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1630 lines
38 KiB
1630 lines
38 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Player for HL2.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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#include "hl2mp_player.h"
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#include "globalstate.h"
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#include "game.h"
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#include "gamerules.h"
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#include "hl2mp_player_shared.h"
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#include "predicted_viewmodel.h"
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#include "in_buttons.h"
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#include "hl2mp_gamerules.h"
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#include "KeyValues.h"
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#include "team.h"
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#include "weapon_hl2mpbase.h"
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#include "grenade_satchel.h"
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#include "eventqueue.h"
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#include "gamestats.h"
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#include "engine/IEngineSound.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "ilagcompensationmanager.h"
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int g_iLastCitizenModel = 0;
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int g_iLastCombineModel = 0;
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CBaseEntity *g_pLastCombineSpawn = NULL;
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CBaseEntity *g_pLastRebelSpawn = NULL;
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extern CBaseEntity *g_pLastSpawn;
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#define HL2MP_COMMAND_MAX_RATE 0.3
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void DropPrimedFragGrenade( CHL2MP_Player *pPlayer, CBaseCombatWeapon *pGrenade );
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LINK_ENTITY_TO_CLASS( player, CHL2MP_Player );
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LINK_ENTITY_TO_CLASS( info_player_combine, CPointEntity );
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LINK_ENTITY_TO_CLASS( info_player_rebel, CPointEntity );
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IMPLEMENT_SERVERCLASS_ST(CHL2MP_Player, DT_HL2MP_Player)
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 11, SPROP_CHANGES_OFTEN ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 11, SPROP_CHANGES_OFTEN ),
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SendPropEHandle( SENDINFO( m_hRagdoll ) ),
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SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ),
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SendPropInt( SENDINFO( m_iPlayerSoundType), 3 ),
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseFlex", "m_viewtarget" ),
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// SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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// SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CHL2MP_Player )
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END_DATADESC()
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const char *g_ppszRandomCitizenModels[] =
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{
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"models/humans/group03/male_01.mdl",
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"models/humans/group03/male_02.mdl",
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"models/humans/group03/female_01.mdl",
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"models/humans/group03/male_03.mdl",
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"models/humans/group03/female_02.mdl",
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"models/humans/group03/male_04.mdl",
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"models/humans/group03/female_03.mdl",
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"models/humans/group03/male_05.mdl",
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"models/humans/group03/female_04.mdl",
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"models/humans/group03/male_06.mdl",
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"models/humans/group03/female_06.mdl",
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"models/humans/group03/male_07.mdl",
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"models/humans/group03/female_07.mdl",
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"models/humans/group03/male_08.mdl",
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"models/humans/group03/male_09.mdl",
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};
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const char *g_ppszRandomCombineModels[] =
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{
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"models/combine_soldier.mdl",
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"models/combine_soldier_prisonguard.mdl",
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"models/combine_super_soldier.mdl",
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"models/police.mdl",
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};
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#define MAX_COMBINE_MODELS 4
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#define MODEL_CHANGE_INTERVAL 5.0f
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#define TEAM_CHANGE_INTERVAL 5.0f
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#define HL2MPPLAYER_PHYSDAMAGE_SCALE 4.0f
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#pragma warning( disable : 4355 )
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CHL2MP_Player::CHL2MP_Player() : m_PlayerAnimState( this )
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{
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m_angEyeAngles.Init();
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m_iLastWeaponFireUsercmd = 0;
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m_flNextModelChangeTime = 0.0f;
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m_flNextTeamChangeTime = 0.0f;
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m_iSpawnInterpCounter = 0;
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m_bEnterObserver = false;
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m_bReady = false;
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BaseClass::ChangeTeam( 0 );
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// UseClientSideAnimation();
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}
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CHL2MP_Player::~CHL2MP_Player( void )
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{
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}
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void CHL2MP_Player::UpdateOnRemove( void )
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{
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if ( m_hRagdoll )
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{
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UTIL_RemoveImmediate( m_hRagdoll );
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m_hRagdoll = NULL;
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}
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BaseClass::UpdateOnRemove();
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}
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void CHL2MP_Player::Precache( void )
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{
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BaseClass::Precache();
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PrecacheModel ( "sprites/glow01.vmt" );
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//Precache Citizen models
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int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
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int i;
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for ( i = 0; i < nHeads; ++i )
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PrecacheModel( g_ppszRandomCitizenModels[i] );
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//Precache Combine Models
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nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
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for ( i = 0; i < nHeads; ++i )
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PrecacheModel( g_ppszRandomCombineModels[i] );
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PrecacheFootStepSounds();
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PrecacheScriptSound( "NPC_MetroPolice.Die" );
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PrecacheScriptSound( "NPC_CombineS.Die" );
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PrecacheScriptSound( "NPC_Citizen.die" );
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}
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void CHL2MP_Player::GiveAllItems( void )
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{
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EquipSuit();
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CBasePlayer::GiveAmmo( 255, "Pistol");
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CBasePlayer::GiveAmmo( 255, "AR2" );
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CBasePlayer::GiveAmmo( 5, "AR2AltFire" );
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CBasePlayer::GiveAmmo( 255, "SMG1");
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CBasePlayer::GiveAmmo( 1, "smg1_grenade");
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CBasePlayer::GiveAmmo( 255, "Buckshot");
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CBasePlayer::GiveAmmo( 32, "357" );
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CBasePlayer::GiveAmmo( 3, "rpg_round");
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CBasePlayer::GiveAmmo( 1, "grenade" );
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CBasePlayer::GiveAmmo( 2, "slam" );
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GiveNamedItem( "weapon_crowbar" );
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GiveNamedItem( "weapon_stunstick" );
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GiveNamedItem( "weapon_pistol" );
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GiveNamedItem( "weapon_357" );
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GiveNamedItem( "weapon_smg1" );
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GiveNamedItem( "weapon_ar2" );
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GiveNamedItem( "weapon_shotgun" );
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GiveNamedItem( "weapon_frag" );
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GiveNamedItem( "weapon_crossbow" );
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GiveNamedItem( "weapon_rpg" );
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GiveNamedItem( "weapon_slam" );
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GiveNamedItem( "weapon_physcannon" );
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}
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void CHL2MP_Player::GiveDefaultItems( void )
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{
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EquipSuit();
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CBasePlayer::GiveAmmo( 255, "Pistol");
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CBasePlayer::GiveAmmo( 45, "SMG1");
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CBasePlayer::GiveAmmo( 1, "grenade" );
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CBasePlayer::GiveAmmo( 6, "Buckshot");
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CBasePlayer::GiveAmmo( 6, "357" );
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if ( GetPlayerModelType() == PLAYER_SOUNDS_METROPOLICE || GetPlayerModelType() == PLAYER_SOUNDS_COMBINESOLDIER )
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{
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GiveNamedItem( "weapon_stunstick" );
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}
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else if ( GetPlayerModelType() == PLAYER_SOUNDS_CITIZEN )
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{
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GiveNamedItem( "weapon_crowbar" );
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}
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GiveNamedItem( "weapon_pistol" );
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GiveNamedItem( "weapon_smg1" );
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GiveNamedItem( "weapon_frag" );
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GiveNamedItem( "weapon_physcannon" );
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const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );
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CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName );
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if ( pDefaultWeapon )
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{
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Weapon_Switch( pDefaultWeapon );
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}
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else
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{
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Weapon_Switch( Weapon_OwnsThisType( "weapon_physcannon" ) );
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}
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}
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void CHL2MP_Player::PickDefaultSpawnTeam( void )
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{
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if ( GetTeamNumber() == 0 )
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{
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if ( HL2MPRules()->IsTeamplay() == false )
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{
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if ( GetModelPtr() == NULL )
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{
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const char *szModelName = NULL;
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szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" );
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if ( ValidatePlayerModel( szModelName ) == false )
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{
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char szReturnString[512];
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Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel models/combine_soldier.mdl\n" );
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engine->ClientCommand ( edict(), szReturnString );
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}
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ChangeTeam( TEAM_UNASSIGNED );
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}
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}
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else
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{
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CTeam *pCombine = g_Teams[TEAM_COMBINE];
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CTeam *pRebels = g_Teams[TEAM_REBELS];
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if ( pCombine == NULL || pRebels == NULL )
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{
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ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );
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}
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else
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{
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if ( pCombine->GetNumPlayers() > pRebels->GetNumPlayers() )
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{
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ChangeTeam( TEAM_REBELS );
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}
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else if ( pCombine->GetNumPlayers() < pRebels->GetNumPlayers() )
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{
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ChangeTeam( TEAM_COMBINE );
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}
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else
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{
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ChangeTeam( random->RandomInt( TEAM_COMBINE, TEAM_REBELS ) );
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets HL2 specific defaults.
