impulse commands on the client,
// remove this line and call ImpulseCommands instead.
m_nImpulse = 0;
#endif
}
//-----------------------------------------------------------------------------
// Eye angles
//-----------------------------------------------------------------------------
const QAngle &CBasePlayer::EyeAngles( )
{
// NOTE: Viewangles are measured *relative* to the parent's coordinate system
CBaseEntity *pMoveParent = const_cast<CBasePlayer*>(this)->GetMoveParent();
if ( !pMoveParent )
{
return pl.v_angle;
}
// FIXME: Cache off the angles?
matrix3x4_t eyesToParent, eyesToWorld;
AngleMatrix( pl.v_angle, eyesToParent );
ConcatTransforms( pMoveParent->EntityToWorldTransform(), eyesToParent, eyesToWorld );
static QAngle angEyeWorld;
MatrixAngles( eyesToWorld, angEyeWorld );
return angEyeWorld;
}
const QAngle &CBasePlayer::LocalEyeAngles()
{
return pl.v_angle;
}
//-----------------------------------------------------------------------------
// Actual Eye position + angles
//-----------------------------------------------------------------------------
Vector CBasePlayer::EyePosition( )
{
if ( GetVehicle() != NULL )
{
// Return the cached result
CacheVehicleView();
return m_vecVehicleViewOrigin;
}
else
{
#ifdef CLIENT_DLL
if ( IsObserver() )
{
if ( GetObserverMode() == OBS_MODE_CHASE || GetObserverMode() == OBS_MODE_POI )
{
if ( IsLocalPlayer() )
{
return MainViewOrigin();
}
}
}
#endif
return BaseClass::EyePosition();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector CBasePlayer::GetPlayerMins( void ) const
{
if ( IsObserver() )
{
return VEC_OBS_HULL_MIN_SCALED( this );
}
else
{
if ( GetFlags() & FL_DUCKING )
{
return VEC_DUCK_HULL_MIN_SCALED( this );
}
else
{
return VEC_HULL_MIN_SCALED( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : const Vector
//-----------------------------------------------------------------------------
const Vector CBasePlayer::GetPlayerMaxs( void ) const
{
if ( IsObserver() )
{
return VEC_OBS_HULL_MAX_SCALED( this );
}
else
{
if ( GetFlags() & FL_DUCKING )
{
return VEC_DUCK_HULL_MAX_SCALED( this );
}
else
{
return VEC_HULL_MAX_SCALED( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Update the vehicle view, or simply return the cached position and angles
//-----------------------------------------------------------------------------
void CBasePlayer::CacheVehicleView( void )
{
// If we've calculated the view this frame, then there's no need to recalculate it
if ( m_nVehicleViewSavedFrame == gpGlobals->framecount )
return;
#ifdef CLIENT_DLL
IClientVehicle *pVehicle = GetVehicle();
#else
IServerVehicle *pVehicle = GetVehicle();
#endif
if ( pVehicle != NULL )
{
int nRole = pVehicle->GetPassengerRole( this );
// Get our view for this frame
pVehicle->GetVehicleViewPosition( nRole, &m_vecVehicleViewOrigin, &m_vecVehicleViewAngles, &m_flVehicleViewFOV );
m_nVehicleViewSavedFrame = gpGlobals->framecount;
#ifdef CLIENT_DLL
if( UseVR() )
{
C_BaseAnimating *pVehicleAnimating = dynamic_cast<C_BaseAnimating *>( pVehicle );
if( pVehicleAnimating )
{
int eyeAttachmentIndex = pVehicleAnimating->LookupAttachment( "vehicle_driver_eyes" );
Vector vehicleEyeOrigin;
QAngle vehicleEyeAngles;
pVehicleAnimating->GetAttachment( eyeAttachmentIndex, vehicleEyeOrigin, vehicleEyeAngles );
g_ClientVirtualReality.OverrideTorsoTransform( vehicleEyeOrigin, vehicleEyeAngles );
}
}
#endif
}
}
//-----------------------------------------------------------------------------
// Returns eye vectors
//-----------------------------------------------------------------------------
void CBasePlayer::EyeVectors( Vector *pForward, Vector *pRight, Vector *pUp )
{
if ( GetVehicle() != NULL )
{
// Cache or retrieve our calculated position in the vehicle
CacheVehicleView();
AngleVectors( m_vecVehicleViewAngles, pForward, pRight, pUp );
}
else
{
AngleVectors( EyeAngles(), pForward, pRight, pUp );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the eye position and angle vectors.
