Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_sdk_player.h"
#include "weapon_sdkbase.h"
#include "c_basetempentity.h"
#if defined( CSDKPlayer )
#undef CSDKPlayer
#endif
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class C_TEPlayerAnimEvent : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType )
{
// Create the effect.
C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData );
}
}
public:
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};
IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_iEvent ) ),
RecvPropInt( RECVINFO( m_nData ) )
END_RECV_TABLE()
BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive )
RecvPropInt( RECVINFO( m_iShotsFired ) ),
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer )
RecvPropDataTable( "sdklocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
RecvPropInt( RECVINFO( m_iThrowGrenadeCounter ) ),
RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_SDKPlayer )
DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
DEFINE_PRED_FIELD( m_iShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
class C_SDKRagdoll : public C_BaseAnimatingOverlay
{
public:
DECLARE_CLASS( C_SDKRagdoll, C_BaseAnimatingOverlay );
DECLARE_CLIENTCLASS();
C_SDKRagdoll();
~C_SDKRagdoll();
virtual void OnDataChanged( DataUpdateType_t type );
int GetPlayerEntIndex() const;
IRagdoll* GetIRagdoll() const;
void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
private:
C_SDKRagdoll( const C_SDKRagdoll & ) {}
void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity );
void CreateRagdoll();
private:
EHANDLE m_hPlayer;
CNetworkVector( m_vecRagdollVelocity );
CNetworkVector( m_vecRagdollOrigin );
};
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_SDKRagdoll, DT_SDKRagdoll, CSDKRagdoll )
RecvPropVector( RECVINFO(m_vecRagdollOrigin) ),
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_nModelIndex ) ),
RecvPropInt( RECVINFO(m_nForceBone) ),
RecvPropVector( RECVINFO(m_vecForce) ),
RecvPropVector( RECVINFO( m_vecRagdollVelocity ) )
END_RECV_TABLE()
C_SDKRagdoll::C_SDKRagdoll()
{
}
C_SDKRagdoll::~C_SDKRagdoll()
{
PhysCleanupFrictionSounds( this );
}
void C_SDKRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity )
{
if ( !pSourceEntity )
return;
VarMapping_t *pSrc = pSourceEntity->GetVarMapping();
VarMapping_t *pDest = GetVarMapping();
// Find all the VarMapEntry_t's that represent the same variable.
for ( int i = 0; i < pDest->m_Entries.Count(); i++ )
{
VarMapEntry_t *pDestEntry = &pDest->m_Entries[i];
for ( int j=0; j < pSrc->m_Entries.Count(); j++ )
{
VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j];
if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(),
pDestEntry->watcher->GetDebugName() ) )
{
pDestEntry->watcher->Copy( pSrcEntry->watcher );
break;
}
}
}
}
void C_SDKRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject )
return;
Vector dir = pTrace->endpos - pTrace->startpos;
if ( iDamageType == DMG_BLAST )
{
dir *= 4000; // adjust impact strenght
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir );
}
else
{
Vector hitpos;
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
VectorNormalize( dir );
dir *= 4000; // adjust impact strenght
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
}
m_pRagdoll->ResetRagdollSleepAfterTime();
}
void C_SDKRagdoll::CreateRagdoll()
{
// First, initialize all our data. If we have the player's entity on our client,
// then we can make ourselves start out exactly where the player is.
C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
// move my current model instance to the ragdoll's so decals are preserved.
pPlayer->SnatchModelInstance( this );
VarMapping_t *varMap = GetVarMapping();
// Copy all the interpolated vars from the player entity.