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//-----------------------------------------------------------------------------
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void CHL2MP_Player::Spawn(void)
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{
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m_flNextModelChangeTime = 0.0f;
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m_flNextTeamChangeTime = 0.0f;
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PickDefaultSpawnTeam();
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BaseClass::Spawn();
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if ( !IsObserver() )
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{
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pl.deadflag = false;
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RemoveSolidFlags( FSOLID_NOT_SOLID );
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RemoveEffects( EF_NODRAW );
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GiveDefaultItems();
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}
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SetNumAnimOverlays( 3 );
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ResetAnimation();
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m_nRenderFX = kRenderNormal;
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m_Local.m_iHideHUD = 0;
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AddFlag(FL_ONGROUND); // set the player on the ground at the start of the round.
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m_impactEnergyScale = HL2MPPLAYER_PHYSDAMAGE_SCALE;
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if ( HL2MPRules()->IsIntermission() )
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{
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AddFlag( FL_FROZEN );
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}
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else
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{
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RemoveFlag( FL_FROZEN );
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}
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m_iSpawnInterpCounter = (m_iSpawnInterpCounter + 1) % 8;
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m_Local.m_bDucked = false;
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SetPlayerUnderwater(false);
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m_bReady = false;
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}
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void CHL2MP_Player::PickupObject( CBaseEntity *pObject, bool bLimitMassAndSize )
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{
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}
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bool CHL2MP_Player::ValidatePlayerModel( const char *pModel )
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{
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int iModels = ARRAYSIZE( g_ppszRandomCitizenModels );
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int i;
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for ( i = 0; i < iModels; ++i )
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{
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if ( !Q_stricmp( g_ppszRandomCitizenModels[i], pModel ) )
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{
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return true;
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}
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}
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iModels = ARRAYSIZE( g_ppszRandomCombineModels );
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for ( i = 0; i < iModels; ++i )
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{
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if ( !Q_stricmp( g_ppszRandomCombineModels[i], pModel ) )
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{
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return true;
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}
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}
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return false;
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}
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void CHL2MP_Player::SetPlayerTeamModel( void )
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{
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const char *szModelName = NULL;
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szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" );
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int modelIndex = modelinfo->GetModelIndex( szModelName );
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if ( modelIndex == -1 || ValidatePlayerModel( szModelName ) == false )
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{
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szModelName = "models/Combine_Soldier.mdl";
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m_iModelType = TEAM_COMBINE;
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char szReturnString[512];
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Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", szModelName );
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engine->ClientCommand ( edict(), szReturnString );
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}
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if ( GetTeamNumber() == TEAM_COMBINE )
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{
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if ( Q_stristr( szModelName, "models/human") )
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{
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int nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
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g_iLastCombineModel = ( g_iLastCombineModel + 1 ) % nHeads;
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szModelName = g_ppszRandomCombineModels[g_iLastCombineModel];
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}
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m_iModelType = TEAM_COMBINE;
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}
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else if ( GetTeamNumber() == TEAM_REBELS )
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{
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if ( !Q_stristr( szModelName, "models/human") )
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{
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int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
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g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
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szModelName = g_ppszRandomCitizenModels[g_iLastCitizenModel];
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}
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m_iModelType = TEAM_REBELS;
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}
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SetModel( szModelName );
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SetupPlayerSoundsByModel( szModelName );
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m_flNextModelChangeTime = gpGlobals->curtime + MODEL_CHANGE_INTERVAL;
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}
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void CHL2MP_Player::SetPlayerModel( void )
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{