//-----------------------------------------------------------------------------
void CBasePlayer::EyePositionAndVectors( Vector *pPosition, Vector *pForward,
Vector *pRight, Vector *pUp )
{
// Handle the view in the vehicle
if ( GetVehicle() != NULL )
{
CacheVehicleView();
AngleVectors( m_vecVehicleViewAngles, pForward, pRight, pUp );
if ( pPosition != NULL )
{
*pPosition = m_vecVehicleViewOrigin;
}
}
else
{
VectorCopy( BaseClass::EyePosition(), *pPosition );
AngleVectors( EyeAngles(), pForward, pRight, pUp );
}
}
#ifdef CLIENT_DLL
surfacedata_t * CBasePlayer::GetFootstepSurface( const Vector &origin, const char *surfaceName )
{
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( surfaceName ) );
}
#endif
surfacedata_t *CBasePlayer::GetLadderSurface( const Vector &origin )
{
#ifdef CLIENT_DLL
return GetFootstepSurface( origin, "ladder" );
#else
return physprops->GetSurfaceData( physprops->GetSurfaceIndex( "ladder" ) );
#endif
}
void CBasePlayer::UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity )
{
bool bWalking;
float fvol;
Vector knee;
Vector feet;
float height;
float speed;
float velrun;
float velwalk;
int fLadder;
if ( m_flStepSoundTime > 0 )
{
m_flStepSoundTime -= 1000.0f * gpGlobals->frametime;
if ( m_flStepSoundTime < 0 )
{
m_flStepSoundTime = 0;
}
}
if ( m_flStepSoundTime > 0 )
return;
if ( GetFlags() & (FL_FROZEN|FL_ATCONTROLS))
return;
if ( GetMoveType() == MOVETYPE_NOCLIP || GetMoveType() == MOVETYPE_OBSERVER )
return;
if ( !sv_footsteps.GetFloat() )
return;
speed = VectorLength( vecVelocity );
float groundspeed = Vector2DLength( vecVelocity.AsVector2D() );
// determine if we are on a ladder
fLadder = ( GetMoveType() == MOVETYPE_LADDER );
GetStepSoundVelocities( &velwalk, &velrun );
bool onground = ( GetFlags() & FL_ONGROUND );
bool movingalongground = ( groundspeed > 0.0001f );
bool moving_fast_enough = ( speed >= velwalk );
#ifdef PORTAL
// In Portal we MUST play footstep sounds even when the player is moving very slowly
// This is used to count the number of footsteps they take in the challenge mode
// -Jeep
moving_fast_enough = true;
#endif
// To hear step sounds you must be either on a ladder or moving along the ground AND
// You must be moving fast enough
if ( !moving_fast_enough || !(fLadder || ( onground && movingalongground )) )
return;
// MoveHelper()->PlayerSetAnimation( PLAYER_WALK );
bWalking = speed < velrun;
VectorCopy( vecOrigin, knee );
VectorCopy( vecOrigin, feet );
height = GetPlayerMaxs()[ 2 ] - GetPlayerMins()[ 2 ];
knee[2] = vecOrigin[2] + 0.2 * height;
// find out what we're stepping in or on...
if ( fLadder )
{
psurface = GetLadderSurface(vecOrigin);
fvol = 0.5;
SetStepSoundTime( STEPSOUNDTIME_ON_LADDER, bWalking );
}
#ifdef CSTRIKE_DLL
else if ( enginetrace->GetPointContents( knee ) & MASK_WATER ) // we want to use the knee for Cstrike, not the waist
#else
else if ( GetWaterLevel() == WL_Waist )
#endif // CSTRIKE_DLL
{
static int iSkipStep = 0;
if ( iSkipStep == 0 )
{
iSkipStep++;
return;
}
if ( iSkipStep++ == 3 )
{
iSkipStep = 0;
}
psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "wade" ) );
fvol = 0.65;
SetStepSoundTime( STEPSOUNDTIME_WATER_KNEE, bWalking );
}
else if ( GetWaterLevel() == WL_Feet )
{
psurface = physprops->GetSurfaceData( physprops->GetSurfaceIndex( "water" ) );
fvol = bWalking ? 0.2 : 0.5;
SetStepSoundTime( STEPSOUNDTIME_WATER_FOOT, bWalking );
}
else
{
if ( !psurface )
return;
SetStepSoundTime( STEPSOUNDTIME_NORMAL, bWalking );
switch ( psurface->game.material )
{
default:
case CHAR_TEX_CONCRETE:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_METAL:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_DIRT:
fvol = bWalking ? 0.25 : 0.55;
break;
case CHAR_TEX_VENT:
fvol = bWalking ? 0.4 : 0.7;
break;
case CHAR_TEX_GRATE:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_TILE:
fvol = bWalking ? 0.2 : 0.5;
break;
case CHAR_TEX_SLOSH:
fvol = bWalking ? 0.2 : 0.5;
break;
}
}
// play the sound
// 65% volume if ducking
if ( GetFlags() & FL_DUCKING )
{
fvol *= 0.65;
}
PlayStepSound( feet, psurface, fvol, false );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : step -
// fvol -
// force - force sound to play
//-----------------------------------------------------------------------------
void CBasePlayer::PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force )
{
if ( gpGlobals->maxClients > 1 && !sv_footsteps.GetFloat() )
return;
#if defined( CLIENT_DLL )
// during prediction play footstep sounds only once
if ( prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
return;
#endif
if ( !psurface )
return;
int nSide = m_Local.m_nStepside;
unsigned short stepSoundName = nSide ? psurface->sounds.stepleft : psurface->sounds.stepright;
if ( !stepSoundName )
return;
m_Local.m_nStepside = !nSide;
CSoundParameters params;
Assert( nSide == 0 || nSide == 1 );
if ( m_StepSoundCache[ nSide ].m_usSoundNameIndex == stepSoundName )
{
params = m_StepSoundCache[ nSide ].m_SoundParameters;
}
else
{
const char *pSoundName = MoveHelper()->GetSurfaceProps()->GetString( stepSoundName );
// Give child classes an opportunity to override.
pSoundName = GetOverrideStepSound( pSoundName );
if ( !CBaseEntity::GetParametersForSound( pSoundName, params, NULL ) )
return;
// Only cache if there's one option. Otherwise we'd never here any other sounds
if ( params.count == 1 )
{
m_StepSoundCache[ nSide ].m_usSoundNameIndex = stepSoundName;
m_StepSoundCache[ nSide ].m_SoundParameters = params;
}
}
CRecipientFilter filter;
filter.AddRecipientsByPAS( vecOrigin );
#ifndef CLIENT_DLL
// in MP, server removes all players in the vecOrigin's PVS, these players generate the footsteps client side
if ( gpGlobals->maxClients > 1 )
{
filter.RemoveRecipientsByPVS( vecOrigin );
}
#endif
EmitSound_t ep;
ep.m_nChannel = CHAN_BODY;
ep.m_pSoundName = params.soundname;
#if defined ( TF_DLL ) || defined ( TF_CLIENT_DLL )
if( TFGameRules()->IsMannVsMachineMode() )
{
ep.m_flVolume = params.volume;
}
else
{
ep.m_flVolume = fvol;
}
#else
ep.m_flVolume = fvol;
#endif
ep.m_SoundLevel = params.soundlevel;
ep.m_nFlags = 0;
ep.m_nPitch = params.pitch;
ep.m_pOrigin = &vecOrigin;
EmitSound( filter, entindex(), ep );
// Kyle says: ugggh. This function may as well be called "PerformPileOfDesperateGameSpecificFootstepHacks".
