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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "gamemovement.h"
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#include "in_buttons.h"
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#include <stdarg.h>
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#include "movevars_shared.h"
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#include "engine/IEngineTrace.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "decals.h"
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#include "tier0/vprof.h"
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#include "hl1_gamemovement.h"
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// Expose our interface.
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static CHL1GameMovement g_GameMovement;
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IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CGameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
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#ifdef CLIENT_DLL
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#include "hl1/c_hl1mp_player.h"
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#else
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#include "hl1mp_player.h"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHL1GameMovement::CheckJumpButton( void )
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{
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m_pHL1Player = ToHL1Player( player );
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Assert( m_pHL1Player );
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if (m_pHL1Player->pl.deadflag)
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{
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mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
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return false;
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}
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// See if we are waterjumping. If so, decrement count and return.
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if (m_pHL1Player->m_flWaterJumpTime)
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{
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m_pHL1Player->m_flWaterJumpTime -= gpGlobals->frametime;
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if (m_pHL1Player->m_flWaterJumpTime < 0)
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m_pHL1Player->m_flWaterJumpTime = 0;
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return false;
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}
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// If we are in the water most of the way...
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if ( m_pHL1Player->GetWaterLevel() >= 2 )
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{
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// swimming, not jumping
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SetGroundEntity( NULL );
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if(m_pHL1Player->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
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mv->m_vecVelocity[2] = 100;
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else if (m_pHL1Player->GetWaterType() == CONTENTS_SLIME)
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mv->m_vecVelocity[2] = 80;
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// play swiming sound
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if ( m_pHL1Player->m_flSwimSoundTime <= 0 )
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{
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// Don't play sound again for 1 second
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m_pHL1Player->m_flSwimSoundTime = 1000;
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PlaySwimSound();
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}
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return false;
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}
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// No more effect
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if (m_pHL1Player->GetGroundEntity() == NULL)
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{
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mv->m_nOldButtons |= IN_JUMP;
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return false; // in air, so no effect
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}
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if ( mv->m_nOldButtons & IN_JUMP )
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return false; // don't pogo stick
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// In the air now.
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SetGroundEntity( NULL );
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m_pHL1Player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->GetSurfaceData(), 1.0, true );
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MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
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float flGroundFactor = 1.0f;
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if ( player->GetSurfaceData() )
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{
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flGroundFactor = 1.0;//player->GetSurfaceData()->game.jumpFactor;
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}
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// Acclerate upward
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// If we are ducking...
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float startz = mv->m_vecVelocity[2];
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if ( ( m_pHL1Player->m_Local.m_bDucking ) || ( m_pHL1Player->GetFlags() & FL_DUCKING ) )
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{
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// d = 0.5 * g * t^2 - distance traveled with linear accel
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// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
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// v = g * t - velocity at the end (just invert it to jump up that high)
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// v = g * sqrt(2.0 * 45 / g )
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// v^2 = g * g * 2.0 * 45 / g
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// v = sqrt( g * 2.0 * 45 )
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// Adjust for super long jump module
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// UNDONE -- note this should be based on forward angles, not current velocity.
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if ( m_pHL1Player->m_bHasLongJump &&
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( mv->m_nButtons & IN_DUCK ) &&
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( m_pHL1Player->m_Local.m_flDucktime > 0 ) &&
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mv->m_vecVelocity.Length() > 50 )
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{
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m_pHL1Player->m_Local.m_vecPunchAngle.Set( PITCH, -5 );
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mv->m_vecVelocity = m_vecForward * PLAYER_LONGJUMP_SPEED * 1.6;
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mv->m_vecVelocity.z = sqrt(2 * 800 * 56.0);
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}
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else
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{
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mv->m_vecVelocity[2] = flGroundFactor * sqrt(2 * 800 * 45.0); // 2 * gravity * height
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}
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}
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else
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{
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mv->m_vecVelocity[2] += flGroundFactor * sqrt(2 * 800 * 45.0); // 2 * gravity * height
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}
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FinishGravity();
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mv->m_outWishVel.z += mv->m_vecVelocity[2] - startz;
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mv->m_outStepHeight += 0.1f;
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if ( gpGlobals->maxClients > 1 )
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#ifdef CLIENT_DLL
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(dynamic_cast<C_HL1MP_Player*>(m_pHL1Player))->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
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#else
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(dynamic_cast<CHL1MP_Player*>(m_pHL1Player))->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
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#endif
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// Flag that we jumped.