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const char *szModelName = NULL;
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const char *pszCurrentModelName = modelinfo->GetModelName( GetModel());
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szModelName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_playermodel" );
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if ( ValidatePlayerModel( szModelName ) == false )
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{
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char szReturnString[512];
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||
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if ( ValidatePlayerModel( pszCurrentModelName ) == false )
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{
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pszCurrentModelName = "models/Combine_Soldier.mdl";
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}
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Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", pszCurrentModelName );
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engine->ClientCommand ( edict(), szReturnString );
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|
||
|
szModelName = pszCurrentModelName;
|
||
|
}
|
||
|
|
||
|
if ( GetTeamNumber() == TEAM_COMBINE )
|
||
|
{
|
||
|
int nHeads = ARRAYSIZE( g_ppszRandomCombineModels );
|
||
|
|
||
|
g_iLastCombineModel = ( g_iLastCombineModel + 1 ) % nHeads;
|
||
|
szModelName = g_ppszRandomCombineModels[g_iLastCombineModel];
|
||
|
|
||
|
m_iModelType = TEAM_COMBINE;
|
||
|
}
|
||
|
else if ( GetTeamNumber() == TEAM_REBELS )
|
||
|
{
|
||
|
int nHeads = ARRAYSIZE( g_ppszRandomCitizenModels );
|
||
|
|
||
|
g_iLastCitizenModel = ( g_iLastCitizenModel + 1 ) % nHeads;
|
||
|
szModelName = g_ppszRandomCitizenModels[g_iLastCitizenModel];
|
||
|
|
||
|
m_iModelType = TEAM_REBELS;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( Q_strlen( szModelName ) == 0 )
|
||
|
{
|
||
|
szModelName = g_ppszRandomCitizenModels[0];
|
||
|
}
|
||
|
|
||
|
if ( Q_stristr( szModelName, "models/human") )
|
||
|
{
|
||
|
m_iModelType = TEAM_REBELS;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_iModelType = TEAM_COMBINE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int modelIndex = modelinfo->GetModelIndex( szModelName );
|
||
|
|
||
|
if ( modelIndex == -1 )
|
||
|
{
|
||
|
szModelName = "models/Combine_Soldier.mdl";
|
||
|
m_iModelType = TEAM_COMBINE;
|
||
|
|
||
|
char szReturnString[512];
|
||
|
|
||
|
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel %s\n", szModelName );
|
||
|
engine->ClientCommand ( edict(), szReturnString );
|
||
|
}
|
||
|
|
||
|
SetModel( szModelName );
|
||
|
SetupPlayerSoundsByModel( szModelName );
|
||
|
|
||
|
m_flNextModelChangeTime = gpGlobals->curtime + MODEL_CHANGE_INTERVAL;
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::SetupPlayerSoundsByModel( const char *pModelName )
|
||
|
{
|
||
|
if ( Q_stristr( pModelName, "models/human") )
|
||
|
{
|
||
|
m_iPlayerSoundType = (int)PLAYER_SOUNDS_CITIZEN;
|
||
|
}
|
||
|
else if ( Q_stristr(pModelName, "police" ) )
|
||
|
{
|
||
|
m_iPlayerSoundType = (int)PLAYER_SOUNDS_METROPOLICE;
|
||
|
}
|
||
|
else if ( Q_stristr(pModelName, "combine" ) )
|
||
|
{
|
||
|
m_iPlayerSoundType = (int)PLAYER_SOUNDS_COMBINESOLDIER;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::ResetAnimation( void )
|
||
|
{
|
||
|
if ( IsAlive() )
|
||
|
{
|
||
|
SetSequence ( -1 );
|
||
|
SetActivity( ACT_INVALID );
|
||
|
|
||
|
if (!GetAbsVelocity().x && !GetAbsVelocity().y)
|
||
|
SetAnimation( PLAYER_IDLE );
|
||
|
else if ((GetAbsVelocity().x || GetAbsVelocity().y) && ( GetFlags() & FL_ONGROUND ))
|
||
|
SetAnimation( PLAYER_WALK );
|
||
|
else if (GetWaterLevel() > 1)
|
||
|
SetAnimation( PLAYER_WALK );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CHL2MP_Player::Weapon_Switch( CBaseCombatWeapon *pWeapon, int viewmodelindex )
|
||
|
{
|
||
|
bool bRet = BaseClass::Weapon_Switch( pWeapon, viewmodelindex );
|
||
|
|
||
|
if ( bRet == true )
|
||
|
{
|
||
|
ResetAnimation();
|
||
|
}
|
||
|
|
||
|
return bRet;
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::PreThink( void )
|
||
|
{
|
||
|
QAngle vOldAngles = GetLocalAngles();
|
||
|
QAngle vTempAngles = GetLocalAngles();
|
||
|
|
||
|
vTempAngles = EyeAngles();
|
||
|
|
||
|
if ( vTempAngles[PITCH] > 180.0f )
|
||
|
{
|
||
|
vTempAngles[PITCH] -= 360.0f;
|
||
|
}
|
||
|
|
||
|
SetLocalAngles( vTempAngles );
|
||
|
|
||
|
BaseClass::PreThink();
|
||
|
State_PreThink();
|
||
|
|
||
|
//Reset bullet force accumulator, only lasts one frame
|
||
|
m_vecTotalBulletForce = vec3_origin;
|
||
|
SetLocalAngles( vOldAngles );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::PostThink( void )
|
||
|
{
|
||
|
BaseClass::PostThink();
|
||
|
|
||
|
if ( GetFlags() & FL_DUCKING )
|
||
|
{
|
||
|
SetCollisionBounds( VEC_CROUCH_TRACE_MIN, VEC_CROUCH_TRACE_MAX );
|
||
|
}
|
||
|
|
||
|
m_PlayerAnimState.Update();
|
||
|
|
||
|
// Store the eye angles pitch so the client can compute its animation state correctly.
|
||
|
m_angEyeAngles = EyeAngles();
|
||
|
|
||
|
QAngle angles = GetLocalAngles();
|
||
|
angles[PITCH] = 0;
|
||
|
SetLocalAngles( angles );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::PlayerDeathThink()
|
||
|
{
|
||
|
if( !IsObserver() )
|
||
|
{
|
||
|
BaseClass::PlayerDeathThink();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::FireBullets ( const FireBulletsInfo_t &info )
|
||
|
{
|
||
|
// Move other players back to history positions based on local player's lag
|
||
|
lagcompensation->StartLagCompensation( this, this->GetCurrentCommand() );
|
||
|
|
||
|
FireBulletsInfo_t modinfo = info;
|
||
|
|
||
|
CWeaponHL2MPBase *pWeapon = dynamic_cast<CWeaponHL2MPBase *>( GetActiveWeapon() );
|
||
|
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
modinfo.m_iPlayerDamage = modinfo.m_flDamage = pWeapon->GetHL2MPWpnData().m_iPlayerDamage;
|
||
|
}
|
||
|
|
||
|
NoteWeaponFired();
|
||
|
|
||
|
BaseClass::FireBullets( modinfo );
|
||
|
|
||
|
// Move other players back to history positions based on local player's lag
|
||
|
lagcompensation->FinishLagCompensation( this );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::NoteWeaponFired( void )
|
||
|
{
|
||
|
Assert( m_pCurrentCommand );
|
||
|
if( m_pCurrentCommand )
|
||
|
{
|
||
|
m_iLastWeaponFireUsercmd = m_pCurrentCommand->command_number;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
extern ConVar sv_maxunlag;
|
||
|
|
||
|
bool CHL2MP_Player::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const
|
||
|
{
|
||
|
// No need to lag compensate at all if we're not attacking in this command and
|
||
|
// we haven't attacked recently.
|
||
|
if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) )
|
||
|
return false;
|
||
|
|
||
|
// If this entity hasn't been transmitted to us and acked, then don't bother lag compensating it.
|
||
|
if ( pEntityTransmitBits && !pEntityTransmitBits->Get( pPlayer->entindex() ) )
|
||
|
return false;
|
||
|
|
||
|
const Vector &vMyOrigin = GetAbsOrigin();
|
||
|
const Vector &vHisOrigin = pPlayer->GetAbsOrigin();
|
||
|
|
||
|
// get max distance player could have moved within max lag compensation time,
|
||
|
// multiply by 1.5 to to avoid "dead zones" (sqrt(2) would be the exact value)
|
||
|
float maxDistance = 1.5 * pPlayer->MaxSpeed() * sv_maxunlag.GetFloat();
|
||
|
|
||
|
// If the player is within this distance, lag compensate them in case they're running past us.
|
||
|
if ( vHisOrigin.DistTo( vMyOrigin ) < maxDistance )
|
||
|
return true;
|
||
|
|
||
|
// If their origin is not within a 45 degree cone in front of us, no need to lag compensate.