// The entity uses the interpolated history to get bone velocity.
bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());
if ( bRemotePlayer )
{
Interp_Copy( pPlayer );
SetAbsAngles( pPlayer->GetRenderAngles() );
GetRotationInterpolator().Reset();
m_flAnimTime = pPlayer->m_flAnimTime;
SetSequence( pPlayer->GetSequence() );
m_flPlaybackRate = pPlayer->GetPlaybackRate();
}
else
{
// This is the local player, so set them in a default
// pose and slam their velocity, angles and origin
SetAbsOrigin( m_vecRagdollOrigin );
SetAbsAngles( pPlayer->GetRenderAngles() );
SetAbsVelocity( m_vecRagdollVelocity );
int iSeq = LookupSequence( "walk_lower" );
if ( iSeq == -1 )
{
Assert( false ); // missing walk_lower?
iSeq = 0;
}
SetSequence( iSeq ); // walk_lower, basic pose
SetCycle( 0.0 );
Interp_Reset( varMap );
}
}
else
{
// overwrite network origin so later interpolation will
// use this position
SetNetworkOrigin( m_vecRagdollOrigin );
SetAbsOrigin( m_vecRagdollOrigin );
SetAbsVelocity( m_vecRagdollVelocity );
Interp_Reset( GetVarMapping() );
}
SetModelIndex( m_nModelIndex );
// Make us a ragdoll..
m_nRenderFX = kRenderFxRagdoll;
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
matrix3x4_t currentBones[MAXSTUDIOBONES];
const float boneDt = 0.05f;
if ( pPlayer && !pPlayer->IsDormant() )
{
pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
}
else
{
GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
}
InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
}
void C_SDKRagdoll::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
CreateRagdoll();
}
}
IRagdoll* C_SDKRagdoll::GetIRagdoll() const
{
return m_pRagdoll;
}
C_BaseAnimating * C_SDKPlayer::BecomeRagdollOnClient()
{
// Let the C_CSRagdoll entity do this.
// m_builtRagdoll = true;
return NULL;
}
IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const
{
if ( m_hRagdoll.Get() )
{
C_SDKRagdoll *pRagdoll = (C_SDKRagdoll*)m_hRagdoll.Get();
return pRagdoll->GetIRagdoll();
}
else
{
return NULL;
}
}
C_SDKPlayer::C_SDKPlayer() :
m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" )
{
m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
m_angEyeAngles.Init();
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
}
C_SDKPlayer::~C_SDKPlayer()
{
m_PlayerAnimState->Release();
}
C_SDKPlayer* C_SDKPlayer::GetLocalSDKPlayer()
{
return ToSDKPlayer( C_BasePlayer::GetLocalPlayer() );
}
const QAngle& C_SDKPlayer::GetRenderAngles()
{
if ( IsRagdoll() )
{
return vec3_angle;
}
else
{
return m_PlayerAnimState->GetRenderAngles();
}
}
void C_SDKPlayer::UpdateClientSideAnimation()
{
// Update the animation data. It does the local check here so this works when using
// a third-person camera (and we don't have valid player angles).
if ( this == C_SDKPlayer::GetLocalSDKPlayer() )
m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
else
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
BaseClass::UpdateClientSideAnimation();
}
void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType )
{
// C_BaseEntity assumes we're networking the entity's angles, so pretend that it
// networked the same value we already have.
SetNetworkAngles( GetLocalAngles() );
BaseClass::PostDataUpdate( updateType );
}
void C_SDKPlayer::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
UpdateVisibility();
}
void C_SDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
{
// Let the server handle this event. It will update m_iThrowGrenadeCounter and the client will
// pick up the event in CCSPlayerAnimState.
}
else
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
}
}
bool C_SDKPlayer::ShouldDraw( void )
{
// If we're dead, our ragdoll will be drawn for us instead.
if ( !IsAlive() )
return false;
if( GetTeamNumber() == TEAM_SPECTATOR )
return false;
if( IsLocalPlayer() && IsRagdoll() )
return true;
return BaseClass::ShouldDraw();
}
CWeaponSDKBase* C_SDKPlayer::GetActiveSDKWeapon() const
{
return dynamic_cast< CWeaponSDKBase* >( GetActiveWeapon() );
}