OnEmitFootstepSound( params, vecOrigin, fvol );
}
void CBasePlayer::UpdateButtonState( int nUserCmdButtonMask )
{
// Track button info so we can detect 'pressed' and 'released' buttons next frame
m_afButtonLast = m_nButtons;
// Get button states
m_nButtons = nUserCmdButtonMask;
int buttonsChanged = m_afButtonLast ^ m_nButtons;
// Debounced button codes for pressed/released
// UNDONE: Do we need auto-repeat?
m_afButtonPressed = buttonsChanged & m_nButtons; // The changed ones still down are "pressed"
m_afButtonReleased = buttonsChanged & (~m_nButtons); // The ones not down are "released"
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::GetStepSoundVelocities( float *velwalk, float *velrun )
{
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags() & FL_DUCKING) || ( GetMoveType() == MOVETYPE_LADDER ) )
{
*velwalk = 60; // These constants should be based on cl_movespeedkey * cl_forwardspeed somehow
*velrun = 80;
}
else
{
*velwalk = 90;
*velrun = 220;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking )
{
switch ( iStepSoundTime )
{
case STEPSOUNDTIME_NORMAL:
case STEPSOUNDTIME_WATER_FOOT:
m_flStepSoundTime = bWalking ? 400 : 300;
break;
case STEPSOUNDTIME_ON_LADDER:
m_flStepSoundTime = 350;
break;
case STEPSOUNDTIME_WATER_KNEE:
m_flStepSoundTime = 600;
break;
default:
Assert(0);
break;
}
// UNDONE: need defined numbers for run, walk, crouch, crouch run velocities!!!!
if ( ( GetFlags() & FL_DUCKING) || ( GetMoveType() == MOVETYPE_LADDER ) )
{
m_flStepSoundTime += 100;
}
}
Vector CBasePlayer::Weapon_ShootPosition( )
{
return EyePosition();
}
void CBasePlayer::SetAnimationExtension( const char *pExtension )
{
Q_strncpy( m_szAnimExtension, pExtension, sizeof(m_szAnimExtension) );
}
//-----------------------------------------------------------------------------
// Purpose: Set the weapon to switch to when the player uses the 'lastinv' command
//-----------------------------------------------------------------------------
void CBasePlayer::Weapon_SetLast( CBaseCombatWeapon *pWeapon )
{
m_hLastWeapon = pWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Override base class so player can reset autoaim
// Input :
// Output :
//-----------------------------------------------------------------------------
bool CBasePlayer::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex /*=0*/ )
{
CBaseCombatWeapon *pLastWeapon = GetActiveWeapon();
if ( BaseClass::Weapon_Switch( pWeapon, viewmodelindex ))
{
if ( pLastWeapon && Weapon_ShouldSetLast( pLastWeapon, GetActiveWeapon() ) )
{
Weapon_SetLast( pLastWeapon->GetLastWeapon() );
}
CBaseViewModel *pViewModel = GetViewModel( viewmodelindex );
Assert( pViewModel );
if ( pViewModel )
pViewModel->RemoveEffects( EF_NODRAW );
ResetAutoaim( );
return true;
}
return false;
}
void CBasePlayer::SelectLastItem(void)
{
if ( m_hLastWeapon.Get() == NULL )
return;
if ( GetActiveWeapon() && !GetActiveWeapon()->CanHolster() )
return;
SelectItem( m_hLastWeapon.Get()->GetClassname(), m_hLastWeapon.Get()->GetSubType() );
}
//-----------------------------------------------------------------------------
// Purpose: Abort any reloads we're in
//-----------------------------------------------------------------------------
void CBasePlayer::AbortReload( void )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->AbortReload();
}
}
#if !defined( NO_ENTITY_PREDICTION )
void CBasePlayer::AddToPlayerSimulationList( CBaseEntity *other )
{
CHandle< CBaseEntity > h;
h = other;
// Already in list
if ( m_SimulatedByThisPlayer.Find( h ) != m_SimulatedByThisPlayer.InvalidIndex() )
return;
Assert( other->IsPlayerSimulated() );
m_SimulatedByThisPlayer.AddToTail( h );
}
//-----------------------------------------------------------------------------
// Purpose: Fixme, this should occur if the player fails to drive simulation
// often enough!!!
// Input : *other -
//-----------------------------------------------------------------------------
void CBasePlayer::RemoveFromPlayerSimulationList( CBaseEntity *other )
{
if ( !other )
return;
Assert( other->IsPlayerSimulated() );
Assert( other->GetSimulatingPlayer() == this );
CHandle< CBaseEntity > h;
h = other;
m_SimulatedByThisPlayer.FindAndRemove( h );
}
void CBasePlayer::SimulatePlayerSimulatedEntities( void )
{
int c = m_SimulatedByThisPlayer.Count();
int i;
for ( i = c - 1; i >= 0; i-- )
{
CHandle< CBaseEntity > h;
h = m_SimulatedByThisPlayer[ i ];
CBaseEntity *e = h;
if ( !e || !e->IsPlayerSimulated() )
{
m_SimulatedByThisPlayer.Remove( i );
continue;
}
#if defined( CLIENT_DLL )
if ( e->IsClientCreated() && prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
{
continue;
}
#endif
Assert( e->IsPlayerSimulated() );
Assert( e->GetSimulatingPlayer() == this );
e->PhysicsSimulate();
}
// Loop through all entities again, checking their untouch if flagged to do so
c = m_SimulatedByThisPlayer.Count();
for ( i = c - 1; i >= 0; i-- )
{
CHandle< CBaseEntity > h;
h = m_SimulatedByThisPlayer[ i ];
CBaseEntity *e = h;
if ( !e || !e->IsPlayerSimulated() )
{
m_SimulatedByThisPlayer.Remove( i );
continue;
}
#if defined( CLIENT_DLL )
if ( e->IsClientCreated() && prediction->InPrediction() && !prediction->IsFirstTimePredicted() )
{
continue;
}
#endif
Assert( e->IsPlayerSimulated() );
Assert( e->GetSimulatingPlayer() == this );
if ( !e->GetCheckUntouch() )
continue;
e->PhysicsCheckForEntityUntouch();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ClearPlayerSimulationList( void )
{
int c = m_SimulatedByThisPlayer.Size();
int i;
for ( i = c - 1; i >= 0; i-- )
{
CHandle< CBaseEntity > h;
h = m_SimulatedByThisPlayer[ i ];
CBaseEntity *e = h;
if ( e )
{
e->UnsetPlayerSimulated();
}
}
m_SimulatedByThisPlayer.RemoveAll();
}
#endif
//-----------------------------------------------------------------------------
// Purpose: Return true if we should allow selection of the specified item
//-----------------------------------------------------------------------------
bool CBasePlayer::Weapon_ShouldSelectItem( CBaseCombatWeapon *pWeapon )
{
return ( pWeapon != GetActiveWeapon() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::SelectItem( const char *pstr, int iSubType )
{
if (!pstr)
return;
CBaseCombatWeapon *pItem = Weapon_OwnsThisType( pstr, iSubType );
if (!pItem)
return;
if( GetObserverMode() != OBS_MODE_NONE )
return;// Observers can't select things.