|
||
|
Vector vForward;
|
||
|
AngleVectors( pCmd->viewangles, &vForward );
|
||
|
|
||
|
Vector vDiff = vHisOrigin - vMyOrigin;
|
||
|
VectorNormalize( vDiff );
|
||
|
|
||
|
float flCosAngle = 0.707107f; // 45 degree angle
|
||
|
if ( vForward.Dot( vDiff ) < flCosAngle )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Activity CHL2MP_Player::TranslateTeamActivity( Activity ActToTranslate )
|
||
|
{
|
||
|
if ( m_iModelType == TEAM_COMBINE )
|
||
|
return ActToTranslate;
|
||
|
|
||
|
if ( ActToTranslate == ACT_RUN )
|
||
|
return ACT_RUN_AIM_AGITATED;
|
||
|
|
||
|
if ( ActToTranslate == ACT_IDLE )
|
||
|
return ACT_IDLE_AIM_AGITATED;
|
||
|
|
||
|
if ( ActToTranslate == ACT_WALK )
|
||
|
return ACT_WALK_AIM_AGITATED;
|
||
|
|
||
|
return ActToTranslate;
|
||
|
}
|
||
|
|
||
|
extern ConVar hl2_normspeed;
|
||
|
|
||
|
// Set the activity based on an event or current state
|
||
|
void CHL2MP_Player::SetAnimation( PLAYER_ANIM playerAnim )
|
||
|
{
|
||
|
int animDesired;
|
||
|
|
||
|
float speed;
|
||
|
|
||
|
speed = GetAbsVelocity().Length2D();
|
||
|
|
||
|
|
||
|
// bool bRunning = true;
|
||
|
|
||
|
//Revisit!
|
||
|
/* if ( ( m_nButtons & ( IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT ) ) )
|
||
|
{
|
||
|
if ( speed > 1.0f && speed < hl2_normspeed.GetFloat() - 20.0f )
|
||
|
{
|
||
|
bRunning = false;
|
||
|
}
|
||
|
}*/
|
||
|
|
||
|
if ( GetFlags() & ( FL_FROZEN | FL_ATCONTROLS ) )
|
||
|
{
|
||
|
speed = 0;
|
||
|
playerAnim = PLAYER_IDLE;
|
||
|
}
|
||
|
|
||
|
Activity idealActivity = ACT_HL2MP_RUN;
|
||
|
|
||
|
// This could stand to be redone. Why is playerAnim abstracted from activity? (sjb)
|
||
|
if ( playerAnim == PLAYER_JUMP )
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_JUMP;
|
||
|
}
|
||
|
else if ( playerAnim == PLAYER_DIE )
|
||
|
{
|
||
|
if ( m_lifeState == LIFE_ALIVE )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
else if ( playerAnim == PLAYER_ATTACK1 )
|
||
|
{
|
||
|
if ( GetActivity( ) == ACT_HOVER ||
|
||
|
GetActivity( ) == ACT_SWIM ||
|
||
|
GetActivity( ) == ACT_HOP ||
|
||
|
GetActivity( ) == ACT_LEAP ||
|
||
|
GetActivity( ) == ACT_DIESIMPLE )
|
||
|
{
|
||
|
idealActivity = GetActivity( );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_GESTURE_RANGE_ATTACK;
|
||
|
}
|
||
|
}
|
||
|
else if ( playerAnim == PLAYER_RELOAD )
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_GESTURE_RELOAD;
|
||
|
}
|
||
|
else if ( playerAnim == PLAYER_IDLE || playerAnim == PLAYER_WALK )
|
||
|
{
|
||
|
if ( !( GetFlags() & FL_ONGROUND ) && GetActivity( ) == ACT_HL2MP_JUMP ) // Still jumping
|
||
|
{
|
||
|
idealActivity = GetActivity( );
|
||
|
}
|
||
|
/*
|
||
|
else if ( GetWaterLevel() > 1 )
|
||
|
{
|
||
|
if ( speed == 0 )
|
||
|
idealActivity = ACT_HOVER;
|
||
|
else
|
||
|
idealActivity = ACT_SWIM;
|
||
|
}
|
||
|
*/
|
||
|
else
|
||
|
{
|
||
|
if ( GetFlags() & FL_DUCKING )
|
||
|
{
|
||
|
if ( speed > 0 )
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_WALK_CROUCH;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_IDLE_CROUCH;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( speed > 0 )
|
||
|
{
|
||
|
/*
|
||
|
if ( bRunning == false )
|
||
|
{
|
||
|
idealActivity = ACT_WALK;
|
||
|
}
|
||
|
else
|
||
|
*/
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_RUN;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
idealActivity = ACT_HL2MP_IDLE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
idealActivity = TranslateTeamActivity( idealActivity );
|
||
|
}
|
||
|
|
||
|
if ( idealActivity == ACT_HL2MP_GESTURE_RANGE_ATTACK )
|
||
|
{
|
||
|
RestartGesture( Weapon_TranslateActivity( idealActivity ) );
|
||
|
|
||
|
// FIXME: this seems a bit wacked
|
||
|
Weapon_SetActivity( Weapon_TranslateActivity( ACT_RANGE_ATTACK1 ), 0 );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
else if ( idealActivity == ACT_HL2MP_GESTURE_RELOAD )
|
||
|
{
|
||
|
RestartGesture( Weapon_TranslateActivity( idealActivity ) );
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetActivity( idealActivity );
|
||
|
|
||
|
animDesired = SelectWeightedSequence( Weapon_TranslateActivity ( idealActivity ) );
|
||
|
|
||
|
if (animDesired == -1)
|
||
|
{
|
||
|
animDesired = SelectWeightedSequence( idealActivity );
|
||
|
|
||
|
if ( animDesired == -1 )
|
||
|
{
|
||
|
animDesired = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Already using the desired animation?
|
||
|
if ( GetSequence() == animDesired )
|
||
|
return;
|
||
|
|
||
|
m_flPlaybackRate = 1.0;
|
||
|
ResetSequence( animDesired );
|
||
|
SetCycle( 0 );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Already using the desired animation?
|
||
|
if ( GetSequence() == animDesired )
|
||
|
return;
|
||
|
|
||
|
//Msg( "Set animation to %d\n", animDesired );
|
||
|
// Reset to first frame of desired animation
|
||
|
ResetSequence( animDesired );
|
||
|
SetCycle( 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
extern int gEvilImpulse101;
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Player reacts to bumping a weapon.
|
||
|
// Input : pWeapon - the weapon that the player bumped into.
|
||
|
// Output : Returns true if player picked up the weapon
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHL2MP_Player::BumpWeapon( CBaseCombatWeapon *pWeapon )
|
||
|
{
|
||
|
CBaseCombatCharacter *pOwner = pWeapon->GetOwner();
|
||
|
|
||
|
// Can I have this weapon type?