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mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: See if duck button is pressed and do the appropriate things
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//-----------------------------------------------------------------------------
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void CHL1GameMovement::Duck( void )
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{
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int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
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int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
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int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
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// Check to see if we are in the air.
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bool bInAir = ( player->GetGroundEntity() == NULL );
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bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
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if ( mv->m_nButtons & IN_DUCK )
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{
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mv->m_nOldButtons |= IN_DUCK;
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}
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else
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{
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mv->m_nOldButtons &= ~IN_DUCK;
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}
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// Handle death.
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if ( IsDead() )
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{
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if ( bInDuck )
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{
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// Unduck
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FinishUnDuck();
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}
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return;
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}
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HandleDuckingSpeedCrop();
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// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
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if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
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{
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if ( ( mv->m_nButtons & IN_DUCK ) )
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{
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// Have the duck button pressed, but the player currently isn't in the duck position.
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if ( ( buttonsPressed & IN_DUCK ) && !bInDuck )
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{
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// Use 1 second so super long jump will work
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player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
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player->m_Local.m_bDucking = true;
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}
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// The player is in duck transition and not duck-jumping.
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if ( player->m_Local.m_bDucking )
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{
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float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
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float flDuckSeconds = flDuckMilliseconds / GAMEMOVEMENT_DUCK_TIME;
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// Finish in duck transition when transition time is over, in "duck", in air.
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if ( ( flDuckSeconds > TIME_TO_DUCK ) || bInDuck || bInAir )
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{
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FinishDuck();
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}
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else
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{
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// Calc parametric time
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float flDuckFraction = SimpleSpline( flDuckSeconds / TIME_TO_DUCK );
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SetDuckedEyeOffset( flDuckFraction );
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}
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}
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}
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else
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{
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// Try to unduck unless automovement is not allowed
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// NOTE: When not onground, you can always unduck
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if ( player->m_Local.m_bAllowAutoMovement || bInAir )
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{
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if ( ( buttonsReleased & IN_DUCK ) && bInDuck )
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{
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// Use 1 second so super long jump will work
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player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
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}
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// Check to see if we are capable of unducking.
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if ( CanUnduck() )
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{
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// or unducking
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if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
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{
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float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - (float)player->m_Local.m_flDucktime );
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float flDuckSeconds = flDuckMilliseconds / GAMEMOVEMENT_DUCK_TIME;
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// Finish ducking immediately if duck time is over or not on ground
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if ( flDuckSeconds > TIME_TO_UNDUCK || ( bInAir ) )
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{
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FinishUnDuck();
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}
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else
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{
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// Calc parametric time
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float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
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SetDuckedEyeOffset( flDuckFraction );
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player->m_Local.m_bDucking = true;
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}
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}
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}
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else
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{
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// Still under something where we can't unduck, so make sure we reset this timer so
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// that we'll unduck once we exit the tunnel, etc.
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player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
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SetDuckedEyeOffset( 1.0f );
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}
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}
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}
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}
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}
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void CHL1GameMovement::HandleDuckingSpeedCrop()
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{
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if ( !( m_iSpeedCropped & SPEED_CROPPED_DUCK ) )
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{
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if ( player->GetFlags() & FL_DUCKING )
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{
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float frac = 0.33333333f;
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mv->m_flForwardMove *= frac;
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mv->m_flSideMove *= frac;
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mv->m_flUpMove *= frac;
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m_iSpeedCropped |= SPEED_CROPPED_DUCK;
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}
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}
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}
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void CHL1GameMovement::CheckParameters( void )
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{
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if ( mv->m_nButtons & IN_SPEED )
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{
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mv->m_flClientMaxSpeed = 100;
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}
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else
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{
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mv->m_flClientMaxSpeed = mv->m_flMaxSpeed;
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}
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CHL1_Player* pHL1Player = dynamic_cast<CHL1_Player*>(player);
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if( pHL1Player && pHL1Player->IsPullingObject() )
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{
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mv->m_flClientMaxSpeed = mv->m_flMaxSpeed * 0.5f;
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}
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BaseClass::CheckParameters();
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}
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