if ( !Weapon_ShouldSelectItem( pItem ) )
return;
// FIX, this needs to queue them up and delay
// Make sure the current weapon can be holstered
if ( GetActiveWeapon() )
{
if ( !GetActiveWeapon()->CanHolster() && !pItem->ForceWeaponSwitch() )
return;
ResetAutoaim( );
}
Weapon_Switch( pItem );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar sv_debug_player_use( "sv_debug_player_use", "0", FCVAR_REPLICATED, "Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success" );
float IntervalDistance( float x, float x0, float x1 )
{
// swap so x0 < x1
if ( x0 > x1 )
{
float tmp = x0;
x0 = x1;
x1 = tmp;
}
if ( x < x0 )
return x0-x;
else if ( x > x1 )
return x - x1;
return 0;
}
CBaseEntity *CBasePlayer::FindUseEntity()
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
// NOTE: Some debris objects are useable too, so hit those as well
// A button, etc. can be made out of clip brushes, make sure it's +useable via a traceline, too.
int useableContents = MASK_SOLID | CONTENTS_DEBRIS | CONTENTS_PLAYERCLIP;
#ifdef CSTRIKE_DLL
useableContents = MASK_NPCSOLID_BRUSHONLY | MASK_OPAQUE_AND_NPCS;
#endif
#ifdef HL1_DLL
useableContents = MASK_SOLID;
#endif
#ifndef CLIENT_DLL
CBaseEntity *pFoundByTrace = NULL;
#endif
// UNDONE: Might be faster to just fold this range into the sphere query
CBaseEntity *pObject = NULL;
float nearestDist = FLT_MAX;
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *pNearest = NULL;
const int NUM_TANGENTS = 8;
// trace a box at successive angles down
// forward, 45 deg, 30 deg, 20 deg, 15 deg, 10 deg, -10, -15
const float tangents[NUM_TANGENTS] = { 0, 1, 0.57735026919f, 0.3639702342f, 0.267949192431f, 0.1763269807f, -0.1763269807f, -0.267949192431f };
for ( int i = 0; i < NUM_TANGENTS; i++ )
{
if ( i == 0 )
{
UTIL_TraceLine( searchCenter, searchCenter + forward * 1024, useableContents, this, COLLISION_GROUP_NONE, &tr );
}
else
{
Vector down = forward - tangents[i]*up;
VectorNormalize(down);
UTIL_TraceHull( searchCenter, searchCenter + down * 72, -Vector(16,16,16), Vector(16,16,16), useableContents, this, COLLISION_GROUP_NONE, &tr );
}
pObject = tr.m_pEnt;
#ifndef CLIENT_DLL
pFoundByTrace = pObject;
#endif
bool bUsable = IsUseableEntity(pObject, 0);
while ( pObject && !bUsable && pObject->GetMoveParent() )
{
pObject = pObject->GetMoveParent();
bUsable = IsUseableEntity(pObject, 0);
}
if ( bUsable )
{
Vector delta = tr.endpos - tr.startpos;
float centerZ = CollisionProp()->WorldSpaceCenter().z;
delta.z = IntervalDistance( tr.endpos.z, centerZ + CollisionProp()->OBBMins().z, centerZ + CollisionProp()->OBBMaxs().z );
float dist = delta.Length();
if ( dist < PLAYER_USE_RADIUS )
{
#ifndef CLIENT_DLL
if ( sv_debug_player_use.GetBool() )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
if ( pObject->MyNPCPointer() && pObject->MyNPCPointer()->IsPlayerAlly( this ) )
{
// If about to select an NPC, do a more thorough check to ensure
// that we're selecting the right one from a group.
pObject = DoubleCheckUseNPC( pObject, searchCenter, forward );
}
#endif
if ( sv_debug_player_use.GetBool() )
{
Msg( "Trace using: %s\n", pObject ? pObject->GetDebugName() : "no usable entity found" );
}
pNearest = pObject;
// if this is directly under the cursor just return it now
if ( i == 0 )
return pObject;
}
}
}
// check ground entity first
// if you've got a useable ground entity, then shrink the cone of this search to 45 degrees
// otherwise, search out in a 90 degree cone (hemisphere)
if ( GetGroundEntity() && IsUseableEntity(GetGroundEntity(), FCAP_USE_ONGROUND) )
{
pNearest = GetGroundEntity();
}
if ( pNearest )
{
// estimate nearest object by distance from the view vector
Vector point;
pNearest->CollisionProp()->CalcNearestPoint( searchCenter, &point );
nearestDist = CalcDistanceToLine( point, searchCenter, forward );
if ( sv_debug_player_use.GetBool() )
{
Msg("Trace found %s, dist %.2f\n", pNearest->GetClassname(), nearestDist );
}
}
for ( CEntitySphereQuery sphere( searchCenter, PLAYER_USE_RADIUS ); ( pObject = sphere.GetCurrentEntity() ) != NULL; sphere.NextEntity() )
{
if ( !pObject )
continue;
if ( !IsUseableEntity( pObject, FCAP_USE_IN_RADIUS ) )
continue;
// see if it's more roughly in front of the player than previous guess
Vector point;
pObject->CollisionProp()->CalcNearestPoint( searchCenter, &point );
Vector dir = point - searchCenter;
VectorNormalize(dir);
float dot = DotProduct( dir, forward );
// Need to be looking at the object more or less
if ( dot < 0.8 )
continue;
float dist = CalcDistanceToLine( point, searchCenter, forward );
if ( sv_debug_player_use.GetBool() )
{
Msg("Radius found %s, dist %.2f\n", pObject->GetClassname(), dist );
}
if ( dist < nearestDist )
{
// Since this has purely been a radius search to this point, we now
// make sure the object isn't behind glass or a grate.