|
||
|
if ( !IsAllowedToPickupWeapons() )
|
||
|
return false;
|
||
|
|
||
|
if ( pOwner || !Weapon_CanUse( pWeapon ) || !g_pGameRules->CanHavePlayerItem( this, pWeapon ) )
|
||
|
{
|
||
|
if ( gEvilImpulse101 )
|
||
|
{
|
||
|
UTIL_Remove( pWeapon );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Don't let the player fetch weapons through walls (use MASK_SOLID so that you can't pickup through windows)
|
||
|
if( !pWeapon->FVisible( this, MASK_SOLID ) && !(GetFlags() & FL_NOTARGET) )
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool bOwnsWeaponAlready = !!Weapon_OwnsThisType( pWeapon->GetClassname(), pWeapon->GetSubType());
|
||
|
|
||
|
if ( bOwnsWeaponAlready == true )
|
||
|
{
|
||
|
//If we have room for the ammo, then "take" the weapon too.
|
||
|
if ( Weapon_EquipAmmoOnly( pWeapon ) )
|
||
|
{
|
||
|
pWeapon->CheckRespawn();
|
||
|
|
||
|
UTIL_Remove( pWeapon );
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pWeapon->CheckRespawn();
|
||
|
Weapon_Equip( pWeapon );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::ChangeTeam( int iTeam )
|
||
|
{
|
||
|
/* if ( GetNextTeamChangeTime() >= gpGlobals->curtime )
|
||
|
{
|
||
|
char szReturnString[128];
|
||
|
Q_snprintf( szReturnString, sizeof( szReturnString ), "Please wait %d more seconds before trying to switch teams again.\n", (int)(GetNextTeamChangeTime() - gpGlobals->curtime) );
|
||
|
|
||
|
ClientPrint( this, HUD_PRINTTALK, szReturnString );
|
||
|
return;
|
||
|
}*/
|
||
|
|
||
|
bool bKill = false;
|
||
|
|
||
|
if ( HL2MPRules()->IsTeamplay() != true && iTeam != TEAM_SPECTATOR )
|
||
|
{
|
||
|
//don't let them try to join combine or rebels during deathmatch.
|
||
|
iTeam = TEAM_UNASSIGNED;
|
||
|
}
|
||
|
|
||
|
if ( HL2MPRules()->IsTeamplay() == true )
|
||
|
{
|
||
|
if ( iTeam != GetTeamNumber() && GetTeamNumber() != TEAM_UNASSIGNED )
|
||
|
{
|
||
|
bKill = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::ChangeTeam( iTeam );
|
||
|
|
||
|
m_flNextTeamChangeTime = gpGlobals->curtime + TEAM_CHANGE_INTERVAL;
|
||
|
|
||
|
if ( HL2MPRules()->IsTeamplay() == true )
|
||
|
{
|
||
|
SetPlayerTeamModel();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetPlayerModel();
|
||
|
}
|
||
|
|
||
|
if ( iTeam == TEAM_SPECTATOR )
|
||
|
{
|
||
|
RemoveAllItems( true );
|
||
|
|
||
|
State_Transition( STATE_OBSERVER_MODE );
|
||
|
}
|
||
|
|
||
|
if ( bKill == true )
|
||
|
{
|
||
|
CommitSuicide();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CHL2MP_Player::HandleCommand_JoinTeam( int team )
|
||
|
{
|
||
|
if ( !GetGlobalTeam( team ) || team == 0 )
|
||
|
{
|
||
|
Warning( "HandleCommand_JoinTeam( %d ) - invalid team index.\n", team );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( team == TEAM_SPECTATOR )
|
||
|
{
|
||
|
// Prevent this is the cvar is set
|
||
|
if ( !mp_allowspectators.GetInt() )
|
||
|
{
|
||
|
ClientPrint( this, HUD_PRINTCENTER, "#Cannot_Be_Spectator" );
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if ( GetTeamNumber() != TEAM_UNASSIGNED && !IsDead() )
|
||
|
{
|
||
|
m_fNextSuicideTime = gpGlobals->curtime; // allow the suicide to work
|
||
|
|
||
|
CommitSuicide();
|
||
|
|
||
|
// add 1 to frags to balance out the 1 subtracted for killing yourself
|
||
|
IncrementFragCount( 1 );
|
||
|
}
|
||
|
|
||
|
ChangeTeam( TEAM_SPECTATOR );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
StopObserverMode();
|
||
|
State_Transition(STATE_ACTIVE);
|
||
|
}
|
||
|
|
||
|
// Switch their actual team...
|
||
|
ChangeTeam( team );
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool CHL2MP_Player::ClientCommand( const CCommand &args )
|
||
|
{
|
||
|
if ( FStrEq( args[0], "spectate" ) )
|
||
|
{
|
||
|
if ( ShouldRunRateLimitedCommand( args ) )
|
||
|
{
|
||
|
// instantly join spectators
|
||
|
HandleCommand_JoinTeam( TEAM_SPECTATOR );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if ( FStrEq( args[0], "jointeam" ) )
|
||
|
{
|
||
|
if ( args.ArgC() < 2 )
|
||
|
{
|
||
|
Warning( "Player sent bad jointeam syntax\n" );
|
||
|
}
|
||
|
|
||
|
if ( ShouldRunRateLimitedCommand( args ) )
|
||
|
{
|
||
|
int iTeam = atoi( args[1] );
|
||
|
HandleCommand_JoinTeam( iTeam );
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
else if ( FStrEq( args[0], "joingame" ) )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return BaseClass::ClientCommand( args );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::CheatImpulseCommands( int iImpulse )
|
||
|
{
|
||
|
switch ( iImpulse )
|
||
|
{
|
||
|
case 101:
|
||
|
{
|
||
|
if( sv_cheats->GetBool() )
|
||
|
{
|
||
|
GiveAllItems();
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
BaseClass::CheatImpulseCommands( iImpulse );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CHL2MP_Player::ShouldRunRateLimitedCommand( const CCommand &args )
|
||
|
{
|
||
|
int i = m_RateLimitLastCommandTimes.Find( args[0] );
|
||
|
if ( i == m_RateLimitLastCommandTimes.InvalidIndex() )
|
||
|
{
|
||
|
m_RateLimitLastCommandTimes.Insert( args[0], gpGlobals->curtime );
|
||
|
return true;
|
||
|
}
|
||
|
else if ( (gpGlobals->curtime - m_RateLimitLastCommandTimes[i]) < HL2MP_COMMAND_MAX_RATE )
|
||
|
{
|
||
|
// Too fast.
|
||
|
return false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_RateLimitLastCommandTimes[i] = gpGlobals->curtime;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::CreateViewModel( int index /*=0*/ )
|
||
|
{
|
||
|
Assert( index >= 0 && index < MAX_VIEWMODELS );
|
||
|
|
||
|
if ( GetViewModel( index ) )
|
||
|
return;
|
||
|
|
||
|
CPredictedViewModel *vm = ( CPredictedViewModel * )CreateEntityByName( "predicted_viewmodel" );
|
||
|
if ( vm )
|
||
|
{
|
||
|
vm->SetAbsOrigin( GetAbsOrigin() );
|
||
|
vm->SetOwner( this );
|
||
|
vm->SetIndex( index );
|
||
|
DispatchSpawn( vm );
|
||
|
vm->FollowEntity( this, false );
|
||
|
m_hViewModel.Set( index, vm );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CHL2MP_Player::BecomeRagdollOnClient( const Vector &force )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
// Ragdoll entities.
|
||
|
// -------------------------------------------------------------------------------- //
|
||
|
|
||
|
class CHL2MPRagdoll : public CBaseAnimatingOverlay
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CHL2MPRagdoll, CBaseAnimatingOverlay );
|
||
|
DECLARE_SERVERCLASS();
|
||
|
|
||
|
// Transmit ragdolls to everyone.
|
||
|
virtual int UpdateTransmitState()
|
||
|
{
|
||
|
return SetTransmitState( FL_EDICT_ALWAYS );
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
// In case the client has the player entity, we transmit the player index.
|
||
|
// In case the client doesn't have it, we transmit the player's model index, origin, and angles
|
||
|
// so they can create a ragdoll in the right place.
|
||
|
CNetworkHandle( CBaseEntity, m_hPlayer ); // networked entity handle
|
||
|
CNetworkVector( m_vecRagdollVelocity );
|
||
|
CNetworkVector( m_vecRagdollOrigin );
|
||
|
};
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( hl2mp_ragdoll, CHL2MPRagdoll );
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST_NOBASE( CHL2MPRagdoll, DT_HL2MPRagdoll )
|
||
|
SendPropVector( SENDINFO(m_vecRagdollOrigin), -1, SPROP_COORD ),
|
||
|
SendPropEHandle( SENDINFO( m_hPlayer ) ),
|
||
|
SendPropModelIndex( SENDINFO( m_nModelIndex ) ),
|
||
|
SendPropInt ( SENDINFO(m_nForceBone), 8, 0 ),
|
||
|
SendPropVector ( SENDINFO(m_vecForce), -1, SPROP_NOSCALE ),
|
||
|
SendPropVector( SENDINFO( m_vecRagdollVelocity ) )
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::CreateRagdollEntity( void )
|
||
|
{
|
||
|
if ( m_hRagdoll )
|
||
|
{
|
||
|
UTIL_RemoveImmediate( m_hRagdoll );
|
||
|
m_hRagdoll = NULL;
|
||
|
}
|
||
|
|
||
|
// If we already have a ragdoll, don't make another one.
|
||
|
CHL2MPRagdoll *pRagdoll = dynamic_cast< CHL2MPRagdoll* >( m_hRagdoll.Get() );
|
||
|
|
||
|
if ( !pRagdoll )
|
||
|
{
|
||
|
// create a new one
|
||
|
pRagdoll = dynamic_cast< CHL2MPRagdoll* >( CreateEntityByName( "hl2mp_ragdoll" ) );
|
||
|
}
|
||
|
|
||
|
if ( pRagdoll )
|
||
|
{
|
||
|
pRagdoll->m_hPlayer = this;
|
||
|
pRagdoll->m_vecRagdollOrigin = GetAbsOrigin();
|
||
|
pRagdoll->m_vecRagdollVelocity = GetAbsVelocity();
|
||
|
pRagdoll->m_nModelIndex = m_nModelIndex;
|
||
|
pRagdoll->m_nForceBone = m_nForceBone;
|
||
|
pRagdoll->m_vecForce = m_vecTotalBulletForce;
|
||
|
pRagdoll->SetAbsOrigin( GetAbsOrigin() );
|
||
|
}
|
||
|
|
||
|
// ragdolls will be removed on round restart automatically
|
||
|
m_hRagdoll = pRagdoll;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CHL2MP_Player::FlashlightIsOn( void )
|
||
|
{
|
||
|
return IsEffectActive( EF_DIMLIGHT );
|
||
|
}
|
||
|
|
||
|
extern ConVar flashlight;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL2MP_Player::FlashlightTurnOn( void )
|
||
|
{
|
||
|
if( flashlight.GetInt() > 0 && IsAlive() )
|
||
|
{
|
||
|
AddEffects( EF_DIMLIGHT );
|
||
|
EmitSound( "HL2Player.FlashlightOn" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHL2MP_Player::FlashlightTurnOff( void )
|
||
|
{
|
||
|
RemoveEffects( EF_DIMLIGHT );
|
||
|
|
||
|
if( IsAlive() )
|
||
|
{
|
||
|
EmitSound( "HL2Player.FlashlightOff" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::Weapon_Drop( CBaseCombatWeapon *pWeapon, const Vector *pvecTarget, const Vector *pVelocity )
|
||
|
{
|
||
|
//Drop a grenade if it's primed.
|
||
|
if ( GetActiveWeapon() )
|
||
|
{
|
||
|
CBaseCombatWeapon *pGrenade = Weapon_OwnsThisType("weapon_frag");
|
||
|
|
||
|
if ( GetActiveWeapon() == pGrenade )
|
||
|
{
|
||
|
if ( ( m_nButtons & IN_ATTACK ) || (m_nButtons & IN_ATTACK2) )
|
||
|
{
|
||
|
DropPrimedFragGrenade( this, pGrenade );
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::Weapon_Drop( pWeapon, pvecTarget, pVelocity );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::DetonateTripmines( void )
|
||
|
{
|
||
|
CBaseEntity *pEntity = NULL;
|
||
|
|
||
|
while ((pEntity = gEntList.FindEntityByClassname( pEntity, "npc_satchel" )) != NULL)
|
||
|
{
|
||
|
CSatchelCharge *pSatchel = dynamic_cast<CSatchelCharge *>(pEntity);
|
||
|
if (pSatchel->m_bIsLive && pSatchel->GetThrower() == this )
|
||
|
{
|
||
|
g_EventQueue.AddEvent( pSatchel, "Explode", 0.20, this, this );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Play sound for pressing the detonator
|
||
|
EmitSound( "Weapon_SLAM.SatchelDetonate" );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::Event_Killed( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
//update damage info with our accumulated physics force
|
||
|
CTakeDamageInfo subinfo = info;
|
||
|
subinfo.SetDamageForce( m_vecTotalBulletForce );
|
||
|
|
||
|
SetNumAnimOverlays( 0 );
|
||
|
|
||
|
// Note: since we're dead, it won't draw us on the client, but we don't set EF_NODRAW
|
||
|
// because we still want to transmit to the clients in our PVS.
|
||
|
CreateRagdollEntity();
|
||
|
|
||
|
DetonateTripmines();
|
||
|
|
||
|
BaseClass::Event_Killed( subinfo );
|
||
|
|
||
|
if ( info.GetDamageType() & DMG_DISSOLVE )
|
||
|
{
|
||
|
if ( m_hRagdoll )
|
||
|
{
|
||
|
m_hRagdoll->GetBaseAnimating()->Dissolve( NULL, gpGlobals->curtime, false, ENTITY_DISSOLVE_NORMAL );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
CBaseEntity *pAttacker = info.GetAttacker();
|
||
|
|
||
|
if ( pAttacker )
|
||
|
{
|
||
|
int iScoreToAdd = 1;
|
||
|
|
||
|
if ( pAttacker == this )
|
||
|
{
|
||
|
iScoreToAdd = -1;
|
||
|
}
|
||
|
|
||
|
GetGlobalTeam( pAttacker->GetTeamNumber() )->AddScore( iScoreToAdd );
|
||
|
}
|
||
|
|
||
|
FlashlightTurnOff();
|
||
|
|
||
|
m_lifeState = LIFE_DEAD;
|
||
|
|
||
|
RemoveEffects( EF_NODRAW ); // still draw player body
|
||
|
StopZooming();
|
||
|
}
|
||
|
|
||
|
int CHL2MP_Player::OnTakeDamage( const CTakeDamageInfo &inputInfo )
|
||
|
{
|
||
|
//return here if the player is in the respawn grace period vs. slams.