trace_t trCheckOccluded;
UTIL_TraceLine( searchCenter, point, useableContents, this, COLLISION_GROUP_NONE, &trCheckOccluded );
if ( trCheckOccluded.fraction == 1.0 || trCheckOccluded.m_pEnt == pObject )
{
pNearest = pObject;
nearestDist = dist;
}
}
}
#ifndef CLIENT_DLL
if ( !pNearest )
{
// Haven't found anything near the player to use, nor any NPC's at distance.
// Check to see if the player is trying to select an NPC through a rail, fence, or other 'see-though' volume.
trace_t trAllies;
UTIL_TraceLine( searchCenter, searchCenter + forward * PLAYER_USE_RADIUS, MASK_OPAQUE_AND_NPCS, this, COLLISION_GROUP_NONE, &trAllies );
if ( trAllies.m_pEnt && IsUseableEntity( trAllies.m_pEnt, 0 ) && trAllies.m_pEnt->MyNPCPointer() && trAllies.m_pEnt->MyNPCPointer()->IsPlayerAlly( this ) )
{
// This is an NPC, take it!
pNearest = trAllies.m_pEnt;
}
}
if ( pNearest && pNearest->MyNPCPointer() && pNearest->MyNPCPointer()->IsPlayerAlly( this ) )
{
pNearest = DoubleCheckUseNPC( pNearest, searchCenter, forward );
}
if ( sv_debug_player_use.GetBool() )
{
if ( !pNearest )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 255, 0, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 255, 0, 0, true, 30 );
}
else if ( pNearest == pFoundByTrace )
{
NDebugOverlay::Line( searchCenter, tr.endpos, 0, 255, 0, true, 30 );
NDebugOverlay::Cross3D( tr.endpos, 16, 0, 255, 0, true, 30 );
}
else
{
NDebugOverlay::Box( pNearest->WorldSpaceCenter(), Vector(-8, -8, -8), Vector(8, 8, 8), 0, 255, 0, true, 30 );
}
}
#endif
if ( sv_debug_player_use.GetBool() )
{
Msg( "Radial using: %s\n", pNearest ? pNearest->GetDebugName() : "no usable entity found" );
}
return pNearest;
}
//-----------------------------------------------------------------------------
// Purpose: Handles USE keypress
//-----------------------------------------------------------------------------
void CBasePlayer::PlayerUse ( void )
{
#ifdef GAME_DLL
// Was use pressed or released?
if ( ! ((m_nButtons | m_afButtonPressed | m_afButtonReleased) & IN_USE) )
return;
if ( IsObserver() )
{
// do special use operation in oberserver mode
if ( m_afButtonPressed & IN_USE )
ObserverUse( true );
else if ( m_afButtonReleased & IN_USE )
ObserverUse( false );
return;
}
#if !defined(_XBOX)
// push objects in turbo physics mode
if ( (m_nButtons & IN_USE) && sv_turbophysics.GetBool() )
{
Vector forward, up;
EyeVectors( &forward, NULL, &up );
trace_t tr;
// Search for objects in a sphere (tests for entities that are not solid, yet still useable)
Vector searchCenter = EyePosition();
CUsePushFilter filter;
UTIL_TraceLine( searchCenter, searchCenter + forward * 96.0f, MASK_SOLID, &filter, &tr );
// try the hit entity if there is one, or the ground entity if there isn't.
CBaseEntity *entity = tr.m_pEnt;
if ( entity )
{
IPhysicsObject *pObj = entity->VPhysicsGetObject();
if ( pObj )
{
Vector vPushAway = (entity->WorldSpaceCenter() - WorldSpaceCenter());
vPushAway.z = 0;
float flDist = VectorNormalize( vPushAway );
flDist = MAX( flDist, 1 );
float flForce = sv_pushaway_force.GetFloat() / flDist;
flForce = MIN( flForce, sv_pushaway_max_force.GetFloat() );
pObj->ApplyForceOffset( vPushAway * flForce, WorldSpaceCenter() );
}
}
}
#endif
if ( m_afButtonPressed & IN_USE )
{
// Controlling some latched entity?
if ( ClearUseEntity() )
{
return;
}
else
{
if ( m_afPhysicsFlags & PFLAG_DIROVERRIDE )
{
m_afPhysicsFlags &= ~PFLAG_DIROVERRIDE;
m_iTrain = TRAIN_NEW|TRAIN_OFF;
return;
}
else
{ // Start controlling the train!
CBaseEntity *pTrain = GetGroundEntity();
if ( pTrain && !(m_nButtons & IN_JUMP) && (GetFlags() & FL_ONGROUND) && (pTrain->ObjectCaps() & FCAP_DIRECTIONAL_USE) && pTrain->OnControls(this) )
{
m_afPhysicsFlags |= PFLAG_DIROVERRIDE;
m_iTrain = TrainSpeed(pTrain->m_flSpeed, ((CFuncTrackTrain*)pTrain)->GetMaxSpeed());
m_iTrain |= TRAIN_NEW;
EmitSound( "Player.UseTrain" );
return;
}
}
}
}
CBaseEntity *pUseEntity = FindUseEntity();
// Found an object
if ( pUseEntity )
{
//!!!UNDONE: traceline here to prevent +USEing buttons through walls
int caps = pUseEntity->ObjectCaps();
variant_t emptyVariant;
if ( ( (m_nButtons & IN_USE) && (caps & FCAP_CONTINUOUS_USE) ) || ( (m_afButtonPressed & IN_USE) && (caps & (FCAP_IMPULSE_USE|FCAP_ONOFF_USE)) ) )
{
if ( caps & FCAP_CONTINUOUS_USE )
{
m_afPhysicsFlags |= PFLAG_USING;
}
if ( pUseEntity->ObjectCaps() & FCAP_ONOFF_USE )
{
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_ON );
}
else
{
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_TOGGLE );
}
}
// UNDONE: Send different USE codes for ON/OFF. Cache last ONOFF_USE object to send 'off' if you turn away
else if ( (m_afButtonReleased & IN_USE) && (pUseEntity->ObjectCaps() & FCAP_ONOFF_USE) ) // BUGBUG This is an "off" use
{
pUseEntity->AcceptInput( "Use", this, this, emptyVariant, USE_OFF );
}
}
else if ( m_afButtonPressed & IN_USE )
{
PlayUseDenySound();
}
#endif
}
ConVar sv_suppress_viewpunch( "sv_suppress_viewpunch", "0", FCVAR_REPLICATED | FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ViewPunch( const QAngle &angleOffset )
{
//See if we're suppressing the view punching
if ( sv_suppress_viewpunch.GetBool() )
return;
// We don't allow view kicks in the vehicle
if ( IsInAVehicle() )
return;
m_Local.m_vecPunchAngleVel += angleOffset * 20;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ViewPunchReset( float tolerance )
{
if ( tolerance != 0 )
{
tolerance *= tolerance; // square
float check = m_Local.m_vecPunchAngleVel->LengthSqr() + m_Local.m_vecPunchAngle->LengthSqr();
if ( check > tolerance )
return;
}
m_Local.m_vecPunchAngle = vec3_angle;
m_Local.m_vecPunchAngleVel = vec3_angle;
}
#if defined( CLIENT_DLL )
#include "iviewrender.h"
#include "ivieweffects.h"
#endif
static ConVar smoothstairs( "smoothstairs", "1", FCVAR_REPLICATED, "Smooth player eye z coordinate when traversing stairs." );
//-----------------------------------------------------------------------------
// Handle view smoothing when going up or down stairs
//-----------------------------------------------------------------------------
void CBasePlayer::SmoothViewOnStairs( Vector& eyeOrigin )
{
CBaseEntity *pGroundEntity = GetGroundEntity();
float flCurrentPlayerZ = GetLocalOrigin().z;
float flCurrentPlayerViewOffsetZ = GetViewOffset().z;
// Smooth out stair step ups
// NOTE: Don't want to do this when the ground entity is moving the player
if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() == MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) && smoothstairs.GetBool() &&
m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ )
{
int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 : -1;
float steptime = gpGlobals->frametime;
if (steptime < 0)
{
steptime = 0;
}
m_flOldPlayerZ += steptime * 150 * dir;
const float stepSize = 18.0f;
if ( dir > 0 )
{
if (m_flOldPlayerZ > flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ > stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ - stepSize;
}
}
else
{
if (m_flOldPlayerZ < flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ < -stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ + stepSize;
}
}
eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ;
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
}
}
static bool IsWaterContents( int contents )
{
if ( contents & MASK_WATER )
return true;
// if ( contents & CONTENTS_TESTFOGVOLUME )
// return true;
return false;
}
void CBasePlayer::ResetObserverMode()
{
m_hObserverTarget.Set( 0 );
m_iObserverMode = (int)OBS_MODE_NONE;
#ifndef CLIENT_DLL
m_iObserverLastMode = OBS_MODE_ROAMING;
m_bForcedObserverMode = false;
m_afPhysicsFlags &= ~PFLAG_OBSERVER;
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : eyeOrigin -
// eyeAngles -
// zNear -
// zFar -
// fov -
//-----------------------------------------------------------------------------
void CBasePlayer::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
#if defined( CLIENT_DLL )
IClientVehicle *pVehicle;
#else
IServerVehicle *pVehicle;
#endif
pVehicle = GetVehicle();
if ( !pVehicle )
{
#if defined( CLIENT_DLL )
if( UseVR() )
g_ClientVirtualReality.CancelTorsoTransformOverride();
#endif
if ( IsObserver() )
{
CalcObserverView( eyeOrigin, eyeAngles, fov );
}
else
{
CalcPlayerView( eyeOrigin, eyeAngles, fov );
}
}
else
{
CalcVehicleView( pVehicle, eyeOrigin, eyeAngles, zNear, zFar, fov );
}
// NVNT update fov on the haptics dll for input scaling.
#if defined( CLIENT_DLL )
if(IsLocalPlayer() && haptics)
haptics->UpdatePlayerFOV(fov);
#endif
}
void CBasePlayer::CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles)
{
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
vm->CalcViewModelView( this, eyeOrigin, eyeAngles );
}
}
void CBasePlayer::CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// FIXME: Move into prediction
view->DriftPitch();
}
#endif
VectorCopy( EyePosition(), eyeOrigin );
#ifdef SIXENSE
if ( g_pSixenseInput->IsEnabled() )
{
VectorCopy( EyeAngles() + GetEyeAngleOffset(), eyeAngles );
}
else
{
VectorCopy( EyeAngles(), eyeAngles );
}
#else
VectorCopy( EyeAngles(), eyeAngles );
#endif
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
#endif
{
SmoothViewOnStairs( eyeOrigin );
}
// Snack off the origin before bob + water offset are applied
Vector vecBaseEyePosition = eyeOrigin;
CalcViewRoll( eyeAngles );
// Apply punch angle
VectorAdd( eyeAngles, m_Local.m_vecPunchAngle, eyeAngles );
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Shake it up baby!
vieweffects->CalcShake();
vieweffects->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
}
#endif
#if defined( CLIENT_DLL )
// Apply a smoothing offset to smooth out prediction errors.