|
||
|
if ( gpGlobals->curtime < m_flSlamProtectTime && (inputInfo.GetDamageType() == DMG_BLAST ) )
|
||
|
return 0;
|
||
|
|
||
|
m_vecTotalBulletForce += inputInfo.GetDamageForce();
|
||
|
|
||
|
gamestats->Event_PlayerDamage( this, inputInfo );
|
||
|
|
||
|
return BaseClass::OnTakeDamage( inputInfo );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::DeathSound( const CTakeDamageInfo &info )
|
||
|
{
|
||
|
if ( m_hRagdoll && m_hRagdoll->GetBaseAnimating()->IsDissolving() )
|
||
|
return;
|
||
|
|
||
|
char szStepSound[128];
|
||
|
|
||
|
Q_snprintf( szStepSound, sizeof( szStepSound ), "%s.Die", GetPlayerModelSoundPrefix() );
|
||
|
|
||
|
const char *pModelName = STRING( GetModelName() );
|
||
|
|
||
|
CSoundParameters params;
|
||
|
if ( GetParametersForSound( szStepSound, params, pModelName ) == false )
|
||
|
return;
|
||
|
|
||
|
Vector vecOrigin = GetAbsOrigin();
|
||
|
|
||
|
CRecipientFilter filter;
|
||
|
filter.AddRecipientsByPAS( vecOrigin );
|
||
|
|
||
|
EmitSound_t ep;
|
||
|
ep.m_nChannel = params.channel;
|
||
|
ep.m_pSoundName = params.soundname;
|
||
|
ep.m_flVolume = params.volume;
|
||
|
ep.m_SoundLevel = params.soundlevel;
|
||
|
ep.m_nFlags = 0;
|
||
|
ep.m_nPitch = params.pitch;
|
||
|
ep.m_pOrigin = &vecOrigin;
|
||
|
|
||
|
EmitSound( filter, entindex(), ep );
|
||
|
}
|
||
|
|
||
|
CBaseEntity* CHL2MP_Player::EntSelectSpawnPoint( void )
|
||
|
{
|
||
|
CBaseEntity *pSpot = NULL;
|
||
|
CBaseEntity *pLastSpawnPoint = g_pLastSpawn;
|
||
|
edict_t *player = edict();
|
||
|
const char *pSpawnpointName = "info_player_deathmatch";
|
||
|
|
||
|
if ( HL2MPRules()->IsTeamplay() == true )
|
||
|
{
|
||
|
if ( GetTeamNumber() == TEAM_COMBINE )
|
||
|
{
|
||
|
pSpawnpointName = "info_player_combine";
|
||
|
pLastSpawnPoint = g_pLastCombineSpawn;
|
||
|
}
|
||
|
else if ( GetTeamNumber() == TEAM_REBELS )
|
||
|
{
|
||
|
pSpawnpointName = "info_player_rebel";
|
||
|
pLastSpawnPoint = g_pLastRebelSpawn;
|
||
|
}
|
||
|
|
||
|
if ( gEntList.FindEntityByClassname( NULL, pSpawnpointName ) == NULL )
|
||
|
{
|
||
|
pSpawnpointName = "info_player_deathmatch";
|
||
|
pLastSpawnPoint = g_pLastSpawn;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pSpot = pLastSpawnPoint;
|
||
|
// Randomize the start spot
|
||
|
for ( int i = random->RandomInt(1,5); i > 0; i-- )
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
|
||
|
if ( !pSpot ) // skip over the null point
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
|
||
|
|
||
|
CBaseEntity *pFirstSpot = pSpot;
|
||
|
|
||
|
do
|
||
|
{
|
||
|
if ( pSpot )
|
||
|
{
|
||
|
// check if pSpot is valid
|
||
|
if ( g_pGameRules->IsSpawnPointValid( pSpot, this ) )
|
||
|
{
|
||
|
if ( pSpot->GetLocalOrigin() == vec3_origin )
|
||
|
{
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// if so, go to pSpot
|
||
|
goto ReturnSpot;
|
||
|
}
|
||
|
}
|
||
|
// increment pSpot
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, pSpawnpointName );
|
||
|
} while ( pSpot != pFirstSpot ); // loop if we're not back to the start
|
||
|
|
||
|
// we haven't found a place to spawn yet, so kill any guy at the first spawn point and spawn there
|
||
|
if ( pSpot )
|
||
|
{
|
||
|
CBaseEntity *ent = NULL;
|
||
|
for ( CEntitySphereQuery sphere( pSpot->GetAbsOrigin(), 128 ); (ent = sphere.GetCurrentEntity()) != NULL; sphere.NextEntity() )
|
||
|
{
|
||
|
// if ent is a client, kill em (unless they are ourselves)
|
||
|
if ( ent->IsPlayer() && !(ent->edict() == player) )
|
||
|
ent->TakeDamage( CTakeDamageInfo( GetContainingEntity(INDEXENT(0)), GetContainingEntity(INDEXENT(0)), 300, DMG_GENERIC ) );
|
||
|
}
|
||
|
goto ReturnSpot;
|
||
|
}
|
||
|
|
||
|
if ( !pSpot )
|
||
|
{
|
||
|
pSpot = gEntList.FindEntityByClassname( pSpot, "info_player_start" );
|
||
|
|
||
|
if ( pSpot )
|
||
|
goto ReturnSpot;
|
||
|
}
|
||
|
|
||
|
ReturnSpot:
|
||
|
|
||
|
if ( HL2MPRules()->IsTeamplay() == true )
|
||
|
{
|
||
|
if ( GetTeamNumber() == TEAM_COMBINE )
|
||
|
{
|
||
|
g_pLastCombineSpawn = pSpot;
|
||
|
}
|
||
|
else if ( GetTeamNumber() == TEAM_REBELS )
|
||
|
{
|
||
|
g_pLastRebelSpawn = pSpot;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
g_pLastSpawn = pSpot;
|
||
|
|
||
|
m_flSlamProtectTime = gpGlobals->curtime + 0.5;
|
||
|
|
||
|
return pSpot;
|
||
|
}
|
||
|
|
||
|
|
||
|
CON_COMMAND( timeleft, "prints the time remaining in the match" )
|
||
|
{
|
||
|
CHL2MP_Player *pPlayer = ToHL2MPPlayer( UTIL_GetCommandClient() );
|
||
|
|
||
|
int iTimeRemaining = (int)HL2MPRules()->GetMapRemainingTime();
|
||
|
|
||
|
if ( iTimeRemaining == 0 )
|
||
|
{
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
ClientPrint( pPlayer, HUD_PRINTTALK, "This game has no timelimit." );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "* No Time Limit *\n" );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int iMinutes, iSeconds;
|
||
|
iMinutes = iTimeRemaining / 60;
|
||
|
iSeconds = iTimeRemaining % 60;
|
||
|
|
||
|
char minutes[8];
|
||
|
char seconds[8];
|
||
|
|
||
|
Q_snprintf( minutes, sizeof(minutes), "%d", iMinutes );
|
||
|
Q_snprintf( seconds, sizeof(seconds), "%2.2d", iSeconds );
|
||
|
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
ClientPrint( pPlayer, HUD_PRINTTALK, "Time left in map: %s1:%s2", minutes, seconds );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Msg( "Time Remaining: %s:%s\n", minutes, seconds );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::Reset()
|
||
|
{
|
||
|
ResetDeathCount();
|
||
|
ResetFragCount();
|
||
|
}
|
||
|
|
||
|
bool CHL2MP_Player::IsReady()
|
||
|
{
|
||
|
return m_bReady;
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::SetReady( bool bReady )
|
||
|
{
|
||
|
m_bReady = bReady;
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::CheckChatText( char *p, int bufsize )
|
||
|
{
|
||
|
//Look for escape sequences and replace
|
||
|
|
||
|
char *buf = new char[bufsize];
|
||
|
int pos = 0;
|
||
|
|
||
|
// Parse say text for escape sequences
|
||
|
for ( char *pSrc = p; pSrc != NULL && *pSrc != 0 && pos < bufsize-1; pSrc++ )
|
||
|
{
|
||
|
// copy each char across
|
||
|
buf[pos] = *pSrc;
|
||
|
pos++;
|
||
|
}
|
||
|
|
||
|
buf[pos] = '\0';
|
||
|
|
||
|
// copy buf back into p
|
||
|
Q_strncpy( p, buf, bufsize );
|
||
|
|
||
|
delete[] buf;
|
||
|
|
||
|
const char *pReadyCheck = p;
|
||
|
|
||
|
HL2MPRules()->CheckChatForReadySignal( this, pReadyCheck );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::State_Transition( HL2MPPlayerState newState )
|
||
|
{
|
||
|
State_Leave();
|
||
|
State_Enter( newState );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::State_Enter( HL2MPPlayerState newState )
|
||
|
{
|
||
|
m_iPlayerState = newState;
|
||
|
m_pCurStateInfo = State_LookupInfo( newState );
|
||
|
|
||
|
// Initialize the new state.
|
||
|
if ( m_pCurStateInfo && m_pCurStateInfo->pfnEnterState )
|
||
|
(this->*m_pCurStateInfo->pfnEnterState)();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::State_Leave()
|
||
|
{
|
||
|
if ( m_pCurStateInfo && m_pCurStateInfo->pfnLeaveState )
|
||
|
{
|
||
|
(this->*m_pCurStateInfo->pfnLeaveState)();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::State_PreThink()
|
||
|
{
|
||
|
if ( m_pCurStateInfo && m_pCurStateInfo->pfnPreThink )
|
||
|
{
|
||
|
(this->*m_pCurStateInfo->pfnPreThink)();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
CHL2MPPlayerStateInfo *CHL2MP_Player::State_LookupInfo( HL2MPPlayerState state )
|
||
|
{
|
||
|
// This table MUST match the
|
||
|
static CHL2MPPlayerStateInfo playerStateInfos[] =
|
||
|
{
|
||
|
{ STATE_ACTIVE, "STATE_ACTIVE", &CHL2MP_Player::State_Enter_ACTIVE, NULL, &CHL2MP_Player::State_PreThink_ACTIVE },
|
||
|
{ STATE_OBSERVER_MODE, "STATE_OBSERVER_MODE", &CHL2MP_Player::State_Enter_OBSERVER_MODE, NULL, &CHL2MP_Player::State_PreThink_OBSERVER_MODE }
|
||
|
};
|
||
|
|
||
|
for ( int i=0; i < ARRAYSIZE( playerStateInfos ); i++ )
|
||
|
{
|
||
|
if ( playerStateInfos[i].m_iPlayerState == state )
|
||
|
return &playerStateInfos[i];
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
bool CHL2MP_Player::StartObserverMode(int mode)
|
||
|
{
|
||
|
//we only want to go into observer mode if the player asked to, not on a death timeout
|
||
|
if ( m_bEnterObserver == true )
|
||
|
{
|
||
|
VPhysicsDestroyObject();
|
||
|
return BaseClass::StartObserverMode( mode );
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::StopObserverMode()
|
||
|
{
|
||
|
m_bEnterObserver = false;
|
||
|
BaseClass::StopObserverMode();
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::State_Enter_OBSERVER_MODE()
|
||
|
{
|
||
|
int observerMode = m_iObserverLastMode;
|
||
|
if ( IsNetClient() )
|
||
|
{
|
||
|
const char *pIdealMode = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_spec_mode" );
|
||
|
if ( pIdealMode )
|
||
|
{
|
||
|
observerMode = atoi( pIdealMode );
|
||
|
if ( observerMode <= OBS_MODE_FIXED || observerMode > OBS_MODE_ROAMING )
|
||
|
{
|
||
|
observerMode = m_iObserverLastMode;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
m_bEnterObserver = true;
|
||
|
StartObserverMode( observerMode );
|
||
|
}
|
||
|
|
||
|
void CHL2MP_Player::State_PreThink_OBSERVER_MODE()
|
||
|
{
|
||
|
// Make sure nobody has changed any of our state.
|
||
|
// Assert( GetMoveType() == MOVETYPE_FLY );
|
||
|
Assert( m_takedamage == DAMAGE_NO );
|
||
|
Assert( IsSolidFlagSet( FSOLID_NOT_SOLID ) );
|
||
|
// Assert( IsEffectActive( EF_NODRAW ) );
|
||
|
|
||
|
// Must be dead.
|
||
|
Assert( m_lifeState == LIFE_DEAD );
|
||
|
Assert( pl.deadflag );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::State_Enter_ACTIVE()
|
||
|
{
|
||
|
SetMoveType( MOVETYPE_WALK );
|
||
|
|
||
|
// md 8/15/07 - They'll get set back to solid when they actually respawn. If we set them solid now and mp_forcerespawn
|
||
|
// is false, then they'll be spectating but blocking live players from moving.
|
||
|
// RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
|
||
|
m_Local.m_iHideHUD = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHL2MP_Player::State_PreThink_ACTIVE()
|
||
|
{
|
||
|
//we don't really need to do anything here.
|
||
|
//This state_prethink structure came over from CS:S and was doing an assert check that fails the way hl2dm handles death
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHL2MP_Player::CanHearAndReadChatFrom( CBasePlayer *pPlayer )
|
||
|
{
|
||
|
// can always hear the console unless we're ignoring all chat
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|