Vector vSmoothOffset;
GetPredictionErrorSmoothingVector( vSmoothOffset );
eyeOrigin += vSmoothOffset;
m_flObserverChaseDistance = 0.0;
#endif
// calc current FOV
fov = GetFOV();
}
//-----------------------------------------------------------------------------
// Purpose: The main view setup function for vehicles
//-----------------------------------------------------------------------------
void CBasePlayer::CalcVehicleView(
#if defined( CLIENT_DLL )
IClientVehicle *pVehicle,
#else
IServerVehicle *pVehicle,
#endif
Vector& eyeOrigin, QAngle& eyeAngles,
float& zNear, float& zFar, float& fov )
{
Assert( pVehicle );
// Start with our base origin and angles
CacheVehicleView();
eyeOrigin = m_vecVehicleViewOrigin;
eyeAngles = m_vecVehicleViewAngles;
#if defined( CLIENT_DLL )
fov = GetFOV();
// Allows the vehicle to change the clip planes
pVehicle->GetVehicleClipPlanes( zNear, zFar );
#endif
// Snack off the origin before bob + water offset are applied
Vector vecBaseEyePosition = eyeOrigin;
CalcViewRoll( eyeAngles );
// Apply punch angle
VectorAdd( eyeAngles, m_Local.m_vecPunchAngle, eyeAngles );
#if defined( CLIENT_DLL )
if ( !prediction->InPrediction() )
{
// Shake it up baby!
vieweffects->CalcShake();
vieweffects->ApplyShake( eyeOrigin, eyeAngles, 1.0 );
}
#endif
}
void CBasePlayer::CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov )
{
#if defined( CLIENT_DLL )
switch ( GetObserverMode() )
{
case OBS_MODE_DEATHCAM : CalcDeathCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_ROAMING : // just copy current position without view offset
case OBS_MODE_FIXED : CalcRoamingView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_IN_EYE : CalcInEyeCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_POI : // PASSTIME
case OBS_MODE_CHASE : CalcChaseCamView( eyeOrigin, eyeAngles, fov );
break;
case OBS_MODE_FREEZECAM : CalcFreezeCamView( eyeOrigin, eyeAngles, fov );
break;
}
#else
// on server just copy target postions, final view positions will be calculated on client
VectorCopy( EyePosition(), eyeOrigin );
VectorCopy( EyeAngles(), eyeAngles );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Compute roll angle for a particular lateral velocity
// Input : angles -
// velocity -
// rollangle -
// rollspeed -
// Output : float CViewRender::CalcRoll
//-----------------------------------------------------------------------------
float CBasePlayer::CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed)
{
float sign;
float side;
float value;
Vector forward, right, up;
AngleVectors (angles, &forward, &right, &up);
// Get amount of lateral movement
side = DotProduct( velocity, right );
// Right or left side?
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = rollangle;
// Hit 100% of rollangle at rollspeed. Below that get linear approx.
if ( side < rollspeed )
{
side = side * value / rollspeed;
}
else
{
side = value;
}
// Scale by right/left sign
return side*sign;
}
//-----------------------------------------------------------------------------
// Purpose: Determine view roll, including data kick
//-----------------------------------------------------------------------------
void CBasePlayer::CalcViewRoll( QAngle& eyeAngles )
{
if ( GetMoveType() == MOVETYPE_NOCLIP )
return;
float side = CalcRoll( GetAbsAngles(), GetAbsVelocity(), sv_rollangle.GetFloat(), sv_rollspeed.GetFloat() );
eyeAngles[ROLL] += side;
}
void CBasePlayer::DoMuzzleFlash()
{
for ( int i = 0; i < MAX_VIEWMODELS; i++ )
{
CBaseViewModel *vm = GetViewModel( i );
if ( !vm )
continue;
vm->DoMuzzleFlash();
}
BaseClass::DoMuzzleFlash();
}
float CBasePlayer::GetFOVDistanceAdjustFactor()
{
float defaultFOV = (float)GetDefaultFOV();
float localFOV = (float)GetFOV();
if ( localFOV == defaultFOV || defaultFOV < 0.001f )
{
return 1.0f;
}
// If FOV is lower, then we're "zoomed" in and this will give a factor < 1 so apparent LOD distances can be
// shorted accordingly
return localFOV / defaultFOV;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : &vecTracerSrc -
// &tr -
// iTracerType -
//-----------------------------------------------------------------------------
void CBasePlayer::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
{
if ( GetActiveWeapon() )
{
GetActiveWeapon()->MakeTracer( vecTracerSrc, tr, iTracerType );
return;
}
BaseClass::MakeTracer( vecTracerSrc, tr, iTracerType );
}
void CBasePlayer::SharedSpawn()
{
SetMoveType( MOVETYPE_WALK );
SetSolid( SOLID_BBOX );
AddSolidFlags( FSOLID_NOT_STANDABLE );
SetFriction( 1.0f );
pl.deadflag = false;
m_lifeState = LIFE_ALIVE;
m_iHealth = 100;
m_takedamage = DAMAGE_YES;
m_Local.m_bDrawViewmodel = true;
m_Local.m_flStepSize = sv_stepsize.GetFloat();
m_Local.m_bAllowAutoMovement = true;
m_nRenderFX = kRenderFxNone;
m_flNextAttack = gpGlobals->curtime;
m_flMaxspeed = 0.0f;
MDLCACHE_CRITICAL_SECTION();
SetSequence( SelectWeightedSequence( ACT_IDLE ) );
if ( GetFlags() & FL_DUCKING )
SetCollisionBounds( VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX );
else
SetCollisionBounds( VEC_HULL_MIN, VEC_HULL_MAX );
// dont let uninitialized value here hurt the player
m_Local.m_flFallVelocity = 0;
SetBloodColor( BLOOD_COLOR_RED );
// NVNT inform haptic dll we have just spawned local player
#ifdef CLIENT_DLL
if(IsLocalPlayer() &&haptics)
haptics->LocalPlayerReset();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBasePlayer::IsLerpingFOV( void ) const
{
// If it's immediate, just do it
if (m_Local.m_flFOVRate == 0.0f)
return false;
float deltaTime = (float)(gpGlobals->curtime - m_flFOVTime) / m_Local.m_flFOVRate;
return deltaTime < 1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CBasePlayer::GetDefaultFOV( void ) const
{
#if defined( CLIENT_DLL )
if ( GetObserverMode() == OBS_MODE_IN_EYE )
{
C_BasePlayer *pTargetPlayer = dynamic_cast<C_BasePlayer*>( GetObserverTarget() );
if ( pTargetPlayer && !pTargetPlayer->IsObserver() )
{
return pTargetPlayer->GetDefaultFOV();
}
}
#endif
int iFOV = ( m_iDefaultFOV == 0 ) ? g_pGameRules->DefaultFOV() : m_iDefaultFOV;
if ( iFOV > MAX_FOV )
iFOV = MAX_FOV;
return iFOV;
}
void CBasePlayer::AvoidPhysicsProps( CUserCmd *pCmd )
{
#ifndef _XBOX
// Don't avoid if noclipping or in movetype none
switch ( GetMoveType() )
{
case MOVETYPE_NOCLIP:
case MOVETYPE_NONE:
case MOVETYPE_OBSERVER:
return;
default:
break;
}
if ( GetObserverMode() != OBS_MODE_NONE || !IsAlive() )
return;
AvoidPushawayProps( this, pCmd );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : const char
//-----------------------------------------------------------------------------
const char *CBasePlayer::GetTracerType( void )
{
if ( GetActiveWeapon() )
{
return GetActiveWeapon()->GetTracerType();
}
return BaseClass::GetTracerType();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::ClearZoomOwner( void )
{
m_hZoomOwner = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the FOV of the client, doing interpolation between old and new if requested
// Input : FOV - New FOV
// zoomRate - Amount of time (in seconds) to move between old and new FOV
//-----------------------------------------------------------------------------
bool CBasePlayer::SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate, int iZoomStart /* = 0 */ )
{
//NOTENOTE: You MUST specify who is requesting the zoom change
assert( pRequester != NULL );
if ( pRequester == NULL )
return false;
// If we already have an owner, we only allow requests from that owner
if ( ( m_hZoomOwner.Get() != NULL ) && ( m_hZoomOwner.Get() != pRequester ) )
{
#ifdef GAME_DLL
if ( CanOverrideEnvZoomOwner( m_hZoomOwner.Get() ) == false )
#endif
return false;
}
else
{
//FIXME: Maybe do this is as an accessor instead
if ( FOV == 0 )
{
m_hZoomOwner = NULL;
}
else
{
m_hZoomOwner = pRequester;
}
}
// Setup our FOV and our scaling time
if ( iZoomStart > 0 )
{
m_iFOVStart = iZoomStart;
}
else
{
m_iFOVStart = GetFOV();
}
m_flFOVTime = gpGlobals->curtime;
m_iFOV = FOV;
m_Local.m_flFOVRate = zoomRate;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBasePlayer::UpdateUnderwaterState( void )
{
if ( GetWaterLevel() == WL_Eyes )
{
if ( IsPlayerUnderwater() == false )
{
SetPlayerUnderwater( true );
}
return;
}
if ( IsPlayerUnderwater() )
{
SetPlayerUnderwater( false );
}
if ( GetWaterLevel() == 0 )
{
if ( GetFlags() & FL_INWATER )
{
#ifndef CLIENT_DLL
if ( m_iHealth > 0 && IsAlive() )
{
EmitSound( "Player.Wade" );
}
#endif
RemoveFlag( FL_INWATER );
}
}
else if ( !(GetFlags() & FL_INWATER) )
{
#ifndef CLIENT_DLL
// player enter water sound
if (GetWaterType() == CONTENTS_WATER)
{
EmitSound( "Player.Wade" );
}
#endif
AddFlag( FL_INWATER );
}
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
// ensure that for every emitsound there is a matching stopsound
//-----------------------------------------------------------------------------
void CBasePlayer::SetPlayerUnderwater( bool state )
{
if ( m_bPlayerUnderwater != state )
{
#if defined( WIN32 ) && !defined( _X360 )
// NVNT turn on haptic drag when underwater
if(state)
HapticSetDrag(this,1);
else
HapticSetDrag(this,0);
#endif
m_bPlayerUnderwater = state;
#ifdef CLIENT_DLL
if ( state )
EmitSound( "Player.AmbientUnderWater" );
else
StopSound( "Player.AmbientUnderWater" );
#endif
}
}
void CBasePlayer::SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin )
{
m_vecPreviouslyPredictedOrigin = vecAbsOrigin;
}
const Vector &CBasePlayer::GetPreviouslyPredictedOrigin() const
{
return m_vecPreviouslyPredictedOrigin;
}
bool fogparams_t::operator !=( const fogparams_t& other ) const
{
if ( this->enable != other.enable ||
this->blend != other.blend ||
!VectorsAreEqual(this->dirPrimary, other.dirPrimary, 0.01f ) ||
this->colorPrimary.Get() != other.colorPrimary.Get() ||
this->colorSecondary.Get() != other.colorSecondary.Get() ||
this->start != other.start ||
this->end != other.end ||
this->farz != other.farz ||
this->maxdensity != other.maxdensity ||
this->colorPrimaryLerpTo.Get() != other.colorPrimaryLerpTo.Get() ||
this->colorSecondaryLerpTo.Get() != other.colorSecondaryLerpTo.Get() ||
this->startLerpTo != other.startLerpTo ||
this->endLerpTo != other.endLerpTo ||
this->lerptime != other.lerptime ||
this->duration != other.duration )
return true;
return false